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		| z.alpha+ Novice
 
  
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		| BDwinsAlt Agurus's Posse
 
  
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					|  Posted: Wed Nov 15, 2006 8:40 pm     Post subject: |  |   |  |  
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				| I tried to connect to as3 with twcore once, since you have to use continuum 0.39 to enter as3 I guess you have to mess with the packets. |  | 
	
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		| Bak ?ls -s
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					|  Posted: Thu Nov 16, 2006 3:28 am     Post subject: |  |   |  |  
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				| can't sysops send a null encryption key which disables encryption? 
 The password / login packet from http://wiki.minegoboom.com/index.php/UDP_Game_Protocol
 
 	| 0x09   Game   0x40C0E7   Password/Login
 -      0   1   Type
 -      1   1   Boolean: New user (1 = New, 0 = Not New)
 -      2   32   Name
 -      34   32   Password
 -      66   4   Machine ident (drive serial number - can be random for bots)
 -      70   1   ConnectType (0x00 is a good idea)
 -      71   2   Timezone bias
 -      73   2   Unkown
 -      75   2   Client version (0x24 = Ctm, 0x86 = SS)
 -      77   4   Unkown, memory checksum, Set to = 444
 -      81   4   Unkown, memory checksum, Set to = 555
 -      85   4   Permission ident
 -      89   12   Unkown
 | 
 
 is of length 101, whereas twcore's implementation (from GamePacketGenerator.java)
 
 
 	| public void sendPasswordPacket( String name, String password ){
 ByteArray      bytearray = new ByteArray( 107 );
 int[]          arr = { 0x86, 0x00, 0xBC, 0x01,
 0x00, 0x00, 0x2B, 0x02,
 0x00, 0x00 };
 
 bytearray.addByte( 0x09 );
 bytearray.addByte( 0x00 );
 bytearray.addPaddedString( name, 32 );       //Name
 bytearray.addPaddedString( password, 32 );   //Password
 
 bytearray.addByte( 0xd8 ); // Machine ID
 bytearray.addByte( 0x67 );
 bytearray.addByte( 0xeb );
 bytearray.addByte( 0x64 );
 
 bytearray.addByte( 0x04 ); // Machine ID
 bytearray.addByte( 0xE0 );
 bytearray.addByte( 0x01 );
 bytearray.addByte( 0x57 );
 bytearray.addByte( 0xFC );
 
 bytearray.addLittleEndianShort( (short)134 );
 bytearray.addLittleEndianInt( 444 );
 bytearray.addLittleEndianInt( 555 );
 bytearray.addLittleEndianInt( 0x92f88614 );
 bytearray.repeatAdd( 0x0, 12 );       //Last
 
 sendReliableMessage( bytearray );
 }
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 is sending a 107 length packet (even though it's only populating the first 101 bytes), which is of an incorrect length (and hence the error).
 
 Change
 
 to	| ByteArray      bytearray = new ByteArray( 107 ); | 
 and try again.	| ByteArray      bytearray = new ByteArray( 101 ); | 
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		| z.alpha+ Novice
 
  
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		| Smong Server Help Squatter
 
  
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					|  Posted: Thu Nov 16, 2006 1:59 pm     Post subject: |  |   |  |  
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				| It's probably because the bot expects a packet (0x31) that only subgame sends when a biller is connected. 
 BTW what version of twcore do you have?
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		| z.alpha+ Novice
 
  
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					|  Posted: Thu Nov 16, 2006 2:52 pm     Post subject: |  |   |  |  
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				| 0.89 
 is that the latest?
 
 
 and does mean that as is, twcore will not work with ass?
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		| Bak ?ls -s
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					|  Posted: Thu Nov 16, 2006 3:18 pm     Post subject: |  |   |  |  
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				| give us a packet log and we'll find the problem. They're both open source so it shouldn't be too hard. |  | 
	
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		| Cerium Server Help Squatter
 
  
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					|  Posted: Thu Nov 16, 2006 6:29 pm     Post subject: |  |   |  |  
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				| Actually, what Smong said is exactly right. For reasons unknown grel decided NOT to send 0x31, which TWCore waits for before attempting to enter an arena. As a result, the bot gets kicked after about 3-5 seconds. 
 Distort would be the best person to reply as to what class(es) need(s) to be modified to get the TWCore compatible with ASSS.
 
 
 Alternatively, you can give Hybrid a try with the TWCore emulator. But I think you'd have less trouble modifying the actual TWCore than you would setting the emulator up.
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		| z.alpha+ Novice
 
  
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					|  Posted: Thu Nov 16, 2006 9:09 pm     Post subject: |  |   |  |  
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				| which approach would be best modify asss, or modify twcore. 
 my initial thought is that it would be best to remove the twcore wait, since it's not required.
 
 my next question is if i remove this from the twcore will it still work with subgame.
 
 so much to do, so little time.
   
 thanks for the help guys!!
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		| BDwinsAlt Agurus's Posse
 
  
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					|  Posted: Thu Nov 16, 2006 9:28 pm     Post subject: |  |   |  |  
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				| I'm guessing if you remove the wait for it to recieve the packet and just allow it to go ahead and go in then it would work on subgame and asss. Just create a backup and see. |  | 
	
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		| D1st0rt Miss Directed Wannabe
 
  
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					|  Posted: Fri Nov 17, 2006 1:33 am     Post subject: |  |   |  |  
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				| I actually fixed this back in April of '05, but naturally it hasn't been released. The good news is that a "release" of sorts will happen very soon   
 Here's a quick fixed GPI I hacked together from a couple code diffs that should tide you over until then
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