Releases: nuriland/a2kit
Releases · nuriland/a2kit
Release list
v0.4.0
cli
- a2k now picks up the game as soon as you reach the server list, instead of waiting until character select
showno longer prints the server clock ticks by default, same aswatch. Use-ticksto see them- Files you'd share (
export,-logandtimeline) no longer include your account ID or your character list. Use-accountif you want
them included- Keep in mind that
showandwatchstdout print on screen still includes them, so don't paste that publicly
- Keep in mind that
wire
- Recognises the lobby, the server you're connected to before picking a world server
- Handles switching from the lobby server to the world server
- A full session now counts as 2 sessions (lobby + world server) in the summary for better debugging
game
- Server list decoding includes players online, the capacity per server, and if a server is currently restricted or recommended (as shown in the UI)
- Your account and your characters on every server, including their levels
- The lobby's ping, and the hand-off to the world server you picked
- Name check on character creation, includes a flag whether a name is free or taken
Fixes
- On Windows, killing a capture instead of stopping it no longer leaves a capture session running in the background
Full Changelog: v0.3.0...v0.4.0
v0.3.0
New features:
- CLI
a2k, replacing dump:watch,record,show,export,timeline,stats,adapters.- Readable output by default,
-jsonfor scripts,-forto stop live captures, and a summary line on every run.
- Readable output by default,
- New library interface and entry point a2kit: Open/Capture return a Reader of decoded messages
a2loggets a Writer and a Reader.
- Breaking: wire now yields only the game's frames by default (
EmitUnlockedrestores the old behaviour), andLive.Closeno longer reports ETW losses.Live.Lost()does.
Fixes:
- live capture no longer reads freed memory when stopped, macOS picks the right default adapter, and Windows no longer fails a capture over a few lost ETW events.
Full Changelog: v0.2.1...v0.3.0
v0.2.1
Fixes
- pktmon captures now decode fully
- pktmon's etl2pcap labels every packet as Ethernet, including VPN tunnel traffic that has no link header. Packets that aren't TCP when read as Ethernet are now tried again as raw IP
- dump now warns when a capture's snap length cut TCP segments short, since the cut bytes are lost
- The new capture.Reader.CutShort() returns how many segments were cut short
Logging
- Per-stream log lines, including TCP gap lost, now include src/dst, so you can tell which connection they came from
- The flow locked log line now reports how many other streams were dropped
Opcodes
- More identified opcodes:
- 0x3611 Handshake, the first frame of a login
- 0x3615 Login
- 0x8D2F Notice, text sent to players
Docs
- Overall improvements for docs
Full Changelog: v0.2.0...v0.2.1
v0.2.0
v0.2.0
gamepackage (protocol dissasembler):game.Parsedecodes hits, casts, spawns, deaths, movement, ticks and pingsdump -eventsprints decoded events as JSON linesa2log.Frame.Wire()turns a log line back into a frame forgame.Parseinternal/timelineturns a log or pcap into a Perfetto trace- release archives get attached again
Full Changelog: v0.1.0...v0.2.0
v0.1.0
v0.0.1
Full Changelog: https://github.com/nuriland/a2kit/commits/v0.0.1