(Please, someone correct me if I'm wrong, but ...) Yes. Specifically, it does this at the operating system level -- it wedges itself between the SecondLife client and the TCP/IP stack and watches all the packets as they enter and leave the program.
Ben On Tue, 18 Jul 2006 18:34:16 -0500, "Jesse Nesbitt" <[EMAIL PROTECTED]> said: > I'm wondering what exactly snowcrash does. Does it sit between the > client and server and sniff the packets? > --Jesse > > On 7/18/06, John Hurliman <[EMAIL PROTECTED]> wrote: > > Michael Kron (RIT Student) wrote: > > > I am new to the Second Life library, and to reverse engineering in > > > general( is that what this is? ). I am familiar with both C++ and C# > > > though, which it sounds like libsecondlife is being developed in. > > > John mentioned that animations are fired with an AgentAnimation > > > packet, which sounds like exactly what I want to do. But I assume > > > that there is a whole lot of setup that comes first, such as logging > > > in to their servers, and perhaps some handshaking? I noticed that > > > there are a couple sample apps in the repository, but I am unfamilar > > > with the proccess that they go through. Would anyone mind giving me > > > an overview of the event flow, or just point me towards a good section > > > to read over? > > > > > > A couple more questions: does your code actually create a > > > simplified Second Life client? And does this mean, if you run one of > > > the apps using libsecondlife, you cannot run the actual game logged > > > into the same user? > > > > > > Sorry for being so long-winded, I've just been running all over trying > > > to find someone who knew about all this. I'm really happy to find you > > > guys =) Thanks very much for help you can offer, I would surely > > > appreciate it. And let me know if you need any more information from me. > > > > > > Mike Kron > > > > A quick overview: The libsecondlife project was born out of several > > independent reverse engineerings of the Second Life network protocol, > > and became a collaborative project to build one united library. The code > > aims to be a full implementation of the protocol, and currently is a > > skeleton framework that is slowly being filled in as more information > > about each action in SL is understood. There are two ways of > > communicating with the SL servers. You can attach to the official client > > and intercept, modify, and inject packets going both directions in the > > network stream; this is the approach that our debugging tool named > > snowcrash uses. The second approach is to write a standalone client that > > logs in, communicates, and disconnects by itself, which is what > > libsecondlife does. The active codebase is actually libsecondlife-cs, > > the C# version, but it's referred to as libsecondlife or libsl for short > > as the C++ version is currently not being developed. The sample programs > > are all independent clients; they login, do some action or print out > > information, and either disconnect or continue running. So you couldn't > > login to the same avatar using the official client and a libsl client at > > the same time. > > > > For your program to be completed, you will need to login (already done), > > set your avatar appearance (already done, loading a preset appearance > > from a file is coming within a few days), fetch a list of available > > animations (code just recently committed to svn), and send > > AgentAnimation packets. It might instead be AvatarAnimation packets, > > we'll need to generate a snowcrash log and check it out, and write in > > support for this. That shouldn't take long at all though. > > > > John Hurliman > > > > _______________________________________________ > > libsecondlife-dev mailing list > > libsecondlife-dev@gna.org > > https://mail.gna.org/listinfo/libsecondlife-dev > > > > > -- > --Jesse > > _______________________________________________ > libsecondlife-dev mailing list > libsecondlife-dev@gna.org > https://mail.gna.org/listinfo/libsecondlife-dev _______________________________________________ libsecondlife-dev mailing list libsecondlife-dev@gna.org https://mail.gna.org/listinfo/libsecondlife-dev