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[Source/Tutorial] Networking in Rappelz (client sided)
Discussion on [Source/Tutorial] Networking in Rappelz (client sided) within the Rappelz Private Server forum part of the Rappelz category.
02/12/2016, 18:28
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#1
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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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02/12/2016, 19:10
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#2
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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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02/13/2016, 04:29
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#3
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official server thus does not authorize? GameGuard disconnects from the server
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02/13/2016, 14:41
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#4
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Quote:
Originally Posted by Maks19973
official server thus does not authorize? GameGuard disconnects from the server
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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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02/13/2016, 14:51
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#5
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Quote:
Originally Posted by Xijezu
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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In the future, you will realize? We would like the client emulator for official servers
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02/26/2016, 00:33
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#6
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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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02/26/2016, 04:01
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#7
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Quote:
Originally Posted by glandu2
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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200701120 you mean this ID or i'm wrong?
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02/26/2016, 05:38
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#8
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Quote:
Originally Posted by Maks19973
200701120 you mean this ID or i'm wrong?
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That's the usual content of a Version packet, that's irrelevant (for most cases, tho).
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02/26/2016, 06:46
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#9
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Quote:
Originally Posted by Xijezu
That's the usual content of a Version packet, that's irrelevant (for most cases, tho).
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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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03/01/2016, 03:43
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#10
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sorry, i'm stupid, delete sending tcp packet and say "why it's not worked?" -_-
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