Donna Dionne wrote:
HI!
From some captures we have, it looks like the 1st packet from the server to client has the following header 40 00 00 01 FF FF 00 03 and the total size of the packet (header and payload) is 44. This seems to indicate this is a UseCircuitCode packet, with the following fields (in order)
ID (16 bytes)
SessionID (16 bytes)
Code (4 bytes)
There is then an ack packet going from the client to the server
00 00 00 01 FF FF FF FB 01 00 00 00 01
the ack is of size 13
Can I assume that these are the characteristic of the second life protocol communication in all cases? Thanks so much!
Sincerely,
Donna

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You have both of those packets correct; the viewer (client) first opens a connection to the sim by sending a UseCircuitCode and waiting for an ACK. Note that it's possible for the order of the message_template packets to change around in a future release, which would change the packet id numbers of packets. So you can't always assume that low id 3 is UseCircuitCode, you have to decode the message_template each time. In the latest libsecondlife code we're working on, the message template is converted in to C# classes (about 100,000 lines of code), and new classes are generated every time a message_template.msg is released.

John

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