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  #1  
Old 12-16-2008, 03:25 AM
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trevius
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I already looked into it a little, but Macroquest reads directly from memory and doesn't do any kind of packet sniffing as far as I can tell. So, it uses offsets and such, which might possibly be useful for figuring out something, but I don't really know what to do with them personally.
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  #2  
Old 12-16-2008, 04:48 AM
MNWatchdog
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Just thinking that by comparing MQ Titanium/Emus structs to MQs SoF structs would make it far easier to figure out what new fields need to be added to Emus structs that need to be send to the SoF client.

Im thinking that say a items struct is sent to the client in the same formate its readable from memory. I dont know if this is true, but if it is, looking at MQs SoFs structs should help a lot.
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  #3  
Old 12-16-2008, 03:49 PM
Rocker8956
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Wow, way above my skill level so all I can do is cheer you on.

Just one thought though, perhaps the correct fields could be found by looking at stats on items that were released with SoF.

I think clairvoyance and healamt were on those items but they could have been added later.
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  #4  
Old 12-16-2008, 05:31 PM
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trevius
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Like I said, MQ reads from memory and is written in a completely different way than our packet structures. They use offsets that line up directly with the assembly code from the eqgame.exe, and so their format is completely different. Possibly if I was very familiar with the MQ source, I might have an idea of how it could be useful. Unfortunately I might as well be trying to read in German (which I don't know how to do), because that is about how different the code is from the emu source.

I figured out last night that all of the fields I had listed in my last post were actually in with the SoF release. The only one I am still not 100% certain about is the evolving items part. According to 13th floor, I saw it mentioned that evolving items need their own separate table and have a separate opcode (I think) if the item is able to evolve. Hopefully setting that field to 0 will just disable evolving so we don't need to write anything for it until we are at a point where we can do it at leisure. As far as the item field list for SoF, I think that I now have it 100% (or very close to it) complete. This is good, because it is 1 more step closer to being done, but the bad part is that it didn't fix my current issue.

I looked into it further last night and checked the debug where I am crashing in SoF vs a debug of a successful Titanium connection. I then compared a few things in the Titanium assembly code to the SoF assembly code. I am pretty sure that I have narrowed the current issue down to the Spawn_Structure. Unfortunately, I think that structure is by far the worst and hardest part left of getting SoF to work with the emulator. Out of all structures, the spawn struct gets completely moved around with almost every patch. I was able to find the packet size of 385 (HEX is 181) for the Titanium spawn struct by using the hex calculator here http://www.squarebox.co.uk/hcalc.html (very useful when messing with the assembly code), and then searching for 0x0181 in the assembly code. I found the same section of code in the SoF assembly code, but I was unable to figure out what the struct size was. Since this technique worked perfectly for finding the struct size for the player profile, I think that means that the new spawn struct for SoF is now a variable length struct. I checked the current SEQ source code and it lists it as variable length, even though the SEQ version from when SoF came out shows it as a fixed size.

I don't know anything about variable structure sizes or what to do with them. The spawn struct also seems to use unions, packet padding, signed and unsigned ints, all of which I know absolutely nothing about... All of the other structures are pretty straight forward and I think most of them should already be ready to start working once I get the spawn struct correct. This is probably going to be the biggest hurdle to getting SoF working.

I am still going to do some further testing on Titanium to see if I can duplicate the exact crash I am having on SoF, which should help narrow down the exact cause of the problem. That technique has already helped me multiple times in figuring out what is causing a problem.

I figured this stuff was over my skill level too, but so far, I have learned alot just reading the structures and forums here and SEQ forums. I have been able to do alot of things that I didn't expect to be able to do. So, even though it might sound above your skill level doesn't mean that you wouldn't be able to figure it out if you put some thought into it
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  #5  
Old 12-16-2008, 09:05 PM
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Here is a link to the post from right before when SoF was released stating that he was able to get the spawn struct from the eqgame.exe and that it should be fully accurate:

http://www.showeq.net/forums/showpos...4&postcount=21

Since that struct didn't change in the update following the SoF release and they said everything in SEQ was still functional, I am wondering if it is safe to assume that it is correct. Ultimately, I wish I knew exactly what he did to pull all of that info from the .exe and if I knew that, this would be simple.

Here is the Spawn_Struct according to SEQ at the time of SoF (and a few patches later as well):

Code:
/* 
** Generic Spawn Struct 
** Length: 897 Octets 
** Used in: 
**   dbSpawnStruct
**   petStruct
**   spawnShroudOther
**   spawnShroudSelf
*/ 

struct spawnStruct
{
/*0000*/ uint8_t  unknown0000[9];
/*0009*/ int16_t  deity;          // Player's Deity
/*0011*/ uint8_t  unknown0011[11];
/*0022*/ uint8_t  gender;         // Gender (0=male, 1=female)
/*0023*/ uint8_t  unknown0023[4];
/*0027*/ union 
	 {
		struct
		{
		/*0027*/ EquipStruct equip_helmet; // Equiptment: Helmet visual
		/*0039*/ EquipStruct equip_chest; // Equiptment: Chest visual
		/*0051*/ EquipStruct equip_arms; // Equiptment: Arms visual
		/*0063*/ EquipStruct equip_bracers; // Equiptment: Wrist visual
		/*0075*/ EquipStruct equip_hands; // Equiptment: Hands visual
		/*0087*/ EquipStruct equip_legs; // Equiptment: Legs visual
		/*0099*/ EquipStruct equip_feet; // Equiptment: Boots visual
		/*0111*/ EquipStruct equip_primary; // Equiptment: Main visual
		/*0123*/ EquipStruct equip_secondary; // Equiptment: Off visual
		} equip;
		/*0027*/ EquipStruct equipment[9];
	 };
/*0135*/ uint8_t  state;          // stand state
/*0136*/ uint8_t  unknown0136;
/*0137*/ uint32_t guildID;        // Current guild
/*0141*/ uint8_t  unknown0141[24];
/*0165*/ uint8_t  class_;         // Player's class
/*0166*/ uint8_t  unknown0166[201];
/*%%% gm right this time? */
/*0367*/ uint8_t  gm;
/*0368*/ uint8_t  unknown0368[134];
/*0502*/ float    runspeed;       // Speed when walking
/*0506*/ uint8_t  light;          // Spawn's lightsource
/*0507*/ uint8_t  unknown0507[4];
/*0511*/ uint8_t  level;          // Spawn Level
/*0512*/ uint8_t  unknown0512[23];
/*0535*/ uint32_t race;           // Spawn race
/*0539*/ uint8_t  unknown0539[41];
/*0580*/ char     suffix[32];     // Player's suffix (of Veeshan, etc.)
/*0612*/ uint8_t  unknown0612;
/*0613*/ uint8_t  bodytype;       // Bodytype
/*0614*/ uint8_t  unknown0614[41];
/*0655*/ uint8_t  curHp;          // Current hp
/*0656*/ uint8_t  unknown0656[2];
/*0658*/ char     lastName[32];   // Player's Lastname
/*0690*/ uint8_t  unknown0690[2];
/*0692*/ char     title[32];      // Title
/*0724*/ uint8_t  unknown0724[6];
/*0730*/ uint8_t  NPC;            // 0=player,1=npc,2=pc corpse,3=npc corpse
/*0731*/ uint8_t  unknown0731[12];
/*0743*/ signed   padding0000:12; // ***Placeholder
	 signed   x:19;           // x coord
	 signed   padding0002:1; // ***Placeholder
/*0747*/ signed   deltaX:13;      // change in x
	 signed   deltaY:13;      // change in y
	 signed   padding0006:6;  // ***Placeholder
/*0751*/ signed   z:19;           // z coord
	 signed   deltaHeading:10;// change in heading
	 signed   padding0014:3;  // ***Placeholder
/*0755*/ signed   y:19;           // y coord
	 signed   deltaZ:13;      // change in z
/*0759*/ signed   animation:10;   // animation
	 unsigned heading:12;     // heading
	 signed   padding0018:10;  // ***Placeholder
/*0763*/ uint32_t spawnId;        // Spawn Id
/*0767*/ uint8_t  unknown0767[8];
/*0775*/ char     name[64];       // Player's Name
/*0839*/ uint32_t petOwnerId;     // If this is a pet, the spawn id of owner
/*0843*/ uint8_t  unknown0843;
/*0844*/ union 
	 {
		struct 
		{
		/*0844*/ Color_Struct color_helmet;    // Color of helmet item
		/*0848*/ Color_Struct color_chest;     // Color of chest item
		/*0852*/ Color_Struct color_arms;      // Color of arms item
		/*0856*/ Color_Struct color_bracers;   // Color of bracers item
		/*0860*/ Color_Struct color_hands;     // Color of hands item
		/*0864*/ Color_Struct color_legs;      // Color of legs item
		/*0868*/ Color_Struct color_feet;      // Color of feet item
		/*0872*/ Color_Struct color_primary;   // Color of primary item
		/*0876*/ Color_Struct color_secondary; // Color of secondary item
		} equipment_colors;
		/*0844*/ Color_Struct colors[9]; // Array elements correspond to struct equipment_colors above
	 };
/*0880*/ uint8_t  anon;           // 0=normal, 1=anon, 2=roleplay
/*0881*/ uint8_t  unknown0881[10];
/*0891*/ float    walkspeed;      // Speed when running
/*0895*/ uint8_t  unknown896[2];
/*0897*/
};
Part of the problem may be that I had to change this considerably to fit in all of the stuff that EQEmu currently uses for settings on spawns within the same number of bytes. Also, I don't know how to count the signed and padding stuff, so my structure size may be off.

It is still possible that something else could be the cause of my crashes, but at least by fixing everything as much as possible now, it will mean less work later. I am glad that the itemlist stuff is all done now, so it should hopefully work as soon as it is ready to get to that point
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  #6  
Old 12-17-2008, 01:14 AM
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trevius
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Well, I guess I was looking too hard for the spawn struct size lol. I simply converted the 897 to HEX, which is 381, and then searched the SoF eqgame.exe code for 381 and found this:

Code:
.text:00481860                 mov     eax, [esp+arg_4]
.text:00481864                 sub     esp, 80h
.text:0048186A                 cmp     eax, 381h
.text:0048186F                 push    esi             ; char
.text:00481870                 jz      short loc_4818DC
.text:00481872                 push    offset aErrorCorruptAd ; "ERROR: Corrupt addplayer, disconnecting"...
.text:00481877                 call    sub_645680
.text:0048187C                 mov     eax, dword_98AF10
.text:00481881                 add     esp, 4
.text:00481884                 mov     esi, 1
.text:00481889                 mov     [eax+38E98h], esi
.text:0048188F                 mov     ecx, dword_98AF10
.text:00481895                 push    0FFh
.text:0048189A                 call    sub_4BF9E0
.text:0048189F                 mov     ecx, dword_98AF10
.text:004818A5                 mov     dword_925C8C, 106h
.text:004818AF                 mov     [ecx+5C0h], esi
.text:004818B5                 mov     ecx, dword_761C6C
.text:004818BB                 push    offset dword_907EF0
.text:004818C0                 call    sub_43D670
.text:004818C5                 push    offset aErrorInReceive ; "ERROR: in receive add player, LEN failu"...
.text:004818CA                 call    sub_645680
.text:004818CF                 add     esp, 4
.text:004818D2                 xor     al, al
.text:004818D4                 pop     esi
.text:004818D5                 add     esp, 80h
.text:004818DB                 retn
And, when I changed the Titanium spawn structure size and logged in, it didn't crash, but it did time out and put out this debug log from the normal EQ debug file:
Code:
2008-12-15 06:08:03	Zone Connect -- 2 -- Sending MSG_EQ_ADDPLAYER
2008-12-15 06:08:06	Zone Connect -- 3 -- Received MSG_SEND_PC
2008-12-15 06:08:06	Zone Connect -- 4 -- Received MSG_EQ_ADDPLAYER
2008-12-15 06:08:07	ERROR: Corrupt addplayer, disconnecting.
2008-12-15 06:08:07	
2008-12-15 06:08:07	Networking: Connection Closed [0] with 0 pending bytes.
2008-12-15 06:08:07	ERROR: in receive add player, LEN failure.
2008-12-15 06:08:07	
2008-12-15 06:08:07	disconnected at C:\EQ\EverQuest\EverQuest.cpp:17233 (char. select) g_world == NULL
2008-12-15 06:08:07	
2008-12-15 06:08:07	Character is Trevazar.
2008-12-15 06:08:07	
2008-12-15 06:08:10	nError is TRUE at C:\EQ\EverQuest\EverQuest.cpp:20261
So, it sounds like those guys at SEQ might be correct with that spawn file after-all. Now, I just need to figure out what is being done on SoF that is causing a crash. Anyone know of a debug program that could be run on Everquest?
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  #7  
Old 12-17-2008, 04:40 AM
OscarGrouch05
Sarnak
 
Join Date: Apr 2008
Posts: 71
Default Anyone know of a debug program

Anyone know of a debug program that could be run on Everquest?

Yes i use w32dsm89
will allow you to read it in asm lang plus debug the program all in one.
send email addy and i'll be happy to link ya to them don't want to post
anything againts the rules.
What i'm doing is looking at the code with
w32dsm89
etu-dasm-32/16 bit disassembler v 2.22 alpha
i really think etu-dasm would help you out
more as it will allow you read more info
in english so you'll understnad it better.

i been following up on what your doing.
what i'm intrested in is getting the expanshions
to read 15-15 etc. i noticed your not letting
us know what ver of peqserverpack.. 80) as well i
change the opcode OP_EnterWorld=0x7cba
put in patch_Anniversary.conf and opened
fos got into char slect screen.
i was using the newest ver
ActivePerl-5.10.0.1004-MSWin32-x86-287188
PEQUpdatePack-4.0-1129Rev233
mysql-5.0.51a-win32
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