You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When you write a chat message close to the 64 character limit of classic, the server starts sending mangled packets completely corrupting the game for others.
Edit: Split the message after 64 bytes, the name prefix screws with the length.
The text was updated successfully, but these errors were encountered:
currently a 64 character message breaks the protocol when sent:
CLIENT SENDS: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
SERVER CONVERTS TO: <koy>: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
so then, on the serverside the message needs to be split into x amount of variables
(example shown is python but you can easily reimplement variables from Py to C#)
and send both the variables seperately back to the client(s):
CLIENT SENDS: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
SERVER CONVERTS TO: <koy>: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
SERVER SENDS: <koy>: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
SERVER SENDS: > aaaa
When you write a chat message close to the 64 character limit of classic, the server starts sending mangled packets completely corrupting the game for others.
Edit: Split the message after 64 bytes, the name prefix screws with the length.
The text was updated successfully, but these errors were encountered: