Yes, I just stumbled upon PacketReader.cs and found a reference to Packets.log there. Sorry about that. Did notice this however:
Code:
Register( 0xD7, 0, true, new OnPacketReceive( EncodedCommand ) );
and:
Code:
public static void EncodedCommand( NetState state, PacketReader pvSrc )
{
IEntity e = World.FindEntity( pvSrc.ReadInt32() );
int packetID = pvSrc.ReadUInt16();
EncodedPacketHandler ph = GetEncodedHandler( packetID );
if ( ph != null )
{
if ( ph.Ingame && state.Mobile == null )
{
Console.WriteLine( "Client: {0}: Sent ingame packet (0xD7x{1:X2}) before having been attached to a mobile", state, packetID );
state.Dispose();
}
else if ( ph.Ingame && state.Mobile.Deleted )
{
state.Dispose();
}
else
{
ph.OnReceive( state, e, new EncodedReader( pvSrc ) );
}
}
else
{
pvSrc.Trace( state );
}
}
I have this in PacketHandler.cs (latest SVN), so perhaps it is version related? It seems to be related to ingame packets; (perhaps Mondain's Legacy expansion?)
Anyway, my server does not create a Packets.log file, so it's handled somehow.