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  #1  
Old 03-02-2009, 09:05 PM
Andrew80k
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gotcha. that's what I was looking for yesterday when I was fooling around with it.
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  #2  
Old 03-03-2009, 12:01 AM
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trevius
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Andrew80k, or anyone else that wants to try it, here are the encodes/decodes for buff related structures. Simply add these to the files listed (anywhere in the file near where the other similar encode/decode is) and then recompile and test if it works:

SoF_ops.h
Code:
E(OP_Buff)
D(OP_Buff)
SoF.cpp
Code:
ENCODE(OP_Buff) {
        ENCODE_LENGTH_EXACT(SpellBuffFade_Struct);
        SETUP_DIRECT_ENCODE(SpellBuffFade_Struct, structs::SpellBuffFade_Struct);
        OUT(slot);
        OUT(level);
        OUT(effect);
        OUT(spellid);
        OUT(duration);
//	OUT(playerId); // Global ID of Player that cast the buff - This isn't set to be used yet
        OUT(slotid);
        OUT(bufffade);
        FINISH_ENCODE();
}

DECODE(OP_Buff) {
        DECODE_LENGTH_ATLEAST(structs::SpellBuffFade_Struct);
        SETUP_DIRECT_DECODE(SpellBuffFade_Struct, structs::SpellBuffFade_Struct);
        IN(slot);
        IN(level);
        IN(effect);
        IN(spellid);
        IN(duration);
//	IN(playerId); // Global ID of Player that cast the buff - This isn't set to be used yet
        IN(slotid);
        IN(bufffade);
        FINISH_DIRECT_DECODE();
}
If the SoF structures I have set in the SoF_structs.h file are correct, these encodes/decodes should probably work to fix all current buff related issues in SoF. If no one is able to try it and confirm if it fixed it or not before I get home, I will be testing it myself later. If this works when I test it, I will get it updated on the SVN ASAP.

I am sure there are probably a few more encode/decode structure issues like this from the structures I modified for SoF based on what the ShowEQ structs were set to. By adding in the proper encodes/decodes, I think it should be able to knock out most of the smaller issues like this pretty quickly. I am not 100% sure that both OP_Buff and OP_BuffFadeMsg need both an encode and a decode, but it doesn't hurt to have both set that way. I would have to check how they are sent on Titanium and/or EQLive to see for sure if both are needed like that.
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Last edited by trevius; 03-05-2009 at 12:17 PM..
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  #3  
Old 03-03-2009, 01:03 AM
Andrew80k
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I made a little progress I think. I got the size mismatch errors to go away, but the buff still fades as soon as it is cast, and unfortunately, it really does fade. But I think that is actually progress. I'll continue to fool with it until I figure it out.
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  #4  
Old 03-03-2009, 01:07 AM
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You tried the changes I posted and that still happens? I will play with it when I get home. I imagine it shouldn't be hard to get this working properly.
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  #5  
Old 03-03-2009, 01:15 AM
Andrew80k
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Quote:
Originally Posted by trevius View Post
You tried the changes I posted and that still happens? I will play with it when I get home. I imagine it shouldn't be hard to get this working properly.
No mine were a bit different and I had actually come up with what I thought was wrong with my initial foray into this. I was coding it similar to what you have now when you posted.
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  #6  
Old 03-03-2009, 01:25 AM
Andrew80k
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Quote:
Originally Posted by Andrew80k View Post
No mine were a bit different and I had actually come up with what I thought was wrong with my initial foray into this. I was coding it similar to what you have now when you posted.
Now outbound is the wrong size. I'll fool with it some more tomorrow if you don't fix it tonight.
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  #7  
Old 03-05-2009, 04:16 AM
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I got the encode/decodes working fine, but for some reason, the client thinks that the duration should be 0 still. We are working on figuring out why, but nothing solid yet. May be something to do with the new blocked buffs stuff that was introduced shortly after Titanium came out.

Also, I edited the encode/decodes that I posted earlier in this thread. I had them all wrong. The BuffFade_Struct is actually for OP_Buff, which was a little misleading. The OP_BuffFadeMSG actually has it's own struct and is only for sending the spell wear off messages to the client similar to a special, formatted, or common message packet.
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Last edited by trevius; 03-05-2009 at 12:19 PM..
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  #8  
Old 03-05-2009, 12:09 PM
Andrew80k
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Quote:
Originally Posted by trevius View Post
I got the encode/decodes working fine, but for some reason, the client thinks that the duration should be 0 still. We are working on figuring out why, but nothing solid yet. May be something to do with the new blocked buffs stuff that was introduced shortly after Titanium came out.

Also, I edited the encode/decodes that I posted earlier in this thread. I had them all wrong. The BuffFade_Struct is actually for OP_Buff, which was a little misleading. The OP_BuffFadeMSG actually has it's own struct and is only for sending the spell wear off messages to the client similar to a special, formatted, or common message packet.
Yeah I figured out the OP_Buff stuff. I haven't had time to work on it much. I was thinking that the blocked buffs was going to give us some problems when the structure changed. The decodes seemed to work ok for me, but the encodes that I have aren't correct. Did you post your changes to the svn yet? That might get me closer. I know you have other higher priority things going, so if you want I'll just keep fooling with this as I have time.
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  #9  
Old 03-03-2009, 01:14 AM
Andrew80k
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Working on this now. I got it compiled and installed, starting the server. Will get back to you in a few.
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