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LUNI Research


Home › Foren › General Discussion › LUNI Research

  • Dieses Thema hat 3 Antworten sowie 2 Teilnehmer und wurde zuletzt vor vor 9 Jahren, 9 Monaten von Timtech aktualisiert.
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  • August 29, 2015 um 7:30 pm Uhr #164
    Xiphoseer
    Moderator

    In the last few weeks, i have been developing LUNI, learning how it works, improving it and doing some research.
    Because the project is really messy right now, I will not contribute to the public repo right now, but i figured some of the reserach I did and concepts I made could be shared to help others finding their way through the source code.

    So for anyone interested, here is

    • A process communication diagram for how LUNI connects with the client right now
    • My proposal for session states to be used in LUNI to create a precise understanding of the state the client is in at any given time

    I might add additional research as I go along, I hope this helps some people, if you have additional questions or ideas, I would be glad to discuss them.

    NOTE: I am not an „official“ LUNI developer, I cannot speak for this project, but I am working with the LUNI source to create a server.

    August 30, 2015 um 12:39 pm Uhr #415
    Timtech
    Administrator

    That communication process is very nice and easy to understand, and the session states are also interesting. I actually understand each part of the packet header thanks to the docs by humanoid, but I’m still trying to work with LDF, especially in world_2a.bin. I’ve got the decompressed version thanks to Jon’s script, but I don’t understand how all of the keys and their values work. Might you be able to explain this to me?

    August 31, 2015 um 5:39 am Uhr #431
    Xiphoseer
    Moderator

    If you mean LDF Key/Values in general, Appendix A of the docs explains that quite well.

    [L:4] - number of keys
        [L:1] - key length in bytes
        [L:V] - key, wchar
        [L:1] - data type (see below)
        [L:according to data type] - data

    Is the basic structure of a LDF part.

    Now there is a list of data types:

    0 : String (variable wstring?)
    1 : s32
    3 : Float (32bit, signed)
    5 : u32
    7 : Boolean (8bit, 0 or 1)
    8 : s64
    9 : s64, Used only for (object?) IDs?
    13 : bytes?

    for each key/value pair that you want to encode, just write
    – the length of your key string *2 (bytelength) in one byte
    – the key itself with wchar_t’s / as wstring
    – the data type as 1 byte
    – the data itself

    for the data itself, just write them out with the specified length or for variable length data types, prepend the data with a u32/unsigned long length specifier.

    August 31, 2015 um 8:40 am Uhr #443
    Timtech
    Administrator

    Okay, the data type section was the part that I totally missed. Thanks for explaining it all to me 🙂 hopefully now I can work with world_2a.bin in its decompressed form.

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