NetPro: Packet Analysis and Visualization tool

Have you created a useful tool? or Do you want to get help building one? This is the right place!
Forum rules
READ NOW: L2j Forums Rules of Conduct
Post Reply
Sdw
L2j Veteran
L2j Veteran
Posts: 855
Joined: Mon May 03, 2010 8:38 am
Location: France

Re: NetPro: Packet Analysis and Visualization tool

Post by Sdw »

When I saw client was handling all cases scenario post enter world I didn't try to play with ExAutoSoulshot see if we can force something upon equip / summon / fishing ... But maybe it can be fixed with server side stuff ?
User avatar
LasTravel
Posts: 888
Joined: Tue Jan 05, 2010 12:08 am
Location: Spain

Re: NetPro: Packet Analysis and Visualization tool

Post by LasTravel »

On my case I had to play a bit with it to fit it on the new system, otherwise it works a bit crazy :lolno:
Thonygez
Posts: 9
Joined: Tue Jun 14, 2011 11:55 am

Re: NetPro: Packet Analysis and Visualization tool

Post by Thonygez »

I've managed to make it work but I still have few bugs, e.g if I have both kind of ss as "SS & BSS" they are loading upon the slots in game properly but only the one of BSS have the "display auto effect" working, while the one of SS is still stuck, even if I used the right click upon it the ss is enable but don't get the wanted effect.

And yeah LasT... it's kind of crazy :crazy: and I'm still trying to solve it ahaha

Regards
SaveGame
Posts: 121
Joined: Thu Oct 30, 2014 9:54 pm

Re: NetPro: Packet Analysis and Visualization tool

Post by SaveGame »

Thonygez wrote:I've managed to make it work but I still have few bugs, e.g if I have both kind of ss as "SS & BSS" they are loading upon the slots in game properly but only the one of BSS have the "display auto effect" working, while the one of SS is still stuck, even if I used the right click upon it the ss is enable but don't get the wanted effect.

And yeah LasT... it's kind of crazy :crazy: and I'm still trying to solve it ahaha

Regards
After yesterday's client + server update, my Wynn will still show everything as disabled, regardless of whether each type is enabled or not. Right clicking toggles the (server) auto-use state, but has no effect in client.

I suggest waiting until NC finally fixes this shit, then I can look again into the packets (for now, it seems the group offset is not always applied for 'enabled' DWORD, so SpS disabled can be either 0 or 2, BSS enabled can be either 1 or 5 and there doesn't seem to be any pattern on what number the client will send the next time you right-click; server will reply to mirror the client's request).
Image
Thonygez
Posts: 9
Joined: Tue Jun 14, 2011 11:55 am

Re: NetPro: Packet Analysis and Visualization tool

Post by Thonygez »

SaveGame wrote:
Thonygez wrote:I've managed to make it work but I still have few bugs, e.g if I have both kind of ss as "SS & BSS" they are loading upon the slots in game properly but only the one of BSS have the "display auto effect" working, while the one of SS is still stuck, even if I used the right click upon it the ss is enable but don't get the wanted effect.

And yeah LasT... it's kind of crazy :crazy: and I'm still trying to solve it ahaha

Regards
After yesterday's client + server update, my Wynn will still show everything as disabled, regardless of whether each type is enabled or not. Right clicking toggles the (server) auto-use state, but has no effect in client.

I suggest waiting until NC finally fixes this shit, then I can look again into the packets (for now, it seems the group offset is not always applied for 'enabled' DWORD, so SpS disabled can be either 0 or 2, BSS enabled can be either 1 or 5 and there doesn't seem to be any pattern on what number the client will send the next time you right-click; server will reply to mirror the client's request).
Yes but they didn't update anything in client terms for this system, at least I've managed them to partial work. If you manage to enable both toggles let me know how if it's possible of course :) ah.. and If I'm not wrong if I log in without weapon the display is off while if I equip a weapon it turns on again while it must be always on even if you're disarmed when you log in. lol this system is NClolz0ft
SaveGame
Posts: 121
Joined: Thu Oct 30, 2014 9:54 pm

Re: NetPro: Packet Analysis and Visualization tool

Post by SaveGame »

Thonygez wrote: If you manage to enable both toggles let me know how if it's possible of course :)
Doubt that it will be possible without action from NC. Don't forget that this system is "NCWest-exclusive" :P
Image
Sdw
L2j Veteran
L2j Veteran
Posts: 855
Joined: Mon May 03, 2010 8:38 am
Location: France

Re: NetPro: Packet Analysis and Visualization tool

Post by Sdw »

It doesn't even work on retail
User avatar
LasTravel
Posts: 888
Joined: Tue Jan 05, 2010 12:08 am
Location: Spain

Re: NetPro: Packet Analysis and Visualization tool

Post by LasTravel »

What you mean with enable both toggles?

Image

This?
Thonygez
Posts: 9
Joined: Tue Jun 14, 2011 11:55 am

Re: NetPro: Packet Analysis and Visualization tool

Post by Thonygez »

LasTravel wrote:What you mean with enable both toggles?

Image

This?
Yes! this is what I'm trying to make work properly :D
User avatar
LasTravel
Posts: 888
Joined: Tue Jan 05, 2010 12:08 am
Location: Spain

Re: NetPro: Packet Analysis and Visualization tool

Post by LasTravel »

What problem you have with it?

Maybe we should open other topic? :silent:
SaveGame
Posts: 121
Joined: Thu Oct 30, 2014 9:54 pm

Re: NetPro: Packet Analysis and Visualization tool

Post by SaveGame »

LasTravel wrote:Maybe we should open other topic? :silent:
Yeah, I guess. Probably in another forum, as well.

On topic: NC continues the BS of updating packet structures without changing protocol numbers. They fixed daily rewards by changing the packet that is sent to request the reward, completely disregarding the fact that their server still works with old clients, so if someone failed to update properly, their daily rewards will not be working, but they will have no clue why.
Image
Thonygez
Posts: 9
Joined: Tue Jun 14, 2011 11:55 am

Re: NetPro: Packet Analysis and Visualization tool

Post by Thonygez »

LasTravel wrote:What problem you have with it?

Maybe we should open other topic? :silent:
This is the new topic:

I'll write there my problem.

viewtopic.php?f=90&t=31709
User avatar
Zoey76
L2j Inner Circle
L2j Inner Circle
Posts: 7005
Joined: Tue Aug 11, 2009 3:36 am

Re: NetPro: Packet Analysis and Visualization tool

Post by Zoey76 »

SaveGame wrote: Yeah, I guess. Probably in another forum, as well.
You can discuss it in Packets Analysis, just don't share ways to reverse engineer the client.
Powered by Eclipse 4.30 🌌 | Eclipse Temurin 21 ☕ | MariaDB 11.2.2 🗃️ | L2J Server 2.6.3.0 - High Five 🚀

🔗 Join our Discord! 🎮💬
RogerSmith
Posts: 69
Joined: Fri Oct 01, 2010 11:57 am

Re: NetPro: Packet Analysis and Visualization tool

Post by RogerSmith »

Sorry to Hijack your thread, but it seems like you know what you are doing -

I am looking to fix swoop cannon skills 5110 and 5111. I can do the geometry calcs server side, but I have a problem with direction the animation (never goes to target, always to one place in the map, always same direction).

I am curious - have you ever came across any special packet in regards to these animations? I suspect their physics is done client side, then information regarding flight path and collision are sent to server and maybe other clients in proximity. I assume this because cloak simulation is done client side, you can supposedly tamper with this?
SaveGame
Posts: 121
Joined: Thu Oct 30, 2014 9:54 pm

Re: NetPro: Packet Analysis and Visualization tool

Post by SaveGame »

RogerSmith wrote:Sorry to Hijack your thread, but it seems like you know what you are doing -

I am looking to fix swoop cannon skills 5110 and 5111. I can do the geometry calcs server side, but I have a problem with direction the animation (never goes to target, always to one place in the map, always same direction).

I am curious - have you ever came across any special packet in regards to these animations? I suspect their physics is done client side, then information regarding flight path and collision are sent to server and maybe other clients in proximity. I assume this because cloak simulation is done client side, you can supposedly tamper with this?
Nah, it's the default MSU that deals with it. Thanks for pointing this out, this means that 'skill usage type' must have been introduced in C2 (I have first observed it on C4 due to reasons related to my testing methodology).

Here's an example (in front of Gludio castle, Gracia Final server)

Code: Select all

48 79 C5 10 48 79 C5 10 48 F6 13 00 00 01 00 00 00 D5 4E 00 00 04 29 00 00 CC B8 FF FF 5A C2 01 00 28 F5 FF FF 00 00 01 00 E7 B5 FF FF D0 BC 01 00 28 F5 FF FF CC B8 FF FF 5A C2 01 00 28 F5 FF FF
Gracia Final wrote:Received on: 20:28:35.458
Caster OID: Swoop Cannon [NPC] (1209058681)
Main target OID: Swoop Cannon [NPC] (1209058681)
Skill: Cannon Fodder (5110)
Level: 1
Cast time: 20 seconds, 181 milliseconds (20181)
Reuse delay: 10 seconds, 500 milliseconds (10500)
Caster X: -18228
Caster Y: 115290
Caster Z: -2776
i_fatal_blow: No (0)
~~~~ Empty loop ~~~~
Usage type: Target point (1)
Ground target X: -18969
Ground target Y: 113872
Ground target Z: -2776
Main target X: -18228
Main target Y: 115290
Main target Z: -2776
Note: caster/target OID is always the Swoop Cannon, regardless of what you have targeted (most likely because it shoots the way it is facing; though it first rotates to face the player).
Image
Post Reply