[IL] Implementing PartyMatching - Packets mod/use questions

Find the proper support area, Saga-Version.
Forum rules
READ NOW: L2j Forums Rules of Conduct
Post Reply
User avatar
Tryskell
Posts: 256
Joined: Wed Nov 25, 2009 5:57 pm
Location: France :)

[IL] Implementing PartyMatching - Packets mod/use questions

Post by Tryskell »

Heya guys,

in my quest to make a decent IL pack, I decided to adapt the current PartyMatching (last L2J rev) in basic IL.

I succeed implementing all files & correct imports. I corrected some parts of code to make the partymatching window popup.

My actual problem is I'm totally rookie in packet stuff. I'm using a "well-known" packets sniffer to find my path on packets, and I remarked the 0x71 serverpacket "slot" was both used for PartyMatchDetail & for MoveToLocationInVehicle.

I don't get :
- how packets are classified,
- if packets must have a 'fixed' position (aka, if PartyMatchDetail can only be 0x71, and if not, how to relink to this packet),
- the mismatch in L2GamePacketHandler (MoveToLocationInVehicle = 0x5c in L2GPH & 0x71 in the packet code itself).
- what the heck are opcodes.

I checked the L2GPH from last revision and all packets got a different "number" from IL. I think I'm gonna analyze how work partymatching from last revision to see in which order are called packets.

Here is my try.

Image

Current packets are from clicking on the PartyMatching button (the 2 first packets), and trying to create a room (the 5 next packets). As you can see, a room is created, but packet call is messy so it's bug.

If you can give hints or answer to packet questions, I would be pleased ^^.

Regards,
Tk.
Last edited by Tryskell on Sat Jan 08, 2011 4:00 pm, edited 1 time in total.
hope
Posts: 1160
Joined: Thu Aug 30, 2007 5:17 pm

Re: [IL] Implementing PartyMatching

Post by hope »

Removed by me
Last edited by hope on Fri Jan 07, 2011 5:32 pm, edited 1 time in total.
User avatar
Aikimaniac
L2j Inner Circle
L2j Inner Circle
Posts: 3048
Joined: Sun Aug 07, 2005 11:42 pm
Location: Slovakia

Re: [IL] Implementing PartyMatching

Post by Aikimaniac »

hope..try to read again...
Tryskellin wrote: my quest to make a decent IL pack, I decided to adapt the current PartyMatching (last L2J rev) in basic IL.
Anyway...IL is not supported anymore. Update to Freya and we can try to help...gl
Image
User avatar
Tryskell
Posts: 256
Joined: Wed Nov 25, 2009 5:57 pm
Location: France :)

Re: [IL] Implementing PartyMatching

Post by Tryskell »

Aikimaniac wrote:hope..try to read again...
Tryskellin wrote: my quest to make a decent IL pack, I decided to adapt the current PartyMatching (last L2J rev) in basic IL.
Anyway...IL is not supported anymore. Update to Freya and we can try to help...gl
This is the reason I post to Legacy Server Support > Limited support for the previous versions of L2jServer.

And except if the whole PartyMatching have been partially remade from IL to Freya, or packets have been rewritten, the current Freya code should work.

Plus, packet system is the same. So, problem could happen in any chronicle, to any feature. Imagine you implement a new feature, you do the same at first, capturing packets and analyze the content...
noob256
Posts: 11
Joined: Sun Aug 05, 2007 12:52 pm
Location: germany

Re: [IL] Implementing PartyMatching

Post by noob256 »

Tryskell from DN? Just asking cause of the French desktop.
If yes: Me (Cyb) and some others are also working on a "revert" chronicle Serv project just fyi. :D
the keltir is a feeble slob
all people want his fang
they re going crazy like a mob
and rape him in a gang

he ain t amused by such a plot
but says "lolwut i do not care
i let the gremlin take my spot
and spawn inside antharas lair".
User avatar
Tryskell
Posts: 256
Joined: Wed Nov 25, 2009 5:57 pm
Location: France :)

Re: [IL] Implementing PartyMatching

Post by Tryskell »

noob256 wrote:Tryskell from DN? Just asking cause of the French desktop.
If yes: Me (Cyb) and some others are also working on a "revert" chronicle Serv project just fyi. :D
Lol, cyb :D. Do you know since how many years I left DN ? 4 years, haha. And you still remember me.

Yeah, I'm stuck to IL. This chronicle is the last souvenir from the glorious period where L2 was still L2 :P. I still got 200mo of screenshots, if you want them.

Back to topic, I'm making a free IL Fork, you can see timeline here. I try to adapt as possible as features (it's english ? lol), and even if the project is young, I already got water areas, fully reworked mmocore and some clean codes ^^.

Anyway, nice to see you. And for others, help me with those damn packets :D.
User avatar
Tryskell
Posts: 256
Joined: Wed Nov 25, 2009 5:57 pm
Location: France :)

Re: [IL] Implementing PartyMatching

Post by Tryskell »

Is anyone would be enough cute to share the packet numbers :

- from Rm.Invite button (D0:14 in IL);
- from Waiting List / Previous / Next / List Update button (in IL same packet, D0:16).

Or directly give names of concerned packets.

It's not I'm lazy, but I have to dl the whole Freya client, compile all, make a server just to find those 2 packets numbers...

Ty in advance.

I'm around 50% made I think (can create a room, see existing ones, enter in but partymatching waiting list doesn't refresh).

------

Well, to complete the answer and as perhaps a dev will answer (I don't lose faith).

When I click on Waiting List, a message is autogenerated from the packet. Basically, it says the name of the packet, "C5: RequestListPartyMatchingWaitingRoom".

I have c/p RequestListPartyMatchingWaitingRoom from Freya to fit with IL (basically c/p and keep the D0:16 signature because it is D0:31 on Freya). This "rewritten" packet uses a serverpacket named ExListPartyMatchingWaitingRoom.

Sooooo, I copy paste the serverpacket aswell, WHICH WASNT IMPLEMENTED ON IL REVISION BUT SURELY EXISTED. I have to add I just checked one partymatching tutorial made for Kamael++ client, and ALL panels are IDENTICAL. So basically only network stuff blocks me.

I launch, and nothing. In pachet sniffer, I see the 2 packets are send.

Did I miss something in L2GPH ? Must I register serverpackets somewhere ? L2GPH seems to care only of client packets.

It seems ExListPartyMatchingWaitingRoom is my problem, as it is supposed to store a _members FastList, which is (I suppose) the overall list of waiting people.

------

Another fact : ExListPartyMatchingWaitingRoom is BIGGER and send infos when you just open the partymatching window and click directly to Waiting list

Code: Select all

FE 36 00 01 00 00 00 01 00 00 00 54 00 72 00 79 00 73 00 6B 00 65 00 6C 00 6C 00 00 00 75 00 00 00 4F 00 00 00
Here is the same packet when a room is created (so packet is seen through leader client), even if someone is inside the room :

Code: Select all

FE 36 00 00 00 00 00 00 00 00 00
------

Another discovery : the D0:16 sends the good page when I press previous/next page. But as the serverpacket is focked, no data in client.
User avatar
Tryskell
Posts: 256
Joined: Wed Nov 25, 2009 5:57 pm
Location: France :)

Re: [IL] Implementing PartyMatching - Packets mod/use questi

Post by Tryskell »

Finally, I made it for IL (improved Gnacik version) : Removed fork's SVN link.

Removed fork's SVN link. corrects a NPE aswell.

Here's what I added to initial Freya stuff : viewtopic.php?f=69&t=22857

I can't say you're really helpful on this forum :evil:, anyway to thank Gnacik for his initial work, I shared all.
Last edited by Zoey76 on Tue Jul 10, 2012 5:28 pm, edited 1 time in total.
Reason: Removed fork's SVN link.
Post Reply