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[Source/Tutorial] Networking in Rappelz (client sided)

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[Source/Tutorial] Networking in Rappelz (client sided)

Yo,

First of all, read the full github readme to know what this is about.

Long story short:
This is an example project as of how to work with Rappelz Packets.
You might get a basic understanding of this, and maybe you'll be able to create some really nice stuff (clientless bots as example?).

This project includes a completely working Client->Auth emulator and a minimal Client->Game emulator (reading and writing chat, partially reading the "Enter" & "Property" packet, etc).

I will create a full Packet class for 9.1 in C# (reading & writing) soon, so stay tuned.

Check out the source code at

Regards,

Xijezu



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In spirit, we don't get to work on it much but here is the 6.2 counter-part.

I'd like to see interest in coding Game-Servers and even inter-developer relationships formed over coding a game-server.



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official server thus does not authorize? GameGuard disconnects from the server
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Quote:
Originally Posted by Maks19973 View Post
official server thus does not authorize? GameGuard disconnects from the server
Sadly the official server isn't supported, mainly because GameGuard (there is a special packet for Gameguard, too, but I haven't looked into that (yet)).


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Quote:
Originally Posted by Xijezu View Post
Sadly the official server isn't supported, mainly because GameGuard (there is a special packet for Gameguard, too, but I haven't looked into that (yet)).
In the future, you will realize? We would like the client emulator for official servers
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Official servers actually check that you reply a valid gameguard packet, or kick you after 5 minutes.

When doing headless clients myself, I just auto-reconnect every 5 minutes (or if kicked) (reconnecting takes less than 5 seconds). Maybe the double-client support on KTS could help about that (but they still use gameguard so not sure)

As of epic 9.3, the game server also check that you send a TS_CS_UPDATE packet with valid timestamps (2 new fields: 32 bits GS time and 32 bits unix time). If you don't, the client is kicked after around 2 minutes. Also, since 9.2, some packets has a new ID (including TS_CS_LOGIN, TS_CS_MOVE_REQUEST and TS_SC_LOGIN_RESULT, add 60 to the old ID to get the new ID on these packets)
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Quote:
Originally Posted by glandu2 View Post
Official servers actually check that you reply a valid gameguard packet, or kick you after 5 minutes.

When doing headless clients myself, I just auto-reconnect every 5 minutes (or if kicked) (reconnecting takes less than 5 seconds). Maybe the double-client support on KTS could help about that (but they still use gameguard so not sure)

As of epic 9.3, the game server also check that you send a TS_CS_UPDATE packet with valid timestamps (2 new fields: 32 bits GS time and 32 bits unix time). If you don't, the client is kicked after around 2 minutes. Also, since 9.2, some packets has a new ID (including TS_CS_LOGIN, TS_CS_MOVE_REQUEST and TS_SC_LOGIN_RESULT, add 60 to the old ID to get the new ID on these packets)
200701120 you mean this ID or i'm wrong?
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Originally Posted by Maks19973 View Post
200701120 you mean this ID or i'm wrong?
That's the usual content of a Version packet, that's irrelevant (for most cases, tho).
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Quote:
Originally Posted by Xijezu View Post
That's the usual content of a Version packet, that's irrelevant (for most cases, tho).
thanks.
As I understand id packet "join on character" on function CreateLoginPacket must be 61, now id is 1, i try change it to 61 but it's not working - I can't login to character.
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sorry, i'm stupid, delete sending tcp packet and say "why it's not worked?" -_-


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