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Old 08-07-2008, 05:59 AM   #4 (permalink)
Melchior
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Join Date: Dec 2005
Posts: 272
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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.
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