SL's not set up as a totaly traditional client-server system. LL hosts the Simulator, a server that hosts the Region that you're in and all its objects. The Viewer is the client that you use to access Second Life, be it the original or libsl-based.
As far as I can tell (and from what some Linden told me [It might have been Pheonix]), the client starts sending packets to the server on that port range, trying to "bust through" NAT and firewalls by making the server traffic act like a response. On 10/12/06, Donna Dionne <[EMAIL PROTECTED]> wrote:
HI! Thanks so much for the reply! I am a bit confused about the terminology used here. Can you correct me about my understanding below? viewer = client simulator = server viewer = game site ? simulator = subscriber/user site? 1st packet is from client to server server typcially use these fixed ports: 12035, 12036, 13000-13050? any port requirement on the client side? We are studying the second life protocol as a list of protocols which we are trying to recongize. Thanks so much for your help! Donna John Hurliman <[EMAIL PROTECTED]> wrote: 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 > > ------------------------------------------------------------------------ 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 _______________________________________________ libsecondlife-dev mailing list libsecondlife-dev@gna.org https://mail.gna.org/listinfo/libsecondlife-dev http://www.libsecondlife.org/ ________________________________ Get your email and more, right on the new Yahoo.com _______________________________________________ libsecondlife-dev mailing list libsecondlife-dev@gna.org https://mail.gna.org/listinfo/libsecondlife-dev http://www.libsecondlife.org/
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