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Link is doing well so far

Jan 4, 2004, 06:42 PM
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Quote:
Originally Posted by Monolith
Does JJ2 use both TCP and UDP for game packets? I wonder if it would transmit shots being fired over the TCP connection since they'd want to make sure those packets get transmitted. If that's so, then they might be easier to find as there should be less TCP packets. Otherwise you'll just need to start filtering packet types until you could be able to see the different packet upon firing a shot. Ideally there are unique identifiers for each type of packet, so you could easily filter out the often-sent non-shot ones. And hopefully the packets aren't compressed, which could be possible if their networking is anything like their file formats.
JJ2 uses both TCP and UDP. Unfortunately, shots and all other gameplay events are transmitted over UDP (only chat and essential data like levels and people joining are sent over TCP). I don't know if the UDP packets are compressed or not. They are at most 10-20 bytes each, so I don't think compressions would make a major difference. As for identifiers, I didn't look really closely but I don't remember noticing anything. There seemed to be a huge difference in what the packets looked like. I'm not even sure if there were response or verification packets. If these can be decoded though, it would be a major breakthrough.
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