Quote:
Originally Posted by FI0w
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.
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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.