NetPro: Packet Analysis and Visualization tool

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Sdw
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Re: NetPro: Packet Analysis and Visualization tool

Post by Sdw » Tue Oct 20, 2015 8:42 pm

When I saw client was handling all cases scenario post enter world I didn't try to play with ExAutoSoulshot see if we can force something upon equip / summon / fishing ... But maybe it can be fixed with server side stuff ?

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LasTravel
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Re: NetPro: Packet Analysis and Visualization tool

Post by LasTravel » Thu Oct 22, 2015 10:16 am

On my case I had to play a bit with it to fit it on the new system, otherwise it works a bit crazy :lolno:

Thonygez
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Re: NetPro: Packet Analysis and Visualization tool

Post by Thonygez » Thu Oct 22, 2015 10:19 am

I've managed to make it work but I still have few bugs, e.g if I have both kind of ss as "SS & BSS" they are loading upon the slots in game properly but only the one of BSS have the "display auto effect" working, while the one of SS is still stuck, even if I used the right click upon it the ss is enable but don't get the wanted effect.

And yeah LasT... it's kind of crazy :crazy: and I'm still trying to solve it ahaha

Regards

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SaveGame
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Re: NetPro: Packet Analysis and Visualization tool

Post by SaveGame » Thu Oct 22, 2015 10:29 am

Thonygez wrote:I've managed to make it work but I still have few bugs, e.g if I have both kind of ss as "SS & BSS" they are loading upon the slots in game properly but only the one of BSS have the "display auto effect" working, while the one of SS is still stuck, even if I used the right click upon it the ss is enable but don't get the wanted effect.

And yeah LasT... it's kind of crazy :crazy: and I'm still trying to solve it ahaha

Regards
After yesterday's client + server update, my Wynn will still show everything as disabled, regardless of whether each type is enabled or not. Right clicking toggles the (server) auto-use state, but has no effect in client.

I suggest waiting until NC finally fixes this shit, then I can look again into the packets (for now, it seems the group offset is not always applied for 'enabled' DWORD, so SpS disabled can be either 0 or 2, BSS enabled can be either 1 or 5 and there doesn't seem to be any pattern on what number the client will send the next time you right-click; server will reply to mirror the client's request).
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Thonygez
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Re: NetPro: Packet Analysis and Visualization tool

Post by Thonygez » Thu Oct 22, 2015 10:37 am

SaveGame wrote:
Thonygez wrote:I've managed to make it work but I still have few bugs, e.g if I have both kind of ss as "SS & BSS" they are loading upon the slots in game properly but only the one of BSS have the "display auto effect" working, while the one of SS is still stuck, even if I used the right click upon it the ss is enable but don't get the wanted effect.

And yeah LasT... it's kind of crazy :crazy: and I'm still trying to solve it ahaha

Regards
After yesterday's client + server update, my Wynn will still show everything as disabled, regardless of whether each type is enabled or not. Right clicking toggles the (server) auto-use state, but has no effect in client.

I suggest waiting until NC finally fixes this shit, then I can look again into the packets (for now, it seems the group offset is not always applied for 'enabled' DWORD, so SpS disabled can be either 0 or 2, BSS enabled can be either 1 or 5 and there doesn't seem to be any pattern on what number the client will send the next time you right-click; server will reply to mirror the client's request).
Yes but they didn't update anything in client terms for this system, at least I've managed them to partial work. If you manage to enable both toggles let me know how if it's possible of course :) ah.. and If I'm not wrong if I log in without weapon the display is off while if I equip a weapon it turns on again while it must be always on even if you're disarmed when you log in. lol this system is NClolz0ft

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SaveGame
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Re: NetPro: Packet Analysis and Visualization tool

Post by SaveGame » Thu Oct 22, 2015 10:43 am

Thonygez wrote: If you manage to enable both toggles let me know how if it's possible of course :)
Doubt that it will be possible without action from NC. Don't forget that this system is "NCWest-exclusive" :P
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Sdw
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Re: NetPro: Packet Analysis and Visualization tool

Post by Sdw » Thu Oct 22, 2015 10:47 am

It doesn't even work on retail

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LasTravel
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Re: NetPro: Packet Analysis and Visualization tool

Post by LasTravel » Thu Oct 22, 2015 10:49 am

What you mean with enable both toggles?

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This?

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Re: NetPro: Packet Analysis and Visualization tool

Post by Thonygez » Thu Oct 22, 2015 11:24 am

LasTravel wrote:What you mean with enable both toggles?

Image

This?
Yes! this is what I'm trying to make work properly :D

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Re: NetPro: Packet Analysis and Visualization tool

Post by LasTravel » Sat Oct 24, 2015 11:53 am

What problem you have with it?

Maybe we should open other topic? :silent:

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SaveGame
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Re: NetPro: Packet Analysis and Visualization tool

Post by SaveGame » Sat Oct 24, 2015 12:07 pm

LasTravel wrote:Maybe we should open other topic? :silent:
Yeah, I guess. Probably in another forum, as well.

On topic: NC continues the BS of updating packet structures without changing protocol numbers. They fixed daily rewards by changing the packet that is sent to request the reward, completely disregarding the fact that their server still works with old clients, so if someone failed to update properly, their daily rewards will not be working, but they will have no clue why.
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Re: NetPro: Packet Analysis and Visualization tool

Post by Thonygez » Sat Oct 24, 2015 4:15 pm

LasTravel wrote:What problem you have with it?

Maybe we should open other topic? :silent:
This is the new topic:

I'll write there my problem.

viewtopic.php?f=90&t=31709

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Re: NetPro: Packet Analysis and Visualization tool

Post by Zoey76 » Sat Oct 24, 2015 10:03 pm

SaveGame wrote: Yeah, I guess. Probably in another forum, as well.
You can discuss it in Packets Analysis, just don't share ways to reverse engineer the client.
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Re: NetPro: Packet Analysis and Visualization tool

Post by RogerSmith » Tue Oct 27, 2015 7:51 pm

Sorry to Hijack your thread, but it seems like you know what you are doing -

I am looking to fix swoop cannon skills 5110 and 5111. I can do the geometry calcs server side, but I have a problem with direction the animation (never goes to target, always to one place in the map, always same direction).

I am curious - have you ever came across any special packet in regards to these animations? I suspect their physics is done client side, then information regarding flight path and collision are sent to server and maybe other clients in proximity. I assume this because cloak simulation is done client side, you can supposedly tamper with this?

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Re: NetPro: Packet Analysis and Visualization tool

Post by SaveGame » Tue Oct 27, 2015 8:52 pm

RogerSmith wrote:Sorry to Hijack your thread, but it seems like you know what you are doing -

I am looking to fix swoop cannon skills 5110 and 5111. I can do the geometry calcs server side, but I have a problem with direction the animation (never goes to target, always to one place in the map, always same direction).

I am curious - have you ever came across any special packet in regards to these animations? I suspect their physics is done client side, then information regarding flight path and collision are sent to server and maybe other clients in proximity. I assume this because cloak simulation is done client side, you can supposedly tamper with this?
Nah, it's the default MSU that deals with it. Thanks for pointing this out, this means that 'skill usage type' must have been introduced in C2 (I have first observed it on C4 due to reasons related to my testing methodology).

Here's an example (in front of Gludio castle, Gracia Final server)

Code: Select all

48 79 C5 10 48 79 C5 10 48 F6 13 00 00 01 00 00 00 D5 4E 00 00 04 29 00 00 CC B8 FF FF 5A C2 01 00 28 F5 FF FF 00 00 01 00 E7 B5 FF FF D0 BC 01 00 28 F5 FF FF CC B8 FF FF 5A C2 01 00 28 F5 FF FF
Gracia Final wrote:Received on: 20:28:35.458
Caster OID: Swoop Cannon [NPC] (1209058681)
Main target OID: Swoop Cannon [NPC] (1209058681)
Skill: Cannon Fodder (5110)
Level: 1
Cast time: 20 seconds, 181 milliseconds (20181)
Reuse delay: 10 seconds, 500 milliseconds (10500)
Caster X: -18228
Caster Y: 115290
Caster Z: -2776
i_fatal_blow: No (0)
~~~~ Empty loop ~~~~
Usage type: Target point (1)
Ground target X: -18969
Ground target Y: 113872
Ground target Z: -2776
Main target X: -18228
Main target Y: 115290
Main target Z: -2776
Note: caster/target OID is always the Swoop Cannon, regardless of what you have targeted (most likely because it shoots the way it is facing; though it first rotates to face the player).
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