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Packet List of Character 7.6 - Page 2
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Thread: Packet List of Character 7.6

  1. #11
    Senior Member
    Join Date
    Jan 2010
    Location
    Venezuela
    Posts
    366
    Packet Parse 7.6 (There is no XTEA Encryption neither RSA):

    Code:
    if (protocol == 0x01) {
                    message.GetUInt16(); // OS
                    message.GetUInt16(); // version
    
                    // File checks
                    message.GetUInt32();
                    message.GetUInt32();
                    message.GetUInt32();
    
                    UInt32 acc = message.GetUInt32();
                    string pass = message.GetString();
    
                    NetworkMessage msg = new NetworkMessage();
                    msg.AddByte(0x64);
                    msg.AddByte(2);
                    msg.AddString("AAAAA");
                    msg.AddString("World");
                    msg.AddBytes(new byte[4] { 127, 0, 0, 1 });
                    msg.AddUInt16(7171);
                    msg.AddString("BBBBB");
                    msg.AddString("World");
                    msg.AddBytes(new byte[4] { 127, 0, 0, 1 });
                    msg.AddUInt16(7171);
                    msg.AddUInt16(0);
    
                    SendMessage(msg);
                    CloseConnection();
    It includes a character list packet too tho.´´

    P.S; C# is horrible for OTServer making, it is so slow compared to C++

    Check my 7.6 mud server on open source board, it includes source.
    Last edited by Pro-grammer; 06-09-2013 at 10:04 PM.

  2. #12
    Senior Member
    Join Date
    Jan 2008
    Location
    Cambridge, England
    Posts
    725
    Quote Originally Posted by Pro-grammer View Post
    Packet Parse 7.6 (There is no XTEA Encryption neither RSA):

    Code:
    if (protocol == 0x01) {
                    message.GetUInt16(); // OS
                    message.GetUInt16(); // version
    
                    // File checks
                    message.GetUInt32();
                    message.GetUInt32();
                    message.GetUInt32();
    
                    UInt32 acc = message.GetUInt32();
                    string pass = message.GetString();
    
                    NetworkMessage msg = new NetworkMessage();
                    msg.AddByte(0x64);
                    msg.AddByte(2);
                    msg.AddString("AAAAA");
                    msg.AddString("World");
                    msg.AddBytes(new byte[4] { 127, 0, 0, 1 });
                    msg.AddUInt16(7171);
                    msg.AddString("BBBBB");
                    msg.AddString("World");
                    msg.AddBytes(new byte[4] { 127, 0, 0, 1 });
                    msg.AddUInt16(7171);
                    msg.AddUInt16(0);
    
                    SendMessage(msg);
                    CloseConnection();
    It includes a character list packet too tho.´´

    P.S; C# is horrible for OTServer making, it is so slow compared to C++

    Check my 7.6 mud server on open source board, it includes source.
    Oh c'mon, I'm sure C# can perform just as well if not better than C++ due to the amount of ASync functionality added in .NET 4.5 & C# 5.0 (I think that's the latest)... I mean, nothing beats a perfectly programmed C++ program, but I think actually a lot of the shit I deal with at work (image processing, primarily, for industrial printers) could actually be done using C# considerably better... Saying that it could probably be improved to the same extent using C++, but still, beggars can't be choosers.

  3. #13
    Senior Member
    Join Date
    Jan 2010
    Location
    Venezuela
    Posts
    366
    Quote Originally Posted by XtrmJash View Post
    Oh c'mon, I'm sure C# can perform just as well if not better than C++ due to the amount of ASync functionality added in .NET 4.5 & C# 5.0 (I think that's the latest)... I mean, nothing beats a perfectly programmed C++ program, but I think actually a lot of the shit I deal with at work (image processing, primarily, for industrial printers) could actually be done using C# considerably better... Saying that it could probably be improved to the same extent using C++, but still, beggars can't be choosers.
    Of course I agree with you in some parts, but C# is slower in the OTBM binary map reading compared to OTs, on which takes me 5 seconds to load a 70mb map, and in C# It will take over 3 mins to later throw out of memory exception. I've the code posted on the OpenSource Board.

    And will have to see how C# is slower in asynchronous processing with 20k monsters, and 100+ players compared to C++.

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