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Old 03-23-2010, 01:17 AM
ptarp
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Join Date: Jan 2010
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Quote:
Originally Posted by trevius View Post
2. There may be a new packet that the client is waiting for when logging in that it is not getting. In the patch notes from Dec 23 2008, it is mentioned that they added a new feature that will now send you a message if you already have a character logged in on that account before it lets you log in and kick that character out. My guess is that the client is now waiting for a reply packet that says no character is currently logged in. I am guessing we could just make a generic "OK to log in" response packet to send the client. Most likely, the Titanium and SoF clients would just ignore it, so we could probably just send the new generic packet to all.
They changed something in the client to pop up a window if you have a toon logged into the world somewhere.. It was added to allow you to "force" an LD toon off the server faster, so what you're looking for is something that tells the client there's no toon's from the account on the server.
Window text if check shows a toon on server is -
Quote:
You already have a character logged into a world server from this account. You may only 1 character from a single account logged into a server at a time (even across different servers). Would you like to remove this character from the game so you may login?
with NO and YES buttons on the bottom. Hope that helps.
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  #2  
Old 03-23-2010, 05:51 AM
Derision
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Join Date: Feb 2004
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I'll have a look at a trace of the current live logon process, which hopefully is the same as SoD, to see if there is a simple fix to get it working with the open source login server.

Hopefully it's just a packet size that has changed, or an extra opcode or two and not the encryption :(
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  #3  
Old 03-23-2010, 06:37 AM
trevius's Avatar
trevius
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Thanks, Ptarp, that is what I had figured as one of the possible causes since that went in right about the same time as the Steam Client version.

Derision, if you want to check it out, but don't have SoD yet, or an account to try it on, I will buy you one if you want to just send me the email address you want it gifted to from Steam We can use all of the help we can get.

KLS, Secrets and I briefly reviewed some collects to compare SoF>EQEmu with SoD>EQEmu and SoD>EQLive and so far they do look pretty similar. It seems 2 extra bytes were added to the end of the second packet that gets sent from the Client (after the OP_SessionReady from the client and the OP_Login from the server). And the server reply to that packet is a bit different in structure. So, at the very least, it looks like they have changed the structure a bit. We are not sure if encryption has been changed yet.

I may try setting up the Open Source LS to just send me a Login Accepted packet no matter what, so I can at least log in with the SoD client to continue work on it while the LS stuff is being worked on.

On a side-note, it looks like SOE may be considering an idea I mentioned a year or 2 ago on their forums to allow custom content created by players. When logging in to collect packets, here is one of the vote options I got:
"Player generated content system - Allow players to place NPCs and traps, set mission types, and turn loose their custom zone for other players to experience and gain points in a scaling reward system"

My idea was for custom player run servers, but this would definitely be a stepping stone toward that!
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