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Archive::Development Archive area for Development's posts that were moved here after an inactivity period of 90 days. |
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01-08-2003, 03:20 AM
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Fire Beetle
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Join Date: Jan 2003
Posts: 25
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New Patch Changes!
From the nice guys at ShowEQ:
Quote:
Some pretty major changes on test. Posting this mostly to help cut down on duplicated work. I havent worked through too much of it yet, but heres what I do know so far. Most all data is zlib compressed now, which is a nice bandwidth saver. The compression is basicly implimented so that multiple packets can be rolled together into a single compression block before being sent.
New opcode: 0x7642 - compressed data packet. Seems to have a 3-5 byte header then the zlib compressed data. If the 3rd byte is 0xff, its a 5 byte header, otherwise 3, it seems. Unsure of what the other stuff indicates so far. In the decompressed data, you've got 1 or more packets strung together, havent worked out exactly how this works, but you do still have the opcode and data for each packet.
Aside from all that, there appear to be some data structure changes, mostly in the form of 16 bit values being changed to 32 bits instead.
In short, lots of work to do
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What does this mean for us? Well, we HAVE to implement the 16 bit to 32 bit transitions. That shouldn't take us too long.
As for the new opcode... well... these appear to be packets from the server. Also, the net code in its current form really doesn't need the overhead of zlib compression right now!
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01-08-2003, 07:03 AM
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Demi-God
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Join Date: Jan 2002
Posts: 15,658
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Compressing every packet will/would be nice tho. would mean more bandwith for smaller server, for all those newly moving NPC's (since it has to send a npc update packet right?) or for other servers with lots of PC's moving about.
overall how much does compressing each packet save? my guess is that its not that much. but hey every little byte helps.
__________________
(Former)Senior EQEMu Developer
GuildWars Co-Founder / World Builder.
World Builder and Co-Founder Zek [PVP/Guild Wars/City Takeovers]
Member of the "I hate devn00b" Club
Most Senior EQEMu Member.
Current Work: EverQuest 2 Emulator. Zeklabs Server
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01-08-2003, 01:22 PM
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Discordant
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Join Date: May 2002
Posts: 434
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But does the gain rom compression outweigh the expense of compressing is the problem. Hell, we may just get lucky and the client accepts the old way
__________________
++[>++++++<-]>[<++++++>-]<.>++++[>+++++<-]>[<
+++++>-]<+.+++++++..+++.>>+++++[<++++++>-]<+
+.<<+++++++++++++++.>.+++.------.--------.>+.
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01-09-2003, 07:46 AM
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Fire Beetle
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Join Date: Jan 2003
Posts: 25
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And... here we go!
Quote:
[19:10] <Joolz> Unknown opcode: 0x7642 size:129
[19:10] <Joolz> 0: 58 18 C4 78 5E CB 29 56 - 36 34 32 36 33 67 70 B3 | X..x^.)V64263gp.
[19:10] <Joolz> 16: CC CF 2C 88 4A CA 30 30 - 48 F6 09 29 B6 60 20 03 | ..,.J.00H..).` .
[19:10] <Joolz> 32: D8 01 F5 7C F9 2B CC 50 - C7 D0 C0 C0 F0 E6 6F BD | ...|.+.P......o.
[19:10] <Joolz> 48: 14 13 03 83 C7 4F 61 86 - 05 0A A2 0C 3F 7E 08 83 | .....Oa.....?~..
[19:10] <Joolz> 64: 4D CC 16 FD 5A EE CC C0 - 70 60 96 E0 D7 F2 F9 40 | M...Z...p`.....@
[19:10] <Joolz> 80: 8C 2C D6 F2 5B 98 E1 C3 - 2F 61 86 02 A0 19 AC 13 | .,..[.../a......
[19:10] <Joolz> 96: BE 97 AF B8 FA 0D 2C AF - 00 C4 95 4B 9E 97 83 68 | ......,....K...h
[19:10] <Joolz> 112: 90 FE DB E2 CF C1 66 80 - E4 0E 01 31 00 43 4F 2D | ......f....1.CO-
[19:10] <Joolz> 128: B8 | .
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So, ladies.... compressed... HOW? Its bugging me now... I can't get zlib to do 'jack':
Client::Process()
Code:
case 0x7642:{
cout << "Compressed packet data\n";
z_stream t;
APPLAYER *tmper;
tmper = new APPLAYER(0, 1024);
t.next_in = app->pBuffer;
t.avail_in = app->size;
t.next_out = tmper->pBuffer;
t.avail_out = tmper->size;
t.zalloc = (alloc_func)0;
t.zfree = (free_func)0;
inflateInit(&t);
inflate(&t, Z_FINISH);
cout << t.total_out << '\n';
break;
always comes back with 0... arse!
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01-09-2003, 08:50 AM
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Discordant
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Join Date: May 2002
Posts: 434
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they might have compressed each seperatly .. or just fucked with the headers, or just not used zlib..
__________________
++[>++++++<-]>[<++++++>-]<.>++++[>+++++<-]>[<
+++++>-]<+.+++++++..+++.>>+++++[<++++++>-]<+
+.<<+++++++++++++++.>.+++.------.--------.>+.
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01-09-2003, 09:00 AM
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Fire Beetle
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Join Date: Jan 2003
Posts: 25
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They did use zlib... If you decompress the above packet, you get:
Quote:
0: 6C 73 23 31 32 33 36 37 - 00 72 4E 54 65 62 75 39 | ls#12367.rNTebu9
16: 6A 74 4B 65 6D 4A 48 53 - 00 00 00 00 00 00 00 00 | jtKemJHS........
32: 00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 | ................
48: 00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 | ................
64: 00 00 00 00 00 00 00 00 - 00 00 00 00 3E 00 00 00 | ............>...
80: F4 FD 13 00 7E 00 80 00 - 00 EC FD 7F 1A 02 00 00 | ....~...........
96: 48 F9 13 00 A0 20 15 00 - F8 F8 13 00 00 00 00 00 | H.... ..........
112: 6B 15 F5 77 43 00 00 C0 - 9A 11 F5 77 9F 11 F5 77 | k..wC......w...w
128: 00 00 00 00 6B 15 F5 77 - 43 00 00 C0 84 FB 13 00 | ....k..wC.......
144: F0 FA 13 00 70 FD 13 00 - 05 90 F7 77 A8 D5 F6 77 | ....p......w...w
160: 00 00 00 00 20 00 00 00 - 79 A4 E7 77 20 00 00 00 | .... ...y..w ...
176: 6B 15 F5 77 DB 17 E7 77 - 43 00 00 C0 00 00 00 00 | k..w...wC.......
192: C2 00 00 00 | ....
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So... what does that mean? There's no recognisable opcodes... (this is the first packet sent by the client to the server)
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01-09-2003, 09:09 PM
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Fire Beetle
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Join Date: Jan 2003
Posts: 25
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As correctly pointed out, its a login packet... but, where is the opcode header etc? Good question!
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01-09-2003, 09:19 PM
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Fire Beetle
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Join Date: Jan 2003
Posts: 25
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Reality check! Done it.... I now have logging in working on the new EQEMU... I will check changes in tonight when I get home from work.
Shame no one really helped me... But at least I got it done.
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01-10-2003, 02:04 AM
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Demi-God
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Join Date: Jan 2002
Posts: 2,073
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Quote:
Originally Posted by Joolz
Reality check! Done it.... I now have logging in working on the new EQEMU... I will check changes in tonight when I get home from work.
Shame no one really helped me... But at least I got it done.
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You work too fast lol!!! Theres no time for anyone to help you 
__________________
Shawn319
Semi-Retired EQ Addict
(Retired)EQEmu Lead Tester
(Retired)EQEmu Tech Support
(Retired)Host/ServerOP - [LIVE] Official EQEmu Test Server
(Retired)Host/ServerOP - Shawn319's All-GM Dev Test Server
(Retired)ServerOP - EQEmu Beta Server
(Retired)ServerOP - GuildWars Server
(Retired)ServerOP - Raid Addicts
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01-10-2003, 02:08 AM
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do you suspect a new emu for these changes or perhaps just a patch?
_____
EL/FA
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01-10-2003, 06:01 AM
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Fire Beetle
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Join Date: Jan 2003
Posts: 25
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I'm porting the structure changes now... This will be a new emulator.. + when the new emulator comes out... the old version of EQ will NOT NOT NOT work with it.
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01-10-2003, 11:09 AM
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Hill Giant
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Join Date: Feb 2002
Posts: 206
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Quote:
Originally Posted by Joolz
I'm porting the structure changes now... This will be a new emulator.. + when the new emulator comes out... the old version of EQ will NOT NOT NOT work with it.
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All previous work is back to stage 1?
__________________
 mByte
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01-10-2003, 12:48 PM
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Hill Giant
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Join Date: Mar 2002
Location: //say $network
Posts: 138
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.. is it that hard to understand? i mean gezz
Quote:
This will be a new emulator.. + when the new emulator comes out... the old version of EQ will NOT NOT NOT work with it.
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That mean your gonna need to patch to play on 0.4.2 servers (when 0.4.2 comes out and ONLY THEN SO *DON'T* PATCH RIGHT NOW)
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01-10-2003, 07:04 PM
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Fire Beetle
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Join Date: Jan 2003
Posts: 25
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I did think that what I said was simple to understand. Although do understand that we do need to start the structs from scratch :(
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01-11-2003, 02:48 PM
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Dragon
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Join Date: Jun 2002
Posts: 776
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I've had the opprotunity to test out the new compression on EQlive, and I have to say it's simply amazing. It looks like it's very worth it, as the connection lag I had with ~80 people in an area while a raid was going on, was about the same as the lag I'd have with about 30 people prior to this patch.
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