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[Release] Socket System for Hybrids Source!
Discussion on [Release] Socket System for Hybrids Source! within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
04/10/2010, 02:02
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#1
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[Release] Socket System for Hybrids Source!
Apple Pie is amazing!!!!
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04/10/2010, 02:11
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#2
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Woah. It's really nice to see someone who working on Hybrid's source. It's time to improve that source. I'll release my codes for that source soon aswell.
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04/10/2010, 02:29
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#3
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Nah its alright , i just really do not have to much free time to work on it anymore. I been working on a 4267 source. I just do it for shi*s and giggles anymore really. Haha
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04/10/2010, 03:42
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#4
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good job bro
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04/10/2010, 07:42
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#5
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Want to give some credit for that? (unless that's matt- if it is- good work ^^,)
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04/10/2010, 12:14
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#6
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Wow, I didn't expect something like this to be released.
Looks good at first sight.
Very nice release!
~Bas
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04/10/2010, 16:50
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#7
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its for 5165 anyway lol
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04/10/2010, 17:10
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#8
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Quote:
Originally Posted by ahmedpik
its for 5165 anyway lol 
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"This system is and was designed and tested on Hybrids Bugles source."
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04/10/2010, 17:50
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#9
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Oh great, wanted to do this myself but never actually started it.
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04/11/2010, 00:56
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#10
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Quote:
Originally Posted by -NewDawn-
Want to give some credit for that? (unless that's matt- if it is- good work ^^,)

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I am not a noob, i know how to reflect projects ya know. There would be no credits given to you because I did not use your dll.
I'm glad more and more people are getting interested with this. If anyone needs help with implementing it i would be happy to help. Tho i like to warn ya again you cannot just copy and paste this in and will work, you have to modify several other things as well.
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04/11/2010, 03:44
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#11
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I'm not saying that I deserve credit. Read next time.
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04/11/2010, 11:11
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#12
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I'm getting an error in the GameConnectPart void and I've tried comparing to CoEmu & LOTF 5165 but those just work too different.
Code:
public static void GameConnect(GameClient Client, byte[] Packet)
{
Client.Identifier = BitConverter.ToUInt32(Packet, 8);
uint Key2 = BitConverter.ToUInt32(Packet, 4);
(Client.Socket.Crypto as ConquerStanderedCipher).SetKeys(Client.Identifier, Key2);
AuthClient authData;
if (Kernel.AuthPool.TryGetValue(Client.Identifier, out authData))
{
Client.Username = authData.Username;
Client.Password = authData.Password;
Kernel.AuthPool.Remove(authData.Identifier);
if (Database.LoadCharacter(Client))
{
Kernel.GamePool.ThreadSafeAdd<uint, GameClient>(Client.Identifier, Client);
Kernel.UpdateGameClients();
Client.Send(PacketBuilder.CharacterInfo(Client));
Client.Send(new MessagePacket("ANSWER_OK", "ALLUSERS", 0xFFFFFF, MessagePacket.Dialog));
return;
}
}
Client.Socket.Disconnect();
}
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04/12/2010, 03:46
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#13
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Code:
//(Client.Socket.Crypto as ConquerStanderedCipher).SetKeys(Client.Identifier, Key2);
Either do what i did or just take that part out. Since it does not need to set the keys and my socket system does not support .Setkeys because it is not needed anymore.
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04/12/2010, 13:46
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#14
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Quote:
Originally Posted by ImFlamedCOD
Code:
//(Client.Socket.Crypto as ConquerStanderedCipher).SetKeys(Client.Identifier, Key2);
Either do what i did or just take that part out. Since it does not need to set the keys and my socket system does not support .Setkeys because it is not needed anymore.
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I see, now another question, is this Console.WriteLine(DumpHelper.Dump(array)); important? since I don't have the DumpHelper I commented this out.
//edit I noticed that packets have something called Serialize and Deserialize, can you explain what that is and how to use it?
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04/12/2010, 13:47
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#15
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Wow really nice.
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