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NegativeOne

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Posts posted by NegativeOne

  1. That sounds good. I'll try your updated lobby soon. The important question about the lobby to get answers for is if my changes work with multiple players in the lobby because I could only test it with 2 accounts on the same computer.

    I'm currently trying to understand how the buddy list and ignore list work, but so far I can't get it to work in the lobby.

    EDIT: Here is a small fix for the warning you get when multiple people log in to lobby chat: https://pastebin.com/w5BD1pmJ

  2. 18 hours ago, ChrisJohnson said:

    Is it possible to have exclusive characters so people can't import their own ones?

    That was closed net and I don't think we will get that working. If you start the game server with parameters for closed net you will see an error message that states it's not supported. They probably had special servers for closed net and unless someone figures out what the differences are we have to stick to open net servers.

    • Like! 1
  3. That's the strange thing about those packet logs. They contain recent dates, so they are not very old. But some of the packets I see in these logs are not made with the lobby we got. To me it looks like a more complete lobby exists somewhere and the logs were probably made using it.

    The packets in the logs that are showing chat server communication for instance they are what I'm using to somehow figure out how to get chat to work but there is no code in the lobby emulator to handle them, otherwise I would not have to do this work.

    I'll try to get more information from Coco, hopefully I'll get a reply. If it's possible for us to get longer packet logs we could get a better understanding of the whole chat protocol. As I said before the chat system is more complicated than the other things I see in the lobby, there are 2 different ways to send and receive packets in chat and for every type I need to experiment to figure out how it needs to be sent to make it work.

    • Respect! 1
  4. I'm mostly throwing stuff blindly at a wall hoping that something sticks. But having the payloads helps a lot to guess how things work and the details can be discovered in the DLL files. The old packet logs from Coco are also very useful. In some of them are packets between game and chat server. It would help if we had longer packet logs with more games connected to a lobby and chat server but right now I have to work with what we have.

    • Like! 1
  5. I'm currently trying to get this bit to work: https://I.imgur.com/JRdvKZb.png and as you can see I made a little bit of progress already.

    It's a mess and only half working so far, whoever designed that part of the system made it very complicated for some reason and every step takes me 3 or 4 attempts and failures before I get it right. I hope to have the core part of it working in a few days and I'll post the changes here as soon as it works good enough for a first public test.

  6. This is probably not the correct way to do it, but it kind of works: https://pastebin.com/bf7JFdkq

    Password protected servers are showing with a small lock symbol in the list and you are asked to enter the password for the server when you try to join it. If the password is correct, all works well, but if the password is wrong it kicks you out of the lobby as if your login password was wrong. Should still be good enough for now.

    I still want to figure out how to decode the cipher that is sent by password protected servers, I assume that there is more information that can be used to improve the password checks in the lobby UI.

    @xrystal I don't have an account for Github and don't want to make one just for this. As long as the diffs work, I'll keep working this way and you can decide if you want to take the changes into your repo.

    • Thanks! 1
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