Page 6 of 11

Re: NetPro: Packet Analysis and Visualization tool

Posted: Mon Sep 07, 2015 5:46 pm
by SaveGame
Zealar wrote:My guess is best option is NetPro to support save in raw data and xml form what keep packet structure just fill the data.
"raw" is a tough format. How do you differentiate client and server packets? Also, timestamps (though for what you described, they aren't used).
XML is much more verbose than just plain text; plus any tree-building parsers will run out of memory even on small-ish logs (e.g. 100MB).

I'll implement both options with some params to control the options. I'll also take a look at phx. Tomorrow.

Re: NetPro: Packet Analysis and Visualization tool

Posted: Mon Sep 07, 2015 8:06 pm
by LasTravel
You're doing a very good job with this :clap:

Re: NetPro: Packet Analysis and Visualization tool

Posted: Sat Oct 17, 2015 6:01 pm
by SaveGame
Bump.

On a more serious note, preliminary Underground support, with most packet definitions and value interpreters is now available in the 'develop' branch. If I get the chance to harvest enough data, you can expect a release earlier than usual (usual = 8th day of month, unless there are no "worthwhile" changes).

Re: NetPro: Packet Analysis and Visualization tool

Posted: Sat Oct 17, 2015 7:23 pm
by UnAfraid
ExAutoSoulShot has new d which is order (0, 1, 2, 3)
PledgeShowMemberListAll has new C at the end of the loop (0, 1, 2 for isOnline i think 2 is when player was online for at least 30 mins)
PledgeShowMemberListUpdate same as PledgeShowMemberListAll new c at the end
ExVitalityEffectInfo has new h at the end same value as previous (999) not sure for what it is.

Re: NetPro: Packet Analysis and Visualization tool

Posted: Sat Oct 17, 2015 7:49 pm
by SaveGame
UnAfraid wrote:ExAutoSoulShot has new d which is order (0, 1, 2, 3)
PledgeShowMemberListAll has new C at the end of the loop (0, 1, 2 for isOnline i think 2 is when player was online for at least 30 mins)
PledgeShowMemberListUpdate same as PledgeShowMemberListAll new c at the end
ExVitalityEffectInfo has new h at the end same value as previous (999) not sure for what it is.
1. In other words, "group": ss, sps, beast ss, beast sps. Enablement is now done with group offset in mind (e.g. sps disabled = 2, bss enabled = 5). No idea why they duplicate info like this.
2./3. Never seen '2'. After 30 mins, a player is flagged for attendance bonus (PSMLU with 1) and from then on, PSMLA will show it flagged (1). However, I do not have a clan with 11+ members, so I'll reserve judgement. For now.
4. New h in the middle = 0, specifying XP bonus bonus (additional bonus %).

All already in 'develop'.

Re: NetPro: Packet Analysis and Visualization tool

Posted: Sat Oct 17, 2015 9:53 pm
by Sdw
Told him he is not listening

Re: NetPro: Packet Analysis and Visualization tool

Posted: Mon Oct 19, 2015 4:02 pm
by ChaosPaladin
How connect to GameServer, else LoginServer and GameServer have one IP?
LoginServer connect OK and GameServer packet "LoginFail (0x0A)" said reason 0x01

Re: NetPro: Packet Analysis and Visualization tool

Posted: Mon Oct 19, 2015 11:59 pm
by UnAfraid
Have you updated protocol version?

Re: NetPro: Packet Analysis and Visualization tool

Posted: Tue Oct 20, 2015 2:34 am
by LasTravel
ChaosPaladin wrote:How connect to GameServer, else LoginServer and GameServer have one IP?
LoginServer connect OK and GameServer packet "LoginFail (0x0A)" said reason 0x01
Change the server to allow the client protocol 28.
UnAfraid wrote:ExAutoSoulShot has new d which is order (0, 1, 2, 3)
PledgeShowMemberListAll has new C at the end of the loop (0, 1, 2 for isOnline i think 2 is when player was online for at least 30 mins)
PledgeShowMemberListUpdate same as PledgeShowMemberListAll new c at the end
ExVitalityEffectInfo has new h at the end same value as previous (999) not sure for what it is.
MultisellList have also a new H at each item/ingredient.

Re: NetPro: Packet Analysis and Visualization tool

Posted: Tue Oct 20, 2015 12:23 pm
by Thonygez
Hello guys would you mind tell me how to do to make SS work? at least few tips

I've managed to make the MultiSellList to work properly but I still have to fix the SSs

(I'm learning how obtain the Opcodes n also how to implement them into the server side)

Re: NetPro: Packet Analysis and Visualization tool

Posted: Tue Oct 20, 2015 1:01 pm
by Sdw
Check the ExAutoSoulshot sent on enterworld that's all you need

Re: NetPro: Packet Analysis and Visualization tool

Posted: Tue Oct 20, 2015 1:08 pm
by LasTravel
You need send 4xExAutoSoulshot like this:

ExAutoSoulshot playerSSId, 1, 0
ExAutoSoulshot playerBSSId, 1, 1
ExAutoSoulshot playerBeastSSId, 1, 2
ExAutoSoulshot playerBeastBSSId, 1, 3

Where playerSSId is the current Soulshots that the player have in the inventory (and match with his current weapon), otherwise send 0 as ID.

Re: NetPro: Packet Analysis and Visualization tool

Posted: Tue Oct 20, 2015 6:15 pm
by Thonygez
I've done so, appeared but looks like unstable, sometimes it appear and work others not and if I'm not wrong this isn't working fully yet even on official. Thank you a lot anyway it was already a huge help.

Re: NetPro: Packet Analysis and Visualization tool

Posted: Tue Oct 20, 2015 7:28 pm
by Sdw
Yeah client does lot of shits

Re: NetPro: Packet Analysis and Visualization tool

Posted: Tue Oct 20, 2015 7:52 pm
by SaveGame
Thonygez wrote:I've done so, appeared but looks like unstable, sometimes it appear and work others not and if I'm not wrong this isn't working fully yet even on official. Thank you a lot anyway it was already a huge help.
Sdw wrote:Yeah client does lot of shits
On my Wynn, when I have summons out, all SS/SpS icons are shown as disabled, completely disregarding the actual auto-use state.

After they released IO with a broken exalted quest chain (for months), it doesn't really surprise me that Underground is also rushed and bugged.
Not to mention they haven't fixed invis walls in Giran since HF and invis walls in Magmeld since GoD…

The thing I find the most funny is:
Clan Rewards Cannot be obtained by some clans
Corruption/10