(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

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