Re: Revolution Server (Java, PRODUCTION)
Quote:
Originally Posted by
Glaceon
This ONLY happens at outgoing packets (when viewing from the SWF incoming packets) because incoming packets (when viewing from the SWF outgoing packets) is what the SWF sends so there can't be errors on it AFAIK. Maybe he just never got this error and don't know what it meant. When I first got this error I didn't know either. Everybody has to start somewhere. The 'But you really want to...' is not very appropiate.
Don't be rude @Glaceon, i know are only for Outgoing, but i wasn't 100% sure, so to don't speak shit, i said they generally are outgoing.
I'm only saying that is good he do a little research about it.
Re: Revolution Server (Java, PRODUCTION)
Thanks for the advice, I had an idea that I should've viewed the source code in AS3 to find the corrupt packet but I was checking to see if this was a common error beforehand.
Re: Revolution Server (Java, PRODUCTION)
Fixed the packet error, thanks for the advice once again:
http://i.imgur.com/TQIIAbi.png
Progressing:
http://i.imgur.com/3G6nnMj.png
Re: Revolution Server (Java, PRODUCTION)
If you need any help with packets, feel free to hit me up. I am working on an emulator, and got quite a bit of packets documented that were wrongly or just statically implemented in other emulators.
Re: Revolution Server (Java, PRODUCTION)
I'm wondering if anybody can help me translate Sledmore's packet header names to the official habbo packet names released, some of these I cannot guess.
Re: Revolution Server (Java, PRODUCTION)
Quote:
Originally Posted by
Wotsuba
I'm wondering if anybody can help me translate Sledmore's packet header names to the official habbo packet names released, some of these I cannot guess.
I DOUBT (but I'm not sure) anybody's using the correct names. The closest you can get is if you use the original R63 pre post-shuffle list (_events[1] = com.sulake.habbo.communication.messages.incoming.handshake.SecretKe - Pastebin.com) and use those names. Problem is the post-shuffle headers for games and other post-shuffle only features aren't in the list. I doubt anybody has gotten the name of all post-shuffle headers (still wonder how the pre post-shuffle list is made...)
Re: Revolution Server (Java, PRODUCTION)
That list was made with a build of the swf where the com.sulake.habbo.communication.messages wasn't obfuscated, so I guess it's quite old. If I were you I would just use the names you like the most, you could just use the ones from uber-like emulators, they are all similar, and come closest to the names sulake uses. It doesn't matter too much what names you use, as long as you can remember what they stand for/do.
Re: Revolution Server (Java, PRODUCTION)
Quote:
Originally Posted by
TheNickforall
That list was made with a build of the swf where the com.sulake.habbo.communication.messages wasn't obfuscated, so I guess it's quite old. If I were you I would just use the names you like the most, you could just use the ones from uber-like emulators, they are all similar, and come closest to the names sulake uses. It doesn't matter too much what names you use, as long as you can remember what they stand for/do.
Na the ones I have are actually from the source of HabboAir which wasn't heavily obfuscated by Habbo fortunately. I have a list of packet names just not trying to guess which packet name goes to which.
Re: Revolution Server (Java, PRODUCTION)
Quote:
Originally Posted by
Wotsuba
Na those are actually from the source of HabboAir which wasn't heavily obfuscated by Habbo fortunately. I have a list of packet names just not trying to guess which packet name goes to which.
If you are using the same packets as Sledmores emulator, then knowing which packet is which is rather easy. Log unhandled incomings, find them in his emulator source, and see which packets it sends back to the client for that unhandled id?
No guessing necessary.
Re: Revolution Server (Java, PRODUCTION)
Quote:
Originally Posted by
Jonteh
If you are using the same packets as Sledmores emulator, then knowing which packet is which is rather easy. Log unhandled incomings, find them in his emulator source, and see which packets it sends back to the client for that unhandled id?
No guessing necessary.
But if you don't have the packet id's of both header lists (which I don't, only the names) then you can't compare using ids. It's basically name guessing.
Re: Revolution Server (Java, PRODUCTION)
Re: Revolution Server (Java, PRODUCTION)
Found a new bug, I can confirm that the sendQueued function is responsible for disconnections that occured previously, as well as the invalid outgoing data.
Yesterday was my day off from development, we're back to work now!
Gonna start working on navigator soon...
sendQueued:
https://github.com/HeyItsKawaii/Revo...ssion.java#L93
Re: Revolution Server (Java, PRODUCTION)
Quote:
Originally Posted by
Wotsuba
But if you don't have the packet id's of both header lists (which I don't, only the names) then you can't compare using ids. It's basically name guessing.
Sure, that's true. But, why don't you have both lists?
Re: Revolution Server (Java, PRODUCTION)
http://image.prntscr.com/image/4e606...b8f63b929f.png
Updates as usual, I've been meaning to commit the latest build where the hotelview loads but I just started working on the Navigator.
Game Logic is always boring so the update log might get a lil bit slower as time goes on, reading on database architecture as every current Habbo Emulator's database looks like cluttered garbage.
Adil has considered joining the team to help me with game logic, I won't have my PC July 9--Undetermined because I'm going on holiday and my PC wil be in the shop from then until --Undetermined.
Looking for decent Java Developers to consider helping me out with game logic, don't be SHY.
Re: Revolution Server (Java, PRODUCTION)
Quote:
Originally Posted by
Wotsuba
Game Logic is always boring
Honest question though; why are you building an emulator then? Its what an emulator is about, emulating Habbos game logic. It is what it is for 99%...