Register for your free account! | Forgot your password?

You last visited: Today at 09:11

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



NosTale Networking SDK

Discussion on NosTale Networking SDK within the Nostale Hacks, Bots, Cheats & Exploits forum part of the Nostale category.

Closed Thread
 
Old   #1

 
FI0w's Avatar
 
elite*gold: 50
Join Date: Jul 2014
Posts: 1,700
Received Thanks: 1,165
NosTale Networking SDK

Deleted due to license violation
FI0w is offline  
Thanks
2 Users
Old 07/21/2019, 23:08   #2
 
Pumba98's Avatar
 
elite*gold: 55
Join Date: Jan 2011
Posts: 1,240
Received Thanks: 1,187
Good Job
Pumba98 is offline  
Old 07/21/2019, 23:24   #3
 
Cryless~'s Avatar
 
elite*gold: 0
Join Date: Sep 2015
Posts: 482
Received Thanks: 532
Quote:
Originally Posted by FI0w View Post
My Ko-Fi Goal isnt reached but i'm a good boy and still Release it.

It may happen that you want to capture a packet, perhaps to be able to log, edit, or block it. For this reason we decided to install a middleware in the game that allows you to manipulate the incoming and outgoing traffic in the most practical way possible. In fact, you only have to call the `hook` method by passing your callback to start receiving the game's traffic and having full control over it. Furthermore, it is possible to return true or false to accept or reject a packet.

Usage:
HTML Code:
TNetwork *network = TNetwork::getInstance();

network->setup(EClientVersion_Official);

network->hook(NT_NETWORK_SEND_PACKET_CALLBACK, [](const char *packet) -> bool
{
	std::cout << "[SEND] " << packet << std::endl;

	return true;
});

network->hook(NT_NETWORK_RECV_PACKET_CALLBACK, [](const char *packet) -> bool
{
	std::cout << "[RECV] " << packet << std::endl;

	return true;
});
Send/Recv Packets:
While capturing can be very useful in many cases, in others you may want to inject one or more packets. For this reason we have implemented the `sendPacket` and `recvPacket` methods to send and receive packets respectively. NOTE: NosTale uses AnsiString so it is necessary to pass the buffer in a compatible format. For this reason we have implemented the TNostaleString class which does the dirty work for us.
HTML Code:
network->sendPacket(TNostaleString("c_skill").c_str());
network->recvPacket(TNostaleString("info Hello, World!").c_str());
Since its without License or anything else i have the Right to Publish it.

No its not a Leak.

Have Fun Peace out

Just Saying:

No Support or anything else i dont even care what someone writes here i wont even check it since its a Source and people can use it.

It is my old NtSdk which is private on GitLab retard.

You do not have the rights to publish it as no license = private license and I did not allow you to do it.

Reported.
Cryless~ is offline  
Old 07/22/2019, 01:12   #4



 
IceTrailer's Avatar
 
elite*gold: 150
Join Date: Sep 2010
Posts: 2,070
Received Thanks: 821
I'm sorry to say that no license does not mean you are allowed to publish the code.
#closed
IceTrailer is offline  
Closed Thread


Similar Threads Similar Threads
Nos# - An Nostale SDK around server emulation
03/15/2018 - Nostale - 4 Replies
https://cdn.discordapp.com/attachments/42054142762 6410005/422516081945477122/Nos_border_400.png Hi, Power of Nos# vs OpenNos : - Much more modular - Heavily documented (from now on, we will document what we do and why) - Latest technologies (.NET Standard 2.0) - Implementation independant (almost fully abstract SDK) - Plugin System (so you guys can share or not your implementation thanks to IoC)



All times are GMT +1. The time now is 09:11.


Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2026 elitepvpers All Rights Reserved.