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singlem

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Everything posted by singlem

  1. Hmmm now I ran into a wall, my packet data is so messed up...How can I sniff out the structs of the packets?
  2. Sniff would have been nice, if I just started this a month or two ago:| OK, seems I will have to sit and do some major packet processing. BThallid if you look at the infinty repo the "SMSG_CALENDAR_SEND_EVENT" is done...I just need to do the invites part then. Will sit today and run tests on everything, seems that will be the only way to get the data
  3. hmmm OK now I hit a wall:( How the does the invite part work? "CMSG_CALENDAR_EVENT_INVITE" need to have "SMSG_CALENDAR_EVENT_INVITE" but what does this do? Then you get "SMSG_CALENDAR_EVENT_INVITE_ALERT" witch I guess is the invite message? "CMSG_CALENDAR_EVENT_RSVP" I guess is when the player state if he is joing or not(many more) If anyone has an Idea please share...this is more or less the last part that I need to figure out then I can do major cleanup on it. Very messy writing at this point:o
  4. hmmm never really looked playerbot code, but think I can figure it out. Thanks Yes I have most of the packet research done, now its how to implement some of the things. I'll be starting on a clean mangos core. https://github.com/Singlem/mangos
  5. BThallid I have the packet data that is sent and received by server(might still need some work). Thanks for the packet info. I'll be forking mangos clean soon and doing a repo for the calendar, so if want you have info or have something to add feel free to commit. But now the question comes in how or what packet is sent to update the calendar at the creation of an event? Might just some code error, but Player needs to log out and back in to see the created event. This is what I have so far in a custom mangso repo
  6. Hey I have been playing around with the in game Calendar the past two days but now I have a few questions. "SMSG_CALENDAR_SEND_CALENDAR" is handled by HandleCalendarGetCalendar, but it seems that is only being ran when the player logs in. How can I force the server to run HandleCalendarGetCalendar(to be more exact what do I use a parameter). Second: Does the packet size make a diff at all? WorldPacket data(SMSG_CALENDAR_SEND_EVENT); or WorldPacket data(SMSG_CALENDAR_SEND_EVENT, some Value); See why I ask. I got it to add a event to the calendar, but player must relog to see the event. I got the calendar more or less after I figure this out, its over to invites and all the other things. Then major code cleanUp:)
  7. I know that...but thanks for the reminder:| Any I was asking due to the fact that I have been porting the trinity one for the past week and would like to know if there is some repo that being worked on. Always better to have more than one person looking at new code
  8. Before you think this belongs on the scriptdev forum please read. The core is checking for scripts that has not been assigned and out puts a error. I want to know is there a way to this in reverse. Check if an npc has a script assigned that does not exist. That what I know this will not make a big defference if a script is assigned that does not exist, but for a database point of view, if a dev sees a script assigned it becomes a core issues, where it chould have been fixed in the database. If I'm wrong with my point of view, please correct me:)
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