Client Encryption

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Jediman
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Client Encryption

Post by Jediman »

Hey Xuri, since I'm still getting re-aquainted with everything, can you or someone refresh my mind how we deal with allowing the new clients to connect?

Is it hard coded or in the dfn's..I can't remember.

I'm checking out every emulator again (I know, baaaaad Jediman lol), and noticed RunUO has their own external script for allowing clients to connect (especially the newly patched ones + UO:KR)
http://www.runuo.com/forums/server-supp ... n-key.html

So I'm wondering what I can do to help move the encryption along.
My coding skills for C++ are rusty but I'm sure I can pick it all up quite quickly :)
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Xuri
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Post by Xuri »

I guess we allow any new clients to connect, as long as they A) have no encryption and B) haven't changed the packet structure/sequence so it becomes out of sync with our hardcoded version? :P Which I guess has happened in the more recent clients (after 6.0.x something).

The little info I have on UO:KR is gathered in this thread, but it was last updated in August 2007, so probably quite a lot of outdated stuff there now ;P

The RunUO script you linked to is the encryption keys for various client versions, needed in another script that allows encrypted clients to connect. I think.
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Jediman
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Post by Jediman »

Hmmmm :)

How would one go about updating the packet structure then in this case?

Also I just found that Krioss's client does work with UOX3 current.
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Post by Xuri »

Updating the packet structure... same way as before. Comparing ours to theirs and eliminating the differences? :)
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Post by Jediman »

Er lol, yeah but I haven't touched the code in forever.
What file(s) would I be looking at specifically?
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Post by Xuri »

Good question. And I have no clue :D
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Jediman
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Post by Jediman »

Well shoot, who did the encryption stuff originally? :)
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