VB/VB.Net Problème avec la classe du packet 42 MITM

asyade

Membre Actif
Inscrit
26 Avril 2013
Messages
368
Reactions
1
#21
Tu dois fermer la connection bot-client normalement le server ferme la connection puis le client dofus réagis comme tu est en mitm la connection est fermer sur le bot (depuis le server) mais pas sur le client

ps. toons IO sa veut dire Input/Output
 

ToOnS

Membre Actif
Inscrit
8 Avril 2009
Messages
974
Reactions
0
#22
oui , ca veut dire Input/Output , c'est bien ca le probleme :p
 

ToOnS

Membre Actif
Inscrit
8 Avril 2009
Messages
974
Reactions
0
#24
toutes les fonctions du monde sont des IO , on entre un truc d'un coté et on en ressort un autre de l'autre coté
en realité cet (cette ?) IO ne fait rien entrer ni rien sortir (du programme) , c'est plutot "la connexion" qui fait ca
c'est juste un "reader/writer" , et encore s'en est juste un morceau , ca sert juste a aller chercher des "integers" ou des "bytes" ou des ... (remplace "..." par ce que tu veux) ou des "strings" mais rien de plus
 
Inscrit
17 Avril 2015
Messages
119
Reactions
0
#25
Bonjours, je reviens. Donc toujours dans l'avancement de mon bot, je bloque sur cette foutu connexion. Même si j'ai du nouveau. lors de la réception du 42, je traite j'envoie. Je détecte une connexion sur le socket game. Je commence a recevoir des packet mais seulement 2 : 1, 101 . Et plus rien. J'ai donc bien sur un erreur mais bizard je la screen:

Merci d'avance
 

BlueDream

Administrateur
Membre du personnel
Inscrit
8 Decembre 2012
Messages
2 010
Reactions
149
#26
Tout est dit dans l'erreur, ta variable packet_id est nul.
 
Inscrit
17 Avril 2015
Messages
119
Reactions
0
#27
Ok pour sa mais je comprend toujours pas pourquoi je reçois que le 1 et le 101, cela viendrais de mon 42 ? Pour l'adresse, le port, serveur-id corresponde bien a ce qu'il faut, mais ticket = 32 cette valeur ne change jamais pour ma part, je ne sais pas si cela est normal ?
 

BlueDream

Administrateur
Membre du personnel
Inscrit
8 Decembre 2012
Messages
2 010
Reactions
149
#28
Tu rediriges mal vers le serveur le paquet AuthenticationTicketMessage.
 
Inscrit
17 Avril 2015
Messages
119
Reactions
0
#29
j'ai tout repris depuis le début mais je ne reçois plus aucune connexion du jeu, je vous partage la fonction du packet 42 mais je comprend pas tout ma l'aire bien.
Code:
                If Not packet_id = 42 Then
                    MyLog.WriteLog("Reception id " & packet_id & ", Lenght -> " & packet_length)
                    MySock.Send(data)
                Else
                    Dim _SSD As New Network.Connection.Server.Select.SelectedServerDataMessage
                    _SSD.Deserialize(New BigEndianReader(New System.IO.MemoryStream(packet)))

                    Main.GameIp = _SSD.Address
                    Main.GamePort = _SSD.port

                    Dim SSD As New Network.Connection.Server.Select.SelectedServerDataMessage
                    SSD.init(_SSD.serverId, "127.0.0.1", 443, _SSD.canCreateNewCharacter, _SSD.ticket) ' ces qui qui ecoute le porte 443
                    SSD.pack(MySock)

                    ServerSock.Close()
                    MySock.Close()

                End If
 

BlueDream

Administrateur
Membre du personnel
Inscrit
8 Decembre 2012
Messages
2 010
Reactions
149
#30
Ton SelectedServerDataMessage est à jour ? Pense aussi à gérer le paquet dérivé SelectedServerDataExtendedMessage.

Code:
package com.ankamagames.dofus.network.messages.connection
{
   import com.ankamagames.jerakine.network.NetworkMessage;
   import com.ankamagames.jerakine.network.INetworkMessage;
   import com.ankamagames.jerakine.network.ICustomDataOutput;
   import flash.utils.ByteArray;
   import com.ankamagames.jerakine.network.CustomDataWrapper;
   import com.ankamagames.jerakine.network.ICustomDataInput;
 
   [Trusted]
   public class SelectedServerDataMessage extends NetworkMessage implements INetworkMessage
   {
   
      public static const protocolId:uint = 42;
     
      private var _isInitialized:Boolean = false;
   
      public var serverId:uint = 0;
   
      public var address:String = "";
   
      public var port:uint = 0;
   
      public var canCreateNewCharacter:Boolean = false;
   
      public var ticket:Vector.<int>;
   
      public function SelectedServerDataMessage()
      {
         this.ticket = new Vector.<int>();
         super();
      }
   
      override public function get isInitialized() : Boolean
      {
         return this._isInitialized;
      }
   
      override public function getMessageId() : uint
      {
         return 42;
      }
   
      public function initSelectedServerDataMessage(param1:uint = 0, param2:String = "", param3:uint = 0, param4:Boolean = false, param5:Vector.<int> = null) : SelectedServerDataMessage
      {
         this.serverId = param1;
         this.address = param2;
         this.port = param3;
         this.canCreateNewCharacter = param4;
         this.ticket = param5;
         this._isInitialized = true;
         return this;
      }
   
      override public function reset() : void
      {
         this.serverId = 0;
         this.address = "";
         this.port = 0;
         this.canCreateNewCharacter = false;
         this.ticket = new Vector.<int>();
         this._isInitialized = false;
      }
   
      override public function pack(param1:ICustomDataOutput) : void
      {
         var _loc2_:ByteArray = new ByteArray();
         this.serialize(new CustomDataWrapper(_loc2_));
         writePacket(param1,this.getMessageId(),_loc2_);
      }
   
      override public function unpack(param1:ICustomDataInput, param2:uint) : void
      {
         this.deserialize(param1);
      }
   
      public function serialize(param1:ICustomDataOutput) : void
      {
         this.serializeAs_SelectedServerDataMessage(param1);
      }
   
      public function serializeAs_SelectedServerDataMessage(param1:ICustomDataOutput) : void
      {
         if(this.serverId < 0)
         {
            throw new Error("Forbidden value (" + this.serverId + ") on element serverId.");
         }
         param1.writeVarShort(this.serverId);
         param1.writeUTF(this.address);
         if(this.port < 0 || this.port > 65535)
         {
            throw new Error("Forbidden value (" + this.port + ") on element port.");
         }
         param1.writeShort(this.port);
         param1.writeBoolean(this.canCreateNewCharacter);
         param1.writeVarInt(this.ticket.length);
         var _loc2_:uint = 0;
         while(_loc2_ < this.ticket.length)
         {
            param1.writeByte(this.ticket[_loc2_]);
            _loc2_++;
         }
      }
   
      public function deserialize(param1:ICustomDataInput) : void
      {
         this.deserializeAs_SelectedServerDataMessage(param1);
      }
   
      public function deserializeAs_SelectedServerDataMessage(param1:ICustomDataInput) : void
      {
         var _loc4_:* = 0;
         this.serverId = param1.readVarUhShort();
         if(this.serverId < 0)
         {
            throw new Error("Forbidden value (" + this.serverId + ") on element of SelectedServerDataMessage.serverId.");
         }
         this.address = param1.readUTF();
         this.port = param1.readUnsignedShort();
         if(this.port < 0 || this.port > 65535)
         {
            throw new Error("Forbidden value (" + this.port + ") on element of SelectedServerDataMessage.port.");
         }
         this.canCreateNewCharacter = param1.readBoolean();
         var _loc2_:uint = param1.readVarInt();
         var _loc3_:uint = 0;
         while(_loc3_ < _loc2_)
         {
            _loc4_ = param1.readByte();
            this.ticket.push(_loc4_);
            _loc3_++;
         }
      }
   }
}
PS: Pense à utiliser la coloration syntaxique.
 

BlueDream

Administrateur
Membre du personnel
Inscrit
8 Decembre 2012
Messages
2 010
Reactions
149
#32
Il s'agit d'une liste de integer mais qui peut aussi se lire comment un tableau de byte.

C#:
public class SelectedServerDataMessage : NetworkMessage
{

public const uint Id = 42;
public override uint MessageId
{
    get { return Id; }
}

public uint serverId;
        public string address;
        public ushort port;
        public bool canCreateNewCharacter;
        public sbyte[] ticket;
       

public SelectedServerDataMessage()
{
}

public SelectedServerDataMessage(uint serverId, string address, ushort port, bool canCreateNewCharacter, sbyte[] ticket)
        {
            this.serverId = serverId;
            this.address = address;
            this.port = port;
            this.canCreateNewCharacter = canCreateNewCharacter;
            this.ticket = ticket;
        }
       

public override void Serialize(IDataWriter writer)
{

writer.WriteVarShort((int)serverId);
            writer.WriteUTF(address);
            writer.WriteUShort(port);
            writer.WriteBoolean(canCreateNewCharacter);
            writer.WriteVarInt((int)(ushort)ticket.Length);
            foreach (var entry in ticket)
            {
                 writer.WriteSByte(entry);
            }
           

}

public override void Deserialize(IDataReader reader)
{

serverId = reader.ReadVarUhShort();
            address = reader.ReadUTF();
            port = reader.ReadUShort();
            canCreateNewCharacter = reader.ReadBoolean();
            var limit = (ushort)reader.ReadVarInt();
            ticket = new sbyte[limit];
            for (int i = 0; i < limit; i++)
            {
                 ticket[i] = reader.ReadSByte();
            }
           

}


}
 
Inscrit
17 Avril 2015
Messages
119
Reactions
0
#33
Voila je viens donc de traduire ce qui me donne sa :
Code:
Namespace Network.Connection.Server.Select
    Public Class SelectedServerDataMessage

        Public Const Id As UInteger = 42
        Public ReadOnly Property MessageId() As UInteger
            Get
                Return Id
            End Get
        End Property

        Public serverId As UInteger
        Public address As String
        Public port As UShort
        Public canCreateNewCharacter As Boolean
        Public ticket As SByte()


        Public Sub New()
        End Sub

        Public Sub init(serverId As UInteger, address As String, port As UShort, canCreateNewCharacter As Boolean, ticket As SByte())
            Me.serverId = serverId
            Me.address = address
            Me.port = port
            Me.canCreateNewCharacter = canCreateNewCharacter
            Me.ticket = ticket
        End Sub



        Public Function pack(ByVal sock As Object)
            Dim _Writer As New BigEndianWriter()
            Me.Serialize(_Writer)
            BigEndianWriter.Send(SelectedServerDataMessage.Id, sock)
        End Function

        Public Sub Serialize(ByVal Writer As BigEndianWriter)
            Writer.WriteVarShort(Me.serverId)
            Writer.WriteUTF(Me.address)
            Writer.WriteUShort(Me.port)
            Writer.WriteBoolean(Me.canCreateNewCharacter)
            Writer.writeVarInt(CInt(CUShort(ticket.Length)))
            For Each entry As SByte In ticket
                Writer.WriteSByte(entry)
            Next
        End Sub

        Public Sub Deserialize(reader As BigEndianReader)

            serverId = reader.ReadVarUhShort()
            address = reader.ReadUTF()
            port = reader.ReadUShort()
            canCreateNewCharacter = reader.ReadBoolean()
            Dim limit = CUShort(reader.ReadVarInt())
            ticket = New SByte(limit - 1) {}
            For i As Integer = 0 To limit - 1
                ticket(i) = reader.ReadSByte()
            Next


        End Sub


    End Class



End Namespace
Mais je reste sur le même problème je coupe la connexion mais je n'ai rien qui se connecte.
 

BlueDream

Administrateur
Membre du personnel
Inscrit
8 Decembre 2012
Messages
2 010
Reactions
149
#34
On a vraiment pas assez d'infos, tu utilises la base de LeafBot ?
 
Inscrit
17 Avril 2015
Messages
119
Reactions
0
#35
Le code du SockManager
Code:
    Public Class SockManager
        Public WithEvents LoginSock As New BazSocket.BazSocket
        Public WithEvents GameSock As New BazSocket.BazSocket

        Private MyLog As _Interface.Logger.LogConsole
        Private Main As MainForm

        Sub New(ByVal _MyLog As _Interface.Logger.LogConsole, ByVal _Main As MainForm)
            MyLog = _MyLog
            Main = _Main
        End Sub

        ''############ Serveur ############

        Public Sub InitializeLoginSock()
            LoginSock = New BazSocket.BazSocket(Main)
            LoginSock.Listen("127.0.0.1", 5555)

        End Sub

        Private Sub Client_Accepted(ByVal sender As System.Object, ByVal Request As AcceptRequest) Handles LoginSock.Accepted
            Dim LoginSock As New Login.LoginSock

            Dim AcceptSock As New BazSocket.BazSocket(New Form, Request)
            AcceptSock.AlwaysRaiseClose = True
            AcceptSock.AsyncEvent = True

            Dim NewIP As String = AcceptSock.RemoteEP.Address.ToString
            Dim NewPort As String = AcceptSock.RemoteEP.Port.ToString

            MyLog.WriteLog("Nouveau client sur le socket de connexion : " & NewIP & ":" & NewPort)


            LoginSock.MySock = AcceptSock
            LoginSock.MyLog = MyLog
            LoginSock.Main = Main



            Main.ClientLogin.Add(LoginSock)

            LoginSock.Initialize()

        End Sub



        Private Sub LoginSock_Listen(ByVal sender As Object, ByVal e As System.EventArgs) Handles LoginSock.Listening
            MyLog.WriteLog("Jeu en écoute ... (Connexion)")
        End Sub

        Private Sub LoginSock_ListenFailed(ByVal sender As Object, ByVal ex As System.Exception) Handles LoginSock.ListenFailed
            MyLog.WriteError("Impossible d'écouter le jeu (Connexion) !")
        End Sub

        '############### Jeu ###############
        Public Sub InitializeGameSock()
            GameSock = New BazSocket.BazSocket(Main)
            GameSock.Listen("127.0.0.1", 5555)
        End Sub

        Private Sub Player_Accepted(ByVal sender As System.Object, ByVal Request As AcceptRequest) Handles GameSock.Accepted
            Dim _FormBot As New FormBot
            Dim AcceptSock As New BazSocket.BazSocket(_FormBot, Request)
            AcceptSock.AlwaysRaiseClose = True
            AcceptSock.AsyncEvent = True

            Dim NewIP As String = AcceptSock.RemoteEP.Address.ToString
            Dim NewPort As String = AcceptSock.RemoteEP.Port.ToString

            MyLog.WriteLog("Nouveau client sur le socket de jeu : " & NewIP & ":" & NewPort)

            Dim GameSock As New Game.GameSock
            GameSock.MySock = AcceptSock
            GameSock.MyLog = New LogBot(_FormBot)
            GameSock.Main = Main
            GameSock.ConsoleLog = MyLog
            GameSock.FormBot = _FormBot

            GameSock.Initialize(Main.GameIp, Main.GamePort)

            Main.ClientGame.Add(GameSock)

            _FormBot.GameSock = GameSock
            _FormBot.MdiParent = Main
            _FormBot.Show()
        End Sub

        Private Sub GameSock_Listen(ByVal sender As Object, ByVal e As System.EventArgs) Handles GameSock.Listening
            MyLog.WriteLog("Jeu en écoute ... (Game)")
        End Sub

        Private Sub GameSock_ListenFailed(ByVal sender As Object, ByVal ex As System.Exception) Handles GameSock.ListenFailed
            MyLog.WriteError("Impossible d'écouter le jeu (Game) !")
        End Sub
    End Class
Public Class GameSock
Public WithEvents MySock As New BazSocket.BazSocket
Public WithEvents ServerSock As New Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
Public MyLog As LogBot
Public ConsoleLog As LogConsole
Public Main As MainForm
Public FormBot As FormBot

Private ListenServerSock As New Thread(New ThreadStart(AddressOf ListenServerd))
Public IsDisconnectWant As Boolean = False

Private buffer(8191) As Byte
Private Data_Out(0) As Byte
Private Waiting As Integer
Private Packet As Integer = 0

'#############Socket##############

Public Sub Initialize(ByVal Ip As String, ByVal port As Integer)
ListenServerSock = New Thread(New ThreadStart(AddressOf ListenServerd))
ServerSock = New Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
ServerSock.Connect(Ip, port)
ListenServerSock.Start()



End Sub

Public Sub Close()
Try
ServerSock.Close()
ListenServerSock.Abort()
ListenServerSock.Join()
IsDisconnectWant = True
MySock.Disconnect()
MySock.Close()
Catch exe As Exception
ConsoleLog.WriteError(exe.Message)
End Try
MyLog.WriteError("Client déconnecté du socket de jeu")
End Sub

Private Sub Client_Close(ByVal sender As Object, ByVal e As System.EventArgs) Handles MySock.Closed
If IsDisconnectWant = False Then
FormBot.Close()
End If
End Sub

Private Sub Client_DataArrival(ByVal sender As Object, ByVal data() As Byte) Handles MySock.DataArrival
ServerSock.Send(data)
parsing(data, False)
End Sub

Private Sub ListenServerd()
While ServerSock.Connected ' boucle infinie tant que connecté
Dim i = ServerSock.Receive(buffer) ' on met dans i le nombre d'octets recu
Dim data(i - 1) As Byte ' on créé un tableau de bytes du nombre de bytes recus
Array.Copy(buffer, data, i) ' on copie buffer dans data
MySock.Send(data)
parsing(data, True)

If i = 0 Then
MyLog.WriteError("Fermeture de la connection innopinée")
End If
End While
End Sub

Public Sub parsing(ByVal data() As Byte, ByVal IsServer As Boolean)
Dim packetid As UShort
Dim index As Integer ' pour savoir ou on est
Dim id_and_length As UShort ' les 2 premiers octets (16 bits)
Dim packet_id As UShort ' les 14 premiers bits des 16
Dim packet_length_of As Byte ' les 2 derniers bits des 16
Dim packet_length As Integer ' la longueur du packet
Dim Packet_Start As Integer
Dim Packet_End As Integer

If Waiting > 1 Then ' le buffer etait trop petit ?
Dim data_temps(data.Length + Data_Out.Length - 1) As Byte ' on créé un tableau de byte temporaire
Array.Copy(Data_Out, 0, data_temps, 0, Data_Out.Length) ' on met le debut du paquet trop long dans le tableau temporaire
Array.Copy(data, 0, data_temps, Data_Out.Length, data.Length) ' on met la reception a la suite
data = data_temps ' on met le tableau temporaire dans le tableau de travail
End If

Do Until index = data.Length ' on traite jusque la fin
Packet_Start = index
id_and_length = data(index) * 256 + data(index + 1) ' les 2 premiers octets
packet_length_of = id_and_length And 3 ' on veut les 2 derniers bits donc on masque (and) avec 11 en binaire (3 en decimal)
packet_id = id_and_length >> 2 ' on veut les 14 premiers bits donc on decale les 16 bits de 2 bits vers la droite
index += 2 + packet_length_of ' on avance des 2 octets de id_and_length + du nombre d'octets de la taille de taille

Select Case packet_length_of ' on lit le bon nombre d'octet pour connaitre la taille des données
Case 0
packet_length = 0
Case 1
packet_length = data(index - 1)
Case 2
packet_length = 256 * data(index - 2) + data(index - 1)
Case 3
packet_length = 65536 * data(index - 3) + 256 * data(index - 2) + data(index - 1)
End Select

If index + packet_length > data.Length Then ' buffer trop petit ?
Waiting = packet_length + index - Packet_Start ' alors on le signale
ReDim Data_Out(data.Length - Packet_Start - 1) ' on redimensionne le tableau de debut du paquet trop long
Array.Copy(data, Packet_Start, Data_Out, 0, data.Length - Packet_Start) ' on copie le debut du paquet trop long
Exit Sub ' on sort
End If
Dim packet(0) As Byte ' on prepare le paquet
If packet_length > 0 Then ' si sa taille est plus grande que 0 on redimensionne
ReDim packet(packet_length - 1)
Array.Copy(data, index, packet, 0, packet_length) ' et on copie les donnée
End If

If IsServer = True Then
If packet_id = Nothing Then
MsgBox("problème")
Else
MyLog.WriteLog("Packet : ")
End If

End If
index += packet_length ' on met l'index a jour
Packet_End = index
If Packet_End = data.Length Then ' si ca tombe pile poil alors le buffer etait assez grand
Waiting = 0 ' on reset
ReDim Data_Out(0) ' on reset
End If
Loop


End Sub

'#############Paquets##############

Private Sub ReceiveId(ByVal ID As Integer, ByVal PacketData As BigEndianReader)
Packet = ID
Select Case ID
Case Network.Game.Character.Select.CharacterSelectedSuccessMessage.protocolId
Dim CSSM As New Network.Game.Character.Select.CharacterSelectedSuccessMessage
CSSM.deserialize(PacketData)

Dim Sexe As String = ""
Dim Classe As String = ""

If CSSM.infos.sex = False Then 'Le Sexe
Sexe = "Mâle"
ElseIf CSSM.infos.sex = True Then
Sexe = "Femelle"
End If

Select Case CSSM.infos.breed 'La classe
Case 1
Classe = "Féca"
Case 2
Classe = "Osamodas"
Case 3
Classe = "Enutrof"
Case 4
Classe = "Sram"
Case 5
Classe = "Xélor"
Case 6
Classe = "Ecaflip"
Case 7
Classe = "Eniripsa"
Case 8
Classe = "Iop"
Case 9
Classe = "Crâ"
Case 10
Classe = "Sadida"
Case 11
Classe = "Sacrieur"
Case 12
Classe = "Pandawa"
Case 13
Classe = "Roublard"
Case 14
Classe = "Zobal"
End Select

MyLog.WriteLog("Selection du personnage " & CSSM.infos.name)

' Case Network.Game.Chat.TextInformationMessage.protocolId
' Dim TIM As New Network.Game.Chat.TextInformationMessage
' TIM.deserialize(PacketData)

' If TIM.msgId = 193 Then
' MyLog.WriteLog("Vous êtes connectés")
' End If
End Select
End Sub

End Class
Oui, je peux donner un rapport : https://www.dropbox.com/s/x68yv8962qkhahn/dofus_bug_report_7-8-2016_16h37m45s.html?dl=1
 
Dernière édition:

BlueDream

Administrateur
Membre du personnel
Inscrit
8 Decembre 2012
Messages
2 010
Reactions
149
#36
Oulala ça va pas du tout, du tout, du tout...
Mieux vaut tout reprendre à zéro, ton client reçoit en boucle les même paquets et le code est très difficile à gérer.

Encore heureux que le serveur ne te coupe pas la connexion plus tôt.

  • [16:30:59:167] [ServerConnection] [RCV] HelloConnectMessage @110
  • [16:30:59:167] [ServerConnection] [RCV] BasicPongMessage @111
  • [16:30:59:167] [ServerConnection] [RCV] HelloConnectMessage @112
  • [16:30:59:168] [ServerConnection] [RCV] BasicPongMessage @113
  • [16:30:59:252] [AuthentificationManager] login with certificate
  • [16:30:59:278] [AuthentificationManager] Login info (RSA Encrypted, 256 bytes) : G37bCVn2IkFkMxqDdLZdgyxgNini6MUOVGvMh+AgK859Pb/vK8NcR2piUTBKfJ5KRY0EDc7MoFV1udzNvSNF+AB3Hewy4o0f1kzlV0JxtROWh+NsGs6e5d6KWGKqJfIhCLa6HG8Yf4fWVIs+sOtERahpq8W6eWsmaIzd4n8ksWXKdVUSFiYLhI9xKynquxUmWHkLTH/yvlUjrCNgJ4h0We1A2XLMl0ku2nF7HbZFWFRJPi0SEqENsDB2OOaGN4AcgOAODzthyck+wkfmtBneEQhAQtQItucMFgZxbOih6QCUC2izRrGSXeH3zH/pnpeP0sKpl00KoPNtREtOfBzYXw==
  • [16:30:59:351] [AuthentificationFrame] Current version : 2.35.4.107105.1
  • [16:30:59:351] [ServerConnection] [SND] > IdentificationMessage @114
  • [16:30:59:390] [AuthentificationManager] login with certificate
  • [16:30:59:417] [AuthentificationManager] Login info (RSA Encrypted, 256 bytes) : tBbUSN/Os7QP2Bs/ilH2RAwvfbez8f83NIREZkjRcfd7eLAmBE90/pHGWjj3mT8IEEN9PmTd439QwqW0xrUlZ3WPa7ZRSYMG5JvJaCdxBILG2KEVMZ2+hn1BjVjyh3pdCAr+am4y22rSPzdPwOdO7LjQe79DXX6sLpkEYBlgmo1wZlk7eyyQCzq5Vk+Gh0m0TwqqEOr6Brst/DNap7JQzW0c7YXE7X6Rh50dfPARcOHO4M8XAX1wDQ5e8HI8P5eeEXI0a0ldwolG67UX95hVnlGgeTqXV0BI8Pr//e+S3vAyPfxh0pAusL+JhahDHPeTEzOs5NaR+E8rLjN6lyxDGg==
  • [16:30:59:445] [AuthentificationFrame] Current version : 2.35.4.107105.1
  • [16:30:59:445] [ServerConnection] [SND] > IdentificationMessage @115
  • [16:30:59:445] [ServerConnection] [RCV] LoginQueueStatusMessage @116
  • [16:30:59:453] [UiRenderManager] Ankama_Common::queuePopup rendered in 7 ms (parsing: 0 ms, build: 6 ms, script:0 ms )
  • [16:30:59:482] [ServerConnection] [RCV] CredentialsAcknowledgementMessage @117
  • [16:30:59:482] [ServerConnection] [RCV] LoginQueueStatusMessage @118
  • [16:30:59:482] [ServerConnection] [RCV] IdentificationSuccessMessage @119
  • [16:30:59:482] [ServerConnection] [RCV] ServersListMessage @120
  • [16:30:59:483] [ServerConnection] [RCV] CredentialsAcknowledgementMessage @121
  • [16:30:59:483] [ServerConnection] [RCV] LoginQueueStatusMessage @122
  • [16:30:59:483] [ServerConnection] [RCV] IdentificationSuccessMessage @123
  • [16:30:59:483] [ServerConnection] [RCV] ServersListMessage @124
  • [16:30:59:484] [ServerConnection] [RCV] CredentialsAcknowledgementMessage @125
  • [16:30:59:484] [ServerConnection] [RCV] LoginQueueStatusMessage @126
  • [16:30:59:484] [ServerConnection] [RCV] IdentificationSuccessMessage @127
  • [16:30:59:484] [ServerConnection] [RCV] ServersListMessage @128
 
Inscrit
17 Avril 2015
Messages
119
Reactions
0
#37
Je vais voir se que je peut faire.
 

BlueDream

Administrateur
Membre du personnel
Inscrit
8 Decembre 2012
Messages
2 010
Reactions
149
#38
Problème réglé, il y avait toute la partie network à corriger.
 
Haut Bas