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Redux v2 - Official 5065 Classic Source
Discussion on Redux v2 - Official 5065 Classic Source within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
10/15/2014, 16:30
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#1426
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Join Date: Jul 2007
Posts: 137
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I believe not. I have reviewed the codes of the Albetros and believe it is the same
Redux codes:
Code:
case DataAction.ObserveFriend:
case DataAction.ObserveEquipment:
{
//packet.Action = DataAction.ObserveEquipment;
var target = client.Map.Search<Player>(packet.Data1);
if (target == null)
return;
Console.WriteLine(client.Name + " observing " + target.Name);
target.SendMessage(client.Name + " is observing your gear carefully.", ChatType.System);
client.Send(SpawnEntityPacket.Create(target));
for (byte loc = 1; loc < 10; loc++)
{
Structures.ConquerItem toView;
if (target.Equipment.TryGetItemBySlot(loc, out toView))
client.Send(ItemInformationPacket.CreateObserveItem(toView, target.UID));
}
//client.Send(packet);
break;
}
Albetros codes:
Code:
case DataAction.QueryFriendEquip:
case DataAction.QueryEquipment:
{
if (!Kernel.Clients.ContainsKey(receive.Data1))
return;
Player target = Kernel.Clients[receive.Data1];
user.Send(Packet.SpawnPlayerPacket.Create(target));
for (byte i = 1; i <= (int)ItemLocation.Steed; i++)
{
var item = target.Equipment.GetItemBySlot((ItemLocation)i);
if (item == null) continue;
if (!item.ItemtypeData.HasValue) continue;
user.Send(Packet.ViewItem.Create(target.UID, item));
if (item.RefineryData != null || item.ArtifactData != null)
user.Send(Packet.RefineryInfoPacket.Create(item));
}
user.Send(StringPacket.Create(StringAction.QueryMate, target.Spouse));
//StringPacket sp = new StringPacket();
//sp.Strings = new NetStringPacker();
//sp.UID = user.UID;
//sp.Type = 16;
//sp.Strings.AddString(target.Spouse);
//user.Send(sp);
//sp.Type = 10;
//user.Send(sp);
break;
}
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10/15/2014, 18:01
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#1427
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Join Date: Oct 2008
Posts: 270
Received Thanks: 10
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not sure if version 1 has it but version 1.1 does, I logged in and checked myself.
wait are you talking about viewing someones equipment through the whisperbox? or through your friends list?
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10/15/2014, 18:31
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#1428
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Join Date: Jul 2007
Posts: 137
Received Thanks: 4
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Quote:
Originally Posted by corbit15
not sure if version 1 has it but version 1.1 does, I logged in and checked myself.
wait are you talking about viewing someones equipment through the whisperbox? or through your friends list?
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Whisperbox and Friends check ar the same packet GeneralActionPacket 310. it work well when the target is on the screen x.x
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10/15/2014, 18:56
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#1429
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Quote:
Originally Posted by zakkwilde_17
Whisperbox and Friends check ar the same packet GeneralActionPacket 310. it work well when the target is on the screen x.x
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oh I see what you mean. I just checked and albetros does that same thing haha. Your best bet would be to talk to ace since hes developing a live server from this base.
I'll take a look and see what I can do and ill post my fix if I get one. it wont be for this source though.
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10/16/2014, 00:11
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#1430
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,376
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Quote:
Originally Posted by corbit15
oh I see what you mean. I just checked and albetros does that same thing haha. Your best bet would be to talk to ace since hes developing a live server from this base.
I'll take a look and see what I can do and ill post my fix if I get one. it wont be for this source though.
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The problem is that the client doesn't seem to send the ID for who is being viewed.
It was reported back during albetros and when we checked the client was sending its own ID rather than the target. I'm sure it's just a basic thing to work around but I never looked into it much back in the day
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10/16/2014, 07:13
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#1431
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Join Date: Oct 2008
Posts: 270
Received Thanks: 10
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Quote:
Originally Posted by pro4never
The problem is that the client doesn't seem to send the ID for who is being viewed.
It was reported back during albetros and when we checked the client was sending its own ID rather than the target. I'm sure it's just a basic thing to work around but I never looked into it much back in the day
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Hm. Wonder why it does that. I'm not at home to look right now but that gives me something to go off of.
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10/16/2014, 20:52
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#1432
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Join Date: Jul 2007
Posts: 137
Received Thanks: 4
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Quote:
Originally Posted by corbit15
oh I see what you mean. I just checked and albetros does that same thing haha. Your best bet would be to talk to ace since hes developing a live server from this base.
I'll take a look and see what I can do and ill post my fix if I get one. it wont be for this source though.
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Okay, I'll wait for what you can do for us
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10/16/2014, 21:56
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#1433
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Join Date: Oct 2008
Posts: 270
Received Thanks: 10
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Quote:
Originally Posted by zakkwilde_17
Okay, I'll wait for what you can do for us
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Don't wait for me to find a fix for it. Chances are I won't have time since I work and go to college. Check it out yourself also. Have you tried breakpointing? And also read what pro posted on the previous page if you haven't already
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10/16/2014, 23:47
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#1434
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Join Date: Jul 2007
Posts: 137
Received Thanks: 4
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Quote:
Originally Posted by corbit15
Don't wait for me to find a fix for it. Chances are I won't have time since I work and go to college. Check it out yourself also. Have you tried breakpointing? And also read what pro posted on the previous page if you haven't already
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yep, i'm breakpointing, it sends all informations of target, but when it return packet or send to screen, it fail... i dont know why x.x
----------------------------
EDIT
Here i got fix a problem with the observe. Before he was only observing characters who were on the same map as you. Now he seeks in all the characters that are online. Also added the string name spouse. But don't fix my problem u.u
Code:
case DataAction.ObserveFriend:
case DataAction.ObserveEquipment:
{
if (!PlayerManager.Players.ContainsKey(packet.Data1))
return;
Player target = PlayerManager.GetUser(packet.Data1);
client.Send(SpawnEntityPacket.Create(target));
target.SendMessage(client.Name + " is observing your gear carefully.", ChatType.System);
for (byte loc = 1; loc < 10; loc++)
{
Structures.ConquerItem toView;
if (target.Equipment.TryGetItemBySlot(loc, out toView))
client.Send(ItemInformationPacket.CreateObserveItem(toView, target.UID));
}
client.Send(StringsPacket.Create(target.UID, StringAction.QueryMate, target.Spouse));
break;
}
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10/17/2014, 02:34
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#1435
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Join Date: Feb 2006
Posts: 726
Received Thanks: 271
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If the client isn't sending the correct target ID there might not be much you can do.
This is especially true in the case of the friends list.
Perhaps it might be something as simple as having the right value in a packet to have the client send the right ID, seems unlikely but possible.
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10/17/2014, 09:26
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#1436
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elite*gold: 0
Join Date: Oct 2008
Posts: 270
Received Thanks: 10
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Quote:
Originally Posted by zakkwilde_17
yep, i'm breakpointing, it sends all informations of target, but when it return packet or send to screen, it fail... i dont know why x.x
----------------------------
EDIT
Here i got fix a problem with the observe. Before he was only observing characters who were on the same map as you. Now he seeks in all the characters that are online. Also added the string name spouse. But don't fix my problem u.u
Code:
case DataAction.ObserveFriend:
case DataAction.ObserveEquipment:
{
if (!PlayerManager.Players.ContainsKey(packet.Data1))
return;
Player target = PlayerManager.GetUser(packet.Data1);
client.Send(SpawnEntityPacket.Create(target));
target.SendMessage(client.Name + " is observing your gear carefully.", ChatType.System);
for (byte loc = 1; loc < 10; loc++)
{
Structures.ConquerItem toView;
if (target.Equipment.TryGetItemBySlot(loc, out toView))
client.Send(ItemInformationPacket.CreateObserveItem(toView, target.UID));
}
client.Send(StringsPacket.Create(target.UID, StringAction.QueryMate, target.Spouse));
break;
}
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correct me if i'm wrong but I don't think for it to be looking for all the players online..
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10/17/2014, 17:56
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#1437
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Join Date: Jul 2007
Posts: 137
Received Thanks: 4
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Quote:
Originally Posted by corbit15
correct me if i'm wrong but I don't think for it to be looking for all the players online..
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The PlayerManager.Player is a Dictionary, when a player do a login he is added to the Dictionary
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10/17/2014, 19:08
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#1438
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elite*gold: 0
Join Date: Oct 2008
Posts: 270
Received Thanks: 10
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Quote:
Originally Posted by zakkwilde_17
The PlayerManager.Player is a Dictionary, when a player do a login he is added to the Dictionary
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But why would the player need to see every online player's gear?
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10/17/2014, 19:34
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#1439
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,376
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Quote:
Originally Posted by corbit15
correct me if i'm wrong but I don't think for it to be looking for all the players online..
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It is correct because this is inspectingn the gear of someone who whispered you. They can whisper from any map so you have to search all maps to find them.
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10/17/2014, 19:54
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#1440
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elite*gold: 0
Join Date: Oct 2008
Posts: 270
Received Thanks: 10
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Quote:
Originally Posted by pro4never
It is correct because this is inspectingn the gear of someone who whispered you. They can whisper from any map so you have to search all maps to find them.
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oh ok that's what I wasn't sure about. I thought he was saying that the client would be trying to look at everyone players gears at once.
#EDIT when you whispered someone was it showing your gear if they were off the map? or did it show the person you whispered?
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