[DiscordArchive] Sender/Receiver?
[DiscordArchive] Sender/Receiver?
Archived author: Nix • Posted: 2023-10-06T18:24:29.172000+00:00
Original source
Sender/Receiver?
Archived author: Nix • Posted: 2023-10-06T18:24:43.401000+00:00
Original source
Just a string 256 max size (For client receiving it in 335) Written directly to console
Archived author: Natrist • Posted: 2023-10-06T18:25:36.894000+00:00
Original source
I'm looking for the server's response
Archived author: Nix • Posted: 2023-10-06T18:28:48.083000+00:00
Original source
Since it is a hardcoded string length, I'd assume it is likely just responding with name, race, class, level, zone.
Can't really go much more in depth with that when it is limited to 256 bytes.
Archived author: Nix • Posted: 2023-10-06T18:29:29.270000+00:00
Original source
I know you're not looking for a guess, but if you have nothing better to go off, that would probably make sense.
Archived author: robinsch • Posted: 2023-10-06T18:39:39.040000+00:00
Original source
Well it shouldn’t matter for the payload since they are bytes anyway (tcp transfers bytes) Sure if your system uses little endian you need to convert it but that is on the application layer. Also I was referring to the machines representation of unsigned integers (e.g. twos complement) which can also be a problem when working with different hardware
Archived author: MeFisto94 • Posted: 2023-10-06T18:47:40.750000+00:00
Original source
iirc, a lot of the packets (at least of the _data_ not the tcp frames themselves) likes to switch endianess around. At least the size header <https://wowdev.wiki/SMSG_LOGIN_VERIFY_WORLD>
Archived author: Nix • Posted: 2023-10-06T18:51:52.348000+00:00
Original source
If they don't adhere to a standard, then that is on them I suppose, and obviously different hardware can represent things differently, but my response was specific to the 335 wow client, and if the compiler compiles out the signed/unsigned versions into a single version that just handles unsigned, then I would assume that is sufficient for wow, which was the only thing I was commenting on.
The TCP standard (Only covers its own header) does not require the data to be any particular endianness of course, but I'd expect that you'd have a standard within your application, otherwise it is just the wild west LOL (Not that blizzard is known to be particularly consistent in their own data)
Archived author: robinsch • Posted: 2023-10-06T19:01:25.165000+00:00
Original source
header depends on the size of the packet data
Archived author: robinsch • Posted: 2023-10-06T19:02:22.617000+00:00
Original source
otherwise packet size would be limited to numeric limit of 2 bytes