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Re: Boats and Transports

Posted: Tue Dec 31, 2019 2:52 pm
by Gangrenous
@Jabantiz if I wanted to pursue figuring this out I am guessing I need to be looking at the packet structure and figure out what is missing? Can someone nudge me in the right direction on how I would accomplishing this? Do I need to be doing packet captures and inspecting them?

Re: Boats and Transports

Posted: Tue Dec 31, 2019 5:11 pm
by Jabantiz
To set up boats that cross zone properly then yes packets would need to be studied.

As for the issues you have with boats on your server no clue as they seem to work ok on the emulator, i have never seen a boat just stop after stepping on it or a crash.

Re: Boats and Transports

Posted: Tue Dec 31, 2019 5:25 pm
by Gangrenous
Jabantiz wrote: Tue Dec 31, 2019 5:11 pm To set up boats that cross zone properly then yes packets would need to be studied.

As for the issues you have with boats on your server no clue as they seem to work ok on the emulator, i have never seen a boat just stop after stepping on it or a crash.
They look great as NPC's. But if I set them up as Widgets they do crazy stuff. I can have one client on the boat and another client on the shore. Both can see the boat, but neither player can see each other, sounds like packet structure issues? But yeah when the boat is setup as a widget it will just stop moving, actually it is rather random also, at least appears to be random. Sometimes if I get off the boat and walk away it will start moving again, but stepping off the boat it will normally make it move again after it stalls. All of this seems like the client is not communicating something back to the server. EqEmulator had similar boat issues and on those servers once a player stepped on a boat there was additional packet data sent to the client.

Re: Boats and Transports

Posted: Tue Dec 31, 2019 5:42 pm
by Gangrenous
Also Jabantiz, I have a question if you do not mind. John mentioned years ago that the Maiden's came across as an NPC via the collector. The collector does a great job and as far as I know never gets a spawn confused. If it brings it over as an NPC and not as a widget then would that not mean that it is an NPC on live? The collector looks at everything at packet level and I would not think it could easily mess that up. If that is the case then I am barking up the wrong tree and I should be viewing this as an NPC problem and not a problem of a widget.

Re: Boats and Transports

Posted: Tue Dec 31, 2019 11:45 pm
by Jabantiz
Gangrenous wrote: Tue Dec 31, 2019 5:42 pm John mentioned years ago that the Maiden's came across as an NPC via the collector. The collector does a great job and as far as I know never gets a spawn confused.
Correct, spawns use different opcodes and different structs based on if it is an npc or widget/sign. There is really no way for the collector/parser to get it wrong unless our opcodes are wrong and if that is the case due to the different structs they wouldn't parse correctly at all.

Re: Boats and Transports

Posted: Wed Jan 01, 2020 5:26 am
by Gangrenous
Jabantiz wrote: Tue Dec 31, 2019 11:45 pm
Gangrenous wrote: Tue Dec 31, 2019 5:42 pm John mentioned years ago that the Maiden's came across as an NPC via the collector. The collector does a great job and as far as I know never gets a spawn confused.
Correct, spawns use different opcodes and different structs based on if it is an npc or widget/sign. There is really no way for the collector/parser to get it wrong unless our opcodes are wrong and if that is the case due to the different structs they wouldn't parse correctly at all.
I pulled in a ton of old logs and after they parsed 95% showed Maiden's as an NPC, one showed it as a sign.