View Single Post
  #49  
Old 01-07-2009, 07:38 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

After just looking at it quickly to see what is happening, it gave me a couple more questions;

It looks like unknowns are commented out in the Titanium.cpp ENCODEs, so I am wondering if the unknowns are somehow handled/converted automatically, or if they aren't needed at all. Doesn't it still need to know where to send unknowns out at to fill in the gaps?

The other question is about (OUT) vs eq-> usage. Some of the ENCODEs have (OUT) and then the struct field name. But, some of them have something like this "eq->deity = emu->deity;" instead. My guess is that they are both doing the same thing. If I am right, then "eq" is saying to get the eq_packet_structs.h structure and "emu" is saying to put that item from the structure into this position for this patch version. If I understand correctly, that is the same thing that (OUT) is doing. So maybe the eq = emu way is just the old way?

I have seen some warnings about eq and emu not being used when I am compiling. I am guessing that is because I was making blank structs, which also means blank encodes/decodes. And since they are blank, the eq and emu variables aren't being used, so it warns about it. Now that I think I understand it better, I don't think I should need those blank structs now to begin with. If I want to send a 0 size packet, I guess I can just make the new op and then have it get sent when needed directly from the client_packet.cpp. I don't think I would have to add anything anywhere else for them. I will mess with that more later tonight.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote