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Andrew80k 06-02-2010 10:40 AM

Anyone doing TBS?

cavedude 06-02-2010 12:03 PM

I did the first couple of zones, but have since started working on other zones to get some zone_points and npc appearances working.

Akkadius 06-02-2010 01:22 PM

Quote:

Originally Posted by Andrew80k (Post 188572)
Anyone doing TBS?

I have been doing TBS, but most of the zones are instanced, I have most of the statics though.

I've got almost PoR (is done I think), TBS and DoN statics completely done. I don't post them all until they are done otherwise if I upload them gradually I have no idea where I am with the way you have to upload to CD's repo.

Derision 06-02-2010 02:14 PM

1.5 is up with these changes:
Code:

Fixed bug which caused the first spawn to always be skipped.
Update generated for fog_density column in zone table.
Populated Drakkin specific fields in npc_types.
If zone config and/or zone points are selected, the generated SQL will no longer be commented out.

I implemented the update for npc_types, but I have disabled it for now in the UI as I found some issues with it ...

First I was updating the size, then I found multiple NPCs with the same name but different sizes, so I took the size out of the update. Then I found multiple NPCs with the same name,
but some were wielding weapons and some not, e.g.
Code:

mysql> select id, name, d_meele_texture1, d_meele_texture2 from npc_types where name like 'a_Nokk_elder';
+--------+--------------+------------------+------------------+
| id    | name        | d_meele_texture1 | d_meele_texture2 |
+--------+--------------+------------------+------------------+
| 394319 | a_Nokk_elder |                0 |                0 |
| 394320 | a_Nokk_elder |            10608 |                0 |
| 394363 | a_Nokk_elder |                0 |                0 |
+--------+--------------+------------------+------------------+
3 rows in set (0.25 sec)

(this is with current live data, not existing PEQ tables).

Now my guess is there are multiple mobs with the same name but different facial features, but I didn't check that, so I'm really not sure what to do and await Cavedude's words
of wisdom on the matter :)

cavedude 06-02-2010 02:30 PM

The melee textures, could that possibly be an item the NPC has on their loottable? If so, I don't think it would be a big deal to 0 out those columns after they have been sourced into the db. I'm mainly looking for textures on guards and player races as everything else is usually handled by loot. It's no big deal if I have to go back and manually fiddle with the melee columns.

About the size and face data... That's tricky. How about a way to check which columns you want to dump in the UPDATE? Maybe have the default the "safe" options, but also have choices for things like level or size which may not be as safe. Not sure how much work that would be, but I think that would make everybody happy.

Derision 06-02-2010 03:08 PM

Quote:

Originally Posted by Akkadius (Post 188566)
Done, let me know what you think.

Thanks for the .pcap. The problem with Zeb not appearing is fixed in v1.5. Could I possibly trouble you for a .pcap for Ocean Green Hills ? There are 'Zombie Catapults' in there
that are showing as humans with outstretched arms, so there must be something else in the spawn structure that we are not currently handling.

(Example of the human zombie catapult is at -631, 4868, 9).

Akkadius 06-02-2010 03:31 PM

Quote:

Originally Posted by Derision (Post 188581)
Thanks for the .pcap. The problem with Zeb not appearing is fixed in v1.5. Could I possibly trouble you for a .pcap for Ocean Green Hills ? There are 'Zombie Catapults' in there
that are showing as humans with outstretched arms, so there must be something else in the spawn structure that we are not currently handling.

(Example of the human zombie catapult is at -631, 4868, 9).

Derision I sent you my entire collection, the same link I sent to Cavedude. At your Gmail account.

Derision 06-02-2010 03:40 PM

Quote:

Originally Posted by Akkadius (Post 188584)
Derision I sent you my entire collection, the same link I sent to Cavedude. At your Gmail account.

Thanks. Much appreciated :)

Akkadius 06-02-2010 03:48 PM

Quote:

Originally Posted by Derision (Post 188585)
Thanks. Much appreciated :)

No sir, thank you, this is amazing, and I can do so so much with this, even though my server content is usually from scratch. And this greatly helps the entire community in any of their efforts.

EDIT: BTW your new compile is erroring out MYSQL syntax:

This is one of two that I have encountered, the same error as followed:

Quote:

UPDATE zone set fog_density = 0.33 WHERE zoneidnumber = 342;
[Err] 1054 - Unknown column 'fog_density' in 'field list'


Derision 06-02-2010 04:23 PM

Quote:

Originally Posted by Akkadius (Post 188586)
EDIT: BTW your new compile is erroring out MYSQL syntax:

This is one of two that I have encountered, the same error as followed:
Code:

UPDATE zone set fog_density = 0.33 WHERE zoneidnumber = 342;
[Err] 1054 - Unknown column 'fog_density' in 'field list'


Yeah, that is a new column that KLS added to the zone table very recently (Rev1513), and the reason I put it in a separate update statement, so the first,
main, zone table row update will go through if you don't have that column, and the separate update for fog_density will error if you don't have it, but can be
safely ignored.

I meant to put a comment preceding the fog_density update to that effect, but forgot.

Akkadius 06-02-2010 04:25 PM

Quote:

Originally Posted by Derision (Post 188587)
Yeah, that is a new column that KLS added to the zone table very recently, and the reason I put it in a separate update statement, so the first, main, zone table row update will go through
if you don't have that column, and the separate update for fog_density will error if you don't have it, but can be safely ignored.

I meant to put a comment preceding the fog_density update to that effect, but forgot.

Yeah I haven't updated binaries in a few weeks only because I was scared of some of the repercussions some of the changes might have had.

trevius 06-03-2010 04:47 AM

Quote:

Originally Posted by Akkadius (Post 188588)
Yeah I haven't updated binaries in a few weeks only because I was scared of some of the repercussions some of the changes might have had.

Everything actually seems to work pretty smoothly after the recent large updates BTW.

Derision 06-03-2010 02:12 PM

1.6 is up with a couple of bug fixes
Code:

The zone long name should no longer be truncated at 32 characters.
Apostrophes in the zone long name are escaped, i.e. Dranik's Hollows should be Dranik\'s Hollows.

And I enabled the feature to update existing NPCs in the database, which doesn't generate new npc_types or spawn table entries, but updates existing npc_types as follows:

Code:


If selected, the following columns:

  texture, helmtexture, size, face, luclin_hairstyle, luclin_haircolor, luclin_eyecolor, luclin_eyecolor2, luclin_beardcolor,
  luclin_beard, drakkin_heritage, drakkin_tattoo, drakkin_details, armortint_red, armortint_green, armortint_blue,
  d_meele_texture1, d_meele_texture2, findable

  will be updated for existing rows in the npc_types table that meet the following criteria:

    Their ID falls within the range specified.
        The NPC is a playable race (Race <= 12 || Race == 128 || Race == 130 || Race == 330 || Race == 522)
        The NPC name is unique in the sense that only one NPC with the given first name was seen in the packet collect.

In other news :)

The zombie_catapults I mentioned in a previous post that were showing as humans are actually 'Destructable objects' that I think were introduced in Serpent's spine.

I can get the catapults to display properly if I hard code the same data as is in a live spawn packet (three strings and 53 bytes of as yet unidentified data).

I plan to look at the destructable objects some more at the weekend to see if I can figure out what those 53 bytes control so we can make some meaningful fields for them in
the npc_types table.

If anyone has any info on destructable objects, particuarly do some behave differently than others, do their graphics change as they get to various %s of hit points, are some immune
to melee, or spells, or certain types of spells, etc, that might possibly help identify what some of the data associated with them controls.

Domel 06-03-2010 02:32 PM

Here is a bit from Eqplayers :

Quote:

Destructible Objects - Destructible objects, like walls, doors, and siege engines, are used in many of the new expansion zones. These are terrain objects that have a health points which can be depleted and, when the object has reached low enough health, it will crumble and break. As you damage the objects you will see it break down until it is completely destroyed. You can identify an object that is destructible because it will pulse when you put your mouse over it.
Source: http://eqplayers.station.sony.com/ga...date=2/21/2006

I do remember breaking up catapults and watching them look more damaged, it was pretty cool :)

Unfortunately, I don't recall any specifics like what % the graphics changed, etc.

cavedude 06-03-2010 04:25 PM

Here I am again! :)

Could gender also be added to the update query? I have that Shroudkeeper in PoK and also many Crescent guards in mind with that request. Also, could you add the guard races to the list? Their weapons are a key piece of data I am looking for, and in most cases the guard races differ from the base race. Lastly, could you make it so that version also gets added to the WHERE statement? So if I select version 1, it would tack on "and version = 1" to the end of the query.

The list of guard races:

44 Freeport Guards
67 Highpass Guards
71 Qeynos Guards
77 Neriak Guards
78 Erud Guards
81 Rivervale Guards
90 Halas Guards
92 Grobb Guards
93 Oggok Guards
94 Kaladim Guards
106 Felguards
112 Fayguards
139 Cabilis Guards
183 Coldain
239 Vah Shir Guards

I believe that's it!

I have to say, I just updated Crescent and it looks beautiful now! All the NPCs have their proper robes, faces, heritage, and weapons. Thank you!

I think there may be a bug with certain zoneids parsing incorrectly, but I want to gather details before officially reporting it. Once I get that, I'll PM you with a log I see the issue with.

Derision 06-03-2010 04:59 PM

Quote:

Originally Posted by cavedude (Post 188619)
I think there may be a bug with certain zoneids parsing incorrectly, but I want to gather details before officially reporting it. Once I get that, I'll PM you with a log I see the issue with.

I noticed the zoneids with the dranikhollowsc and ikkinz zones on the PEQ logs repo seems totally out of whack. I really need to see the .pcaps or logs produced by the 'Dump Packets' button to figure out what the issue is.

robinreg 06-03-2010 05:32 PM

I sent the pcaps to CD. you can get it from him for debugging purpose. the ikky zones are basically the same zone but they are different instances with different npcs for progression.

Akkadius 06-03-2010 06:26 PM

I posted the rest that I have for the most part, I halted doing any captures to get quite a few things done on my server. I will do more capturing when it's appropriate.

cavedude 06-03-2010 07:16 PM

Quote:

Originally Posted by Derision (Post 188620)
I noticed the zoneids with the dranikhollowsc and ikkinz zones on the PEQ logs repo seems totally out of whack. I really need to see the .pcaps or logs produced by the 'Dump Packets' button to figure out what the issue is.

Was just sending you a link in fact, and also it appears 1.6 broke merchant dumps. I'm including a crescent log that dumps merchants for 1.5 and below, but not 1.6. It'll be in your PMs :)

Derision 06-04-2010 01:07 PM

1.7 up
Code:

Fixed bug introduced in v1.6 that broke merchant SQL generation.
Gender is now updated for existing npc_types.
Guard races are now included when updating existing npc_types.
Obtained the ZoneID number from the Player Profile instead of the NewZone_Struct.


cavedude 06-04-2010 01:57 PM

Quote:

Originally Posted by Derision (Post 188616)
The zombie_catapults I mentioned in a previous post that were showing as humans are actually 'Destructable objects' that I think were introduced in Serpent's spine.

I can get the catapults to display properly if I hard code the same data as is in a live spawn packet (three strings and 53 bytes of as yet unidentified data).

I plan to look at the destructable objects some more at the weekend to see if I can figure out what those 53 bytes control so we can make some meaningful fields for them in
the npc_types table.

If anyone has any info on destructable objects, particuarly do some behave differently than others, do their graphics change as they get to various %s of hit points, are some immune
to melee, or spells, or certain types of spells, etc, that might possibly help identify what some of the data associated with them controls.

If it helps any, I think a_training_dummy in the crescent log I sent is in the same boat. On live it appears as a training dummy and seems to be a chest object, but in the collect its race and bodytype is 0.

Thank you for getting those changes in. I can't think of a thing wrong now!

Derision 06-04-2010 02:23 PM

Quote:

Originally Posted by cavedude (Post 188651)
If it helps any, I think a_training_dummy in the crescent log I sent is in the same boat. On live it appears as a training dummy and seems to be a chest object, but in the collect its race and bodytype is 0.

Yes they are, thanks! I wish I'd known that earlier, it would have saved me the trouble of sneaking my way across Blightfire Moors and Goru'kar Mesa to find an object to test with :)

blackdragonsdg 06-04-2010 03:49 PM

I keep getting an error on some zones when using the extractor to read the pcap files. City of Dranik and The Void are the only zones I have seen this error occur on. I have tried extractor versions 1.4, 1.5 & 1.7 and all encounter the same problem.

Code:

Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Source array was not long enough. Check srcIndex and length, and the array's lower bounds.


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
  at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
  at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length)
  at EQPacket.PacketManager.ProcessPacket(IPAddress srcIp, IPAddress dstIp, UInt16 srcPort, UInt16 dstPort, Byte[] Payload, Boolean SubPacket, Boolean Cached)
  at EQExtractor02.EQExtractor2Form1.device_OnPacketArrival(Object sender, CaptureEventArgs e)
  at SharpPcap.PcapDevice.SendPacketArrivalEvent(RawPacket p)
  at SharpPcap.PcapDevice.PacketHandler(IntPtr param, IntPtr header, IntPtr data)
  at SharpPcap.SafeNativeMethods.pcap_dispatch(IntPtr adaptHandle, Int32 count, pcap_handler callback, IntPtr ptr)
  at SharpPcap.PcapDevice.CaptureThread()
  at SharpPcap.PcapDevice.Capture()
  at EQExtractor02.EQExtractor2Form1.ProcessFileButton_Click(Object sender, EventArgs e)
  at System.Windows.Forms.Control.OnClick(EventArgs e)
  at System.Windows.Forms.Button.OnClick(EventArgs e)
  at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
  at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  at System.Windows.Forms.Control.WndProc(Message& m)
  at System.Windows.Forms.ButtonBase.WndProc(Message& m)
  at System.Windows.Forms.Button.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
EQExtractor2
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///D:/zzTemp/EQExtractorv2v1.7/EQExtractor2.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
SharpPcap
    Assembly Version: 3.1.0.0
    Win32 Version: 3.1.0.0
    CodeBase: file:///D:/zzTemp/EQExtractorv2v1.7/SharpPcap.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
PacketDotNet
    Assembly Version: 0.4.0.0
    Win32 Version: 0.4.0.0
    CodeBase: file:///D:/zzTemp/EQExtractorv2v1.7/PacketDotNet.DLL
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
zlib.net
    Assembly Version: 1.0.3.0
    Win32 Version: 1.0.3.0
    CodeBase: file:///D:/zzTemp/EQExtractorv2v1.7/zlib.net.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


steve 06-04-2010 03:55 PM

What version of The Void did you use it in? It worked fine for me in Void A, B, & G.

Derision 06-04-2010 04:01 PM

Quote:

Originally Posted by blackdragonsdg (Post 188658)
I keep getting an error on some zones when using the extractor to read the pcap files. City of Dranik and The Void are the only zones I have seen this error occur on. I have tried extractor versions 1.4, 1.5 & 1.7 and all encounter the same problem.

If you are willing to email me one of the .pcap files that is causing the crash (DerisionEQ at gmail.com) I'll see what's causing the crash and fix it.

Derision 06-04-2010 04:05 PM

Quote:

Originally Posted by cavedude (Post 188619)
Lastly, could you make it so that version also gets added to the WHERE statement? So if I select version 1, it would tack on "and version = 1" to the end of the query.

Oops, I forgot this request. I'll put this in tomorrow.

blackdragonsdg 06-04-2010 04:57 PM

Quote:

Originally Posted by steve (Post 188659)
What version of The Void did you use it in? It worked fine for me in Void A, B, & G.

It is the one when you zone in from PoTime...no idea which version it is.

blackdragonsdg 06-04-2010 05:06 PM

Quote:

Originally Posted by Derision (Post 188660)
If you are willing to email me one of the .pcap files that is causing the crash (DerisionEQ at gmail.com) I'll see what's causing the crash and fix it.

I just sent the file.

steve 06-04-2010 05:17 PM

Quote:

Originally Posted by blackdragonsdg (Post 188662)
It is the one when you zone in from PoTime...no idea which version it is.

If you do a /who on yourself, it will say in the zonename. Depending on how far along you are with SoD progression determines what version of the zone you get sent to. Void A is the default version with no progression completed.

steve 06-04-2010 09:54 PM

Are you guys camping out to character select after getting to each zone? Just wanted to make sure I wasn't doing something unneeded. And will multiboxing confuse the capture?

robinreg 06-04-2010 10:09 PM

I just go to the zone that I want to do capture with. try to find a good spot preferebly in the center of the zone. then camp out to character select screen, start your sharkwire, then log on. Just sit around for 30 to 45 mins. then stop your sharkwire save your pcap. then generate the sql with the extractor. The program filters out all players characters, mercs, and pets. Just need to make sure there are no mob aggroing from anyone or you during the data collects. I did most SoF today and most zones were empty so I had the zone to myself. works out perfectly. The only 2 zone I had trouble with is Dragonscale and Loping Plains as there were other players killing mobs and such. So I just left that until I find a time that I have the whole zone to myself. Crystallos I need to get keyed for it. I just need a couple of items from Zeka and MMM then I can do the combine and I'll be able to access that zone.

Akkadius 06-04-2010 10:52 PM

Quote:

Originally Posted by robinreg (Post 188671)
I just go to the zone that I want to do capture with. try to find a good spot preferebly in the center of the zone. then camp out to character select screen, start your sharkwire, then log on. Just sit around for 30 to 45 mins. then stop your sharkwire save your pcap. then generate the sql with the extractor. The program filters out all players characters, mercs, and pets. Just need to make sure there are no mob aggroing from anyone or you during the data collects. I did most SoF today and most zones were empty so I had the zone to myself. works out perfectly. The only 2 zone I had trouble with is Dragonscale and Loping Plains as there were other players killing mobs and such. So I just left that until I find a time that I have the whole zone to myself. Crystallos I need to get keyed for it. I just need a couple of items from Zeka and MMM then I can do the combine and I'll be able to access that zone.

I can get them all too when I get done with a few campaign things on my server.

steve 06-04-2010 10:57 PM

I'm just nervous about how long I should stay in a zone to be sure I get all of the pathing. Are you staying 20 minutes in each zone?

robinreg 06-04-2010 11:06 PM

I usually stay sometime between 30 to 45 mins to make sure I get all the pathing. move around a bit if it's big zone like commonlands.

Akkadius 06-04-2010 11:22 PM

Quote:

Originally Posted by steve (Post 188673)
I'm just nervous about how long I should stay in a zone to be sure I get all of the pathing. Are you staying 20 minutes in each zone?

5-10 minutes is fine really, to get the gist of pathing. Otherwise there's a new grid system function that KLS made that is phenomenal.

robinreg 06-05-2010 12:02 AM

ah I was just following the suggested time that was posted on log repository. Or was for the old collecting?

trevius 06-05-2010 01:36 AM

Ideally, collects should have no one else in the zone if possible. Otherwise, pathing is going to be messed up by people pulling and killing spawns (one of the Relic collects shows this right when you zone in due to a player obviously training the zone in). Another thing I have noticed is that mounts show up pathing all over if people are in the zone and using them. That is easy enough to correct, though.

For doors, any door that is set to opentype 157 needs to be changed to 105 and have invertstate set to 1 for them to work correctly (steamfontmts and dragonscale for example).

As for collecting good pathing grids, it is a really good idea to use a rogue for collecting if possible. Many zones are accessible via a level 51 rogue on the Mayong Server. The reason it is good to use a rogue, is because you can move around most zones fairly freely as long as you consider anything you get near to make sure it can't see you. If you want good pathing, you will need to wander through the zone one section at a time so you get good pathing collects. The further away you are from an NPC, the less updates you get and the more choppy your pathing will be for them. But, if you move from spot to spot in a zone, you can get some pretty nice pathing collects. It does take a while to do that properly.

I am sure pathing will need to be cleaned up no matter what, but with a really good collect, that cleanup could be minimal. The collects we have so far are really great either way. If someone was planning to do some major work on a zone to make it fully playable, I would highly suggest making sure you have as good a collect as possible though.

Derision 06-05-2010 03:37 AM

Quote:

Originally Posted by steve (Post 188670)
Are you guys camping out to character select after getting to each zone? Just wanted to make sure I wasn't doing something unneeded. And will multiboxing confuse the capture?

Multiboxing can confuse the extractor and appears to be the cause of blackdragonsdg's crash.

What happens is the extractor reads each packet in the .pcap file looking for an SOE 'Session Request' packet (that the client send to the server).
When it sees a session request, it 'tentatively locks on' to that session and waits until it sees a particular packet (which was OP_NewZone and is
the packet in which the server sends various details about the zone) before deciding this is a valid EQ connection and permanently locking onto
this stream and ignoring all others.

What can happen, is if you zone in a second character before the server has sent the OP_NewZone to the first one, the extractor get's confused
by the crossed streams (oblig. Ghostbusters reference).

I've altered the extractor locally to 'permalock' to a stream when it sees an OP_ZoneEntry packet from the client to the server. This is the second
packet sent and so it is much less likely that multi-boxing will cause an issue, although of course, only the packets to/from the first client to
zone-in will be processed, but that shouldn't be an issue.

I'll push this version out later today when I've looked at another issue.

EDIT: Oh, and you don't need to camp out when you have finished. Just stop the capture and save it.

joligario 06-05-2010 04:03 AM

Derision: There's something very important I forgot to tell you.
Blackdragonsdg: What?
Derision: Don't cross the streams.
Blackdragonsdg: Why?
Derision: It would be bad.
Blackdragonsdg: I'm fuzzy on the whole good/bad thing. What do you mean, "bad"?
Derision: Try to imagine all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light.
Trevius: Total protonic reversal.
Blackdragonsdg: Right. That's bad. Okay. All right. Important safety tip. Thanks, Derision.

robinreg 06-05-2010 04:14 AM

yeah I figured that it would not be a good idea to box on the same computer that is doing the collecting or running the wireshark. I have my 2nd account on my laptop while I go run my wireshark on my computer. Only reason I have 2nd account is to be able to do instances as you need 3 to get a group mission or expedition and the mercenary would count toward it. However, the mercenary would not be counted toward a raid expedition unfortunately.


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