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Fromafar
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The following code is not ready for release yet, but may serve to speed up the Activision patch reimplementation.
The set-up I have used consists of a patched Activision host creating the game, and a debugger client connecting to the game over a TCP/IP LAN. In this way, I was able to find some database and message format mismatches, without really knowing what the extra data is supposed to do. Where possible, I have tried to make some guesses about the "unknown from patch" data, but I have not played very far yet - so this will have to be confirmed.
And this will probably go much faster when more people will try to make it crash .
net\general\net_city.cpp:
Added some code to handle city packet changes.
net\general\net_feat.h
net\general\net_feat.cpp
net\general\network.cpp
Provisional feat tracking code added.
To make it work, you have to add net_feat.cpp and net_feat.h to the project (not included).
Edit: link removed, moved to the altered source code.
Last edited by Fromafar on 04-03-2005 at 04:05
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Fromafar
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As it is now, the added lines of code are merely a framework. You would need a debugger to do anything useful - such as inspecting a received data block when an Assert occurs.
FWIW, the block I got at the start of the game was 15 bytes long and had contents (first line hexadecimal, second ASCII representation):
code: 46 54 00 00 00 40 42 42 42 43 43 00 00 00 00
F T - - - @ B B B C C - - - -
The first 2 bytes are used as block type identification. I have updated net_packet.h in the regular source code thread, because I am pretty sure about those. For the other ones, we have to have more samples to determine the meaning.
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Fromafar
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The net_city.cpp in the first post is obsolete now. An updated version has been made available in the regular
altered source code thread.
There is no progress on the feat tracking part yet.
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