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Re: ANet - Version 1.2.3.1 released (BETA) [Re: Dark_samurai] #265463
05/12/09 15:47
05/12/09 15:47
Joined: Oct 2005
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Bay City, MI
lostclimate Offline
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that sucks. is there any ways around that that could be fixed in future versions?

Re: ANet - Version 1.2.3.1 released (BETA) [Re: lostclimate] #265466
05/12/09 15:54
05/12/09 15:54
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Austria
Dark_samurai Offline OP
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Hmmm... of course but these are almost very unhandy/difficult.

You can work around this problem by not using enet_send_var(), enet_send_string() or enet_send_array(). Use other methodes to transfer your data like enet_send_var() or using skills/flags.

I think also GS has this limitation (that you have to use the same application) or not? If not it would be interesting how they solved that problem.

Maybe someone has an idea of how I could identify a variable without using the handle?


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
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Re: ANet - Version 1.2.3.1 released (BETA) [Re: Dark_samurai] #265468
05/12/09 16:08
05/12/09 16:08
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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well right now i just plan on using a lot of defines. my question is, doesnt the transfer of information happen outside of a7 and in the dll, so shouldnt that not matter?

my other question is that you said not to use enet_send_var() and then about a sentence later you said to use other methods such as enet_send_var(), just wondering what you were explaining. Im not really getting it. frown

Re: ANet - Version 1.2.3.1 released (BETA) [Re: lostclimate] #265470
05/12/09 16:14
05/12/09 16:14
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Austria
Dark_samurai Offline OP
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Yes the sending happens outside but the problem is the following:

If I send a value of a variable, I also have to add something to identifie the variable. The easiest methode is to use the handle of the variable. The handle is always the same on every PCs but only if they are started with the same script. Now if you use different scripts, I have to identifie them in an other way. The variable name is easy to use but produces a lot of more traffic...

This is the problem, if I would know a better methode than using the name I could improve that.

Btw. if you are using Lite-C, you code is protected. So it should be no problem if you also have the server code inside the client application.


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
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Re: ANet - Version 1.2.3.1 released (BETA) [Re: Dark_samurai] #265473
05/12/09 16:36
05/12/09 16:36
Joined: Oct 2005
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Bay City, MI
lostclimate Offline
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well it is protected to the typical scripter, but to someone past that its not and all they'd have to do to start a server is to find out through a hex program what needs to be pressed and when to start the server.

Re: ANet - Version 1.2.3.1 released (BETA) [Re: lostclimate] #265475
05/12/09 16:53
05/12/09 16:53
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Posts: 1,140
Baunatal, Germany
Tobias Offline

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Why dont you write the server code so that only you can start it? There are a million ways to do that, like asking for a password thats generated in real time, or checking for a special file on your PC, or loading a DLL thats only on your PC, and so on.

Re: ANet - Version 1.2.3.1 released (BETA) [Re: Tobias] #265491
05/12/09 18:37
05/12/09 18:37
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Bay City, MI
lostclimate Offline
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because either way someone with skill will be able to access that code unless they dont have the server side code stuff.

Re: ANet - Version 1.2.3.1 released (BETA) [Re: lostclimate] #265623
05/13/09 12:06
05/13/09 12:06
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Austria
Dark_samurai Offline OP
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The lite-C code is compiled into the .exe. So only the ASM code exists and that is useless because it's too difficult to understand.


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: ANet - Version 1.2.3.1 released (BETA) [Re: Dark_samurai] #265756
05/13/09 23:14
05/13/09 23:14
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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granted Im not enough of a narcissist to think my game will gain this much attention but it is very much possible to extract code out of a compiled exe through the use of hex editor, hell its possible to dynamically pull information direction out of the ram so just compiling it to an exe doesnt really settle this for me. I'll figure something out though.

Re: ANet - Version 1.2.3.1 released (BETA) [Re: lostclimate] #265760
05/14/09 00:53
05/14/09 00:53
Joined: Oct 2006
Posts: 175
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Gumby22don Offline
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the idea of taking the server-specific code and pushing it into a dll before release could work lostclimate - this way the client can receive a dummy version of the dll with no actual server code in it, but never need to call the functions, but the server can run off the same compiled exe, with a full dll and have all the extra functionality. I believe this would be easy enough for a C++ programmer to do toward the end of your project.

Don
have a great day

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