Server Help

Bot Questions - Got synchronization packet

A380 - Sun Apr 03, 2005 10:27 am
Post subject: Got synchronization packet
Does anyone knows what this means?

Pokemon-Ma> Got synchronization packet [31311628][198337227]

How do I fix this problem?
Solo Ace - Sun Apr 03, 2005 10:30 am
Post subject:
Is this a problem, then?

Hi, MS-DOS.
A380 - Sun Apr 03, 2005 10:42 am
Post subject:
Solo Ace wrote:
Is this a problem, then?
Hi, MS-DOS.


I am not MS-DOS.
It does that when there is no players online, is that normal?
EdTheInvincible - Sun Apr 03, 2005 10:55 am
Post subject:
Having no players online, in your case, is completely normal and understandable.
Purge - Sun Apr 03, 2005 11:28 am
Post subject: Re: Got synchronization packet
SpeedUP! wrote:
Does anyone knows what this means?

Pokemon-Ma> Got synchronization packet [31311628][198337227]

How do I fix this problem?


Yes, it's normal.
Assassin2684 - Sun Apr 03, 2005 11:58 am
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Guys seriously stop being mean to him, even "IF" it is MS-DOS. He doesent really deserve this.
Purge - Sun Apr 03, 2005 11:59 am
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Yeah, who really cares?
A380 - Sun Apr 03, 2005 12:03 pm
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Thank you for answering the question.
I am new to bots functions. Thanks for answer, Purge+.
Purge - Sun Apr 03, 2005 12:25 pm
Post subject:
No problem.
Cerium - Sun Apr 03, 2005 1:39 pm
Post subject:
as long as the server isnt complaining about the packet your bot responds with, it shouldnt be a problem.
Maverick - Sun Apr 03, 2005 3:18 pm
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May I ask what this synchronization packet actually does?
Mr Ekted - Sun Apr 03, 2005 4:02 pm
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There are plenty of threads with this info. Use search.
A380 - Sun Apr 03, 2005 4:16 pm
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Well, I did search for it and there is nothing that says this icon_sad.gif
Pokemon-Ma> Got synchronization packet [33428715][406392920]
Pokemon-Ma> Got synchronization packet [33440765][1289159386]

Also, all numbers have different, it´s really confusing icon_sad.gif
Mr Ekted - Sun Apr 03, 2005 4:46 pm
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You are pathetic.

http://forums.minegoboom.com/viewtopic.php?t=4210&highlight=sync
A380 - Sun Apr 03, 2005 5:44 pm
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You are really funny that link does not explain.
You couldn´t explain in a simply term then that?
Solo Ace - Sun Apr 03, 2005 6:40 pm
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Mr Ekted wrote:
You are pathetic.


Edit: Link removed.

Sorry, couldn't resist posting that. sa_tongue.gif

The posts in the thread Ekted linked to actually do explain what you're asking for.

Anyway, if it isn't an error message indicating a problem, why do you even bother about it if you don't understand the explaination?
A380 - Mon Apr 04, 2005 11:59 am
Post subject:
You guys, have no clue what it means, so I have found an answer. You call yourselvies good helpers, or you don´t give the right answer.
Solo Ace - Mon Apr 04, 2005 12:49 pm
Post subject:
So, enlighten us, and tell us what it means.

I'd easily get to know what it means, by just reading the posts in the thread Ekted linked to.

I'm not going to reply to your "You call yourselvies good helpers", because nobody in this thread did.

And, again: if it isn't an error message indicating a problem, why do you even bother about it if you don't understand the explaination?
Maverick - Mon Apr 04, 2005 1:49 pm
Post subject:
SpeedUP! wrote:
You guys, have no clue what it means, so I have found an answer. You call yourselvies good helpers, or you don´t give the right answer.

Even good helpers get annoyed with questions they answered long before icon_wink.gif

But still.. I haven't find the whole answer yet aswell..

Mr Ekted wrote:
Slow packets arrive 300ms or more after they were sent. This relies on the time sync between the client and the server. So either the packets are actually late, OR the time sync is so bad they look like they are. Here's a post to the PB forum I made about clock syncing:

http://forums.powerballzone.com/read.php?board=5&id=42371

So, a synchronization packet synchronizes the time(r) on the server and the bot? icon_confused.gif
Mine GO BOOM - Mon Apr 04, 2005 3:14 pm
Post subject:
SpeedUP! wrote:
You guys, have no clue what it means, so I have found an answer. You call yourselvies good helpers, or you don´t give the right answer.

Any normal bot core would never show the sync packet, as it is almost useless to the bot (if making a recorder, could be applicable if you plan on recording off a laggy connection). So, what they were hint at is that if this is a normal bot running on MERV, and you were sniffing packets, this was completely normal and is required for the bot to correctly talk with the server.

If you are creating your own bot from scratch, I'd be amazed at how your bot works with messages and logging into a zone without ever having correctly dealt with a sync packet, which comes at the very beginning of entering a zone, and at a specific time interval (30 secs? I don't remember).

In either case, Purge's original answer was correct. You don't need to fix it, as its completely normal and required for any client to correctly talk with the server. If you only create bots, you don't need to deal anything else with it. If you are creating a new bot core, I'd recommend looking over more packet logs and look at the source of how MERV handles them.
Solo Ace - Mon Apr 04, 2005 4:07 pm
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My answer was correct also!

The irony in my "Is this a problem, then?" said that it's no problem, thus normal.
D1st0rt - Mon Apr 04, 2005 7:00 pm
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S2C packet 0x18 - Synchronization Request
Code: Show/Hide
Offset      Length      Description
0           1           Type Byte 0x18
1           4           Prize Seed Value *1
5           4           Door Seed Value *1
9           4           Timestamp
13          4           Checksum Key *2

*1 - Seed values are used in Random Number Generators to determine the location of Prizes and the timing for door switching.
*2 - When this packet is received, a Security Checksum packet

(0x1A) should be returned using the Server Checksum Key.


C2S packet 0x1A - Security Checksum
Code: Show/Hide
Offset      Length      Description
0           1           Type Byte 0x1A
1           4           Weapon Count
5           4           Settings Checksum *2
9           4           Subspace.EXE Checksum
13          4           Map.LVL Checksum
17          4           S2CSlowTotal
21          4           S2CFastTotal
25          2           S2CSlowCurrent
27          2           S2CFastCurrent
29          2           S2CRelOut (?Unsure?)
31          2           Ping
33          2           Ping Average
35          2           Ping Low
37          2           Ping High
39          1           Slow Frame Detected (Boolean)

*1 - The checksums are generated after a server-sent seed
*2 - Settings checksum is the checksum of the contents of the settings packet


Source: http://d1st0rt.sscentral.com/packets.html
A380 - Mon Apr 04, 2005 7:51 pm
Post subject:
Wow, thank you, that is an answer, that I was looking for. This is answer, I was looking for, instead of a link, that directs you another place, and it is not the right answer. Thanks to Mine GO BOOM, and D1st0rt for answering this, before I forget also to Maverick, for their manners, and the rest, I won´t meation about it.
Smong - Mon Apr 04, 2005 7:57 pm
Post subject:
Solo Ace wrote:
The posts in the thread Ekted linked to actually do explain what you're asking for.
So here you are claiming the stuff in the linked thread is correct.
Solo Ace wrote:
I'd easily get to know what it means, by just reading the posts in the thread Ekted linked to.
And here you are claiming you haven't yet read said thread.
Solo Ace wrote:
I'm not going to reply to your "You call yourselvies good helpers", because nobody in this thread did.
Here you contradicting yourself.

And to top it off, D1st0rt has the correct answer. It's the packet with door/green seed, not the time sync.
Mr Ekted - Mon Apr 04, 2005 8:44 pm
Post subject:
Yes, there seems to be come semantic problems here. The packet with the seeds/key is the security packet, not the sync packet. I suspect from the bot's message (2 timestamps) that the original question WAS about the sync packet.

In response to MGB: You do need to handle the sync packet to be able to deal with player positions/weapons in either direction if you want to accurately see where things are and to be able to put the bot in play and potentially fire weapons.
A380 - Mon Apr 04, 2005 8:45 pm
Post subject:
Okay Smong, you also helped, and thank you. I have the answer, and sorry, I didn´t say your name.

Thanks to all that helped. I got the solution.

You can close this topic.
Cyan~Fire - Mon Apr 04, 2005 10:42 pm
Post subject:
Well, it's the security packet then. The two numbers are the timestamp and the key.
Cerium - Tue Apr 05, 2005 12:41 am
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'The' key? The security packet has 3 of them... I think ekted is right, the output seems to be from the sync request packet.
Solo Ace - Tue Apr 05, 2005 9:47 am
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Sure, Smong, if I see you people posting information I assume that it's correct.
I did read it though globally, I didn't try getting to know what the sync is about.

As for the "I'm not going to reply to your "You call yourselvies good helpers", because nobody in this thread did.", let me add a piece: "I'm not going to reply to your "You call yourselvies good helpers", because nobody in this thread called himself a good helper".

Anyway, I've never seen such messages in the bot terminal, since which version was this implemented?
Maverick - Tue Apr 05, 2005 9:49 am
Post subject:
Solo Ace wrote:
Anyway, I've never seen such messages in the bot terminal, since which version was this implemented?

It has been in Mervbot since .38 I think. Make sure you have NoTerminal set to 0 sa_tongue.gif
Solo Ace - Tue Apr 05, 2005 10:04 am
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I knew someone was going to comment on the NoTerminal, anyway, well duh?

The latest I've used was .38.
A380 - Tue Apr 05, 2005 10:40 am
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Thanks. Got that resolved icon_smile.gif
Cyan~Fire - Tue Apr 05, 2005 4:58 pm
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Catid labels it the "Checksum generator key".

I looked in the MERVBot source, this is what Ekted calls the security packet.
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