Quote:
Originally Posted by FutureLogic
Dude, no, they are Server->Client opcodes they are should to be ignored&disconnected and you can just use disconnect option for it and it'll not disconnect any player there.
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Server To Client packets updates client data & information and informs him about actions.
Client To Server packets are like a request, but it doesn't prove anything to do, so if C->S packet received, the server modules checks his request and makes sure requirements are included then informs the client with a S->C packet.
Why aren't C->S used immediately to reduce packets count and increase the speed of responding?
To prevent packet injecting.
Code:
0x34D2 | AGENT_BARENA_OPERATION
0x34B1 | AGENT_FLAGWAR_UPDATE
0x385F | AGENT_SIEGE_UPDATE
For example, CTF update packet, 0x34B1, its responsible for everything about CTF like notifiers, registration result and assigning team. Same for BA/FTW, so basically if you ignore/continue them, they won't work anymore, because client doesn't retrieve data from server.