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[Development] ArchLord2EMU [OpenSource NP]

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Divine Celestial
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My verdict:
Everything works fine except that function ReceiveRecursion in AALClient.cs throws an exception whenever a user logs in.
I've put a try catch clause to see what's going on.

19:35:14.4322 | [0] 03010201 69006E00 63007500 62006500 ....i.n.c.u.b.e.
[16] 66007400 77000000 3B0008FA 4119D8F9 f.t.w...;...A...
[32] 4119D72B 3B00003A 720C1438 7E070F83 A..+;..:r..8~...
[48] 670034FA 4119E8F9 4119FF28 420034FA g.4.A...A..(B.4.
[64] C06A9A02 30393866 36626364 34363231 .j..098f6bcd4621
[80] 64333733 63616465 34653833 32363237 d373cade4e832627
[96] 62346636 0019C253 6900F437 7E070000 b4f6...Si..7~...
[112] 00004CE1 3A007045 110340FA 411950FA ..L.:.pE..@.A.P.
[128] 41190EAB 5400
19:35:14.5237 | Could not process a packet.

At some point it failed, not sure witch, but I will debug and comeback with info.
P.S. Don't try to guess the pass since it was "test" ;_;


--update
19:38:43.3917 | Could not process a packet. System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'System.Net.Sockets.Socket'.
at System.Net.Sockets.Socket.BeginReceive(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags, SocketError& errorCode, AsyncCallback callback, Object state)
at System.Net.Sockets.Socket.BeginReceive(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags, AsyncCallback callback, Object state)
at CM.Framework.Network.ATcpClient.AReceive(Byte[] buffer, Int32 bufferOffset, Int32 waitLen, DataReceivedCallback onDataReceivedCallback)
at CM.Framework.Network.ATcpClient.AReceive(Byte[] buffer, DataReceivedCallback onDataReceivedCallback)
at ArchLord2Commons.Network.AALClient.ReceiveRecursion() in D:\ArchLord2\ArchLord2Commons\Network\AALClient.cs:line 91

Line 113:
ReceiveRecursion();

Once this gets called, the login server will throw an exception that the socket was closed and client will disconnect from the game. I've got no idea how you are running it.
 
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Junior Spellweaver
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My verdict:
Everything works fine except that function ReceiveRecursion in AALClient.cs throws an exception whenever a user logs in.
I've put a try catch clause to see what's going on.

19:35:14.4322 | [0] 03010201 69006E00 63007500 62006500 ....i.n.c.u.b.e.
[16] 66007400 77000000 3B0008FA 4119D8F9 f.t.w...;...A...
[32] 4119D72B 3B00003A 720C1438 7E070F83 A..+;..:r..8~...
[48] 670034FA 4119E8F9 4119FF28 420034FA g.4.A...A..(B.4.
[64] C06A9A02 30393866 36626364 34363231 .j..098f6bcd4621
[80] 64333733 63616465 34653833 32363237 d373cade4e832627
[96] 62346636 0019C253 6900F437 7E070000 b4f6...Si..7~...
[112] 00004CE1 3A007045 110340FA 411950FA ..L.:.pE..@.A.P.
[128] 41190EAB 5400
19:35:14.5237 | Could not process a packet.

At some point it failed, not sure witch, but I will debug and comeback with info.
P.S. Don't try to guess the pass since it was "test" ;_;


--update


Line 113:
ReceiveRecursion();

Once this gets called, the login server will throw an exception that the socket was closed and client will disconnect from the game. I've got no idea how you are running it.
u need make account im mysql database, password should be write in md5
 
Divine Celestial
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u need make account im mysql database, password should be write in md5
I did, still not working ;_; the token is not being written in database when game starts
 
Junior Spellweaver
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same error i have with account password,server disconnect and i cant log in to see server...
 
Divine Celestial
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Patching Login:
AL2Login\Network\Frames\Recv\eTrCertifyUserExReq.cs
Change:
reader.Skip(something here);
To:
reader.Skip(44);

(attempt to check, not sure about this but works for me)

Adding reading token when u select the server:

AL2Game/Network/Frames/Recv/eTrLoginUserReq.cs => [C#] using System.Text; using ArchLord2Commons.IoC; using ArchLord2Commons.Network; - Pastebin.com
AL2Game/Network/GameFrameHandler => Line: 49 add this:
ClientFrames.TryAdd(0x13ba, typeof(eTrLoginUserReq));

The actual problem with the Skip() is that he skipped the bytes and he used longer name.

For example:
incubeftw has 9 bytes.
karyziraka has 10 bytes.
So this caused the skip() to become less functional because he doesn't read specific length of the username string.
 
Newbie Spellweaver
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Just want to give you guys a heads up:

If you're still continuing with this project, you might want to try and sniff as much of the packets and such from the NA/EU version of the game come later on today till November. Turns out the NA/EU version of the game is shutting down and everything on the server in terms of rates are jacked up high & everything in the cash shop costs 0 Wcoins.

I don't know how much this will contribute but I thought this might be of some use if needed.

Honestly, I would hope a private server of this game gets made but till then, I'll just keep betting my hopes that you guys are successful in this project.
 
Junior Spellweaver
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If someone can help, u need just play with sniffer.
For example: u create\delete character. Save sniffed dump how
AL2CreationDeletionCharacter.cap
And other action`s:
AL2LevelUp.cap
AL2DressUndressEquipment.cap
And send on my email - necroz-project@yandex.com
Thanks.
 
Divine Celestial
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I will finish my current project and rework your C# code to C++ soon. I hope by then you will have some packets already done so the progress could be faster.
 
CATMAGEDDON
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Just want to give you guys a heads up:

If you're still continuing with this project, you might want to try and sniff as much of the packets and such from the NA/EU version of the game come later on today till November. Turns out the NA/EU version of the game is shutting down and everything on the server in terms of rates are jacked up high & everything in the cash shop costs 0 Wcoins.

I don't know how much this will contribute but I thought this might be of some use if needed.

Honestly, I would hope a private server of this game gets made but till then, I'll just keep betting my hopes that you guys are successful in this project.

they killed 2 archlords already? doesnt webzen get tired of failing?
 
Divine Celestial
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I think they saw the public release of archlord2 emu and decided to close :sleep:
 
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