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Old 03-29-2009, 10:25 PM
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trevius
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Join Date: Aug 2006
Location: USA
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Been working towards getting augments able to load in SoF over the past few days. I think for that to happen, I have to get the correct way to send the client inventory working first. KLS coded the proper way to send the inventory, which is to send all items in a single huge packet, but that is causing crashes due to alignment issues. SoF is currently set to send items 1 at a time in individual packets so it doesn't have to rely on sending a perfect inventory packet. If the single packet structure gets mis-aligned at any time, it throws off the whole rest of the inventory and will cause a crash if too many items are loaded after the packet alignment is off.

After trying to use the original code that KLS wrote to handle the inventory, it looks like extra bytes are being added between items at the point that breaks the structure. I am unsure where these bytes are coming from atm, but it does seem really odd. I think that if we can figure out what is sending those extra 25 or so bytes, we can get the inventory to load fully and properly without crashing. Once that happens, we can start working towards adding in code to handle loading augments into items in this list.

While just playing around, I messed up the structure many times, and a few times it showed info on some of the things we don't know much about yet. I saw an item with an augment at one point and I also saw items that shows evolving levels and even power source percentage. It seems like once the inventory is loading properly, it shouldn't be too hard to figure out where evolving item info and power source stuff is set.
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