#Implementing new Package failed.

1 messages · Page 1 of 1 (latest)

burnt pivot
#

uhm.. not that experienced tbh, but I would try to console output the p.ReadUInt's and comment out the world.player stuff to see if that part and data you get works as expected

royal tapir
#

The packet length seems off.

On the server side it looks fine. ->

        public sealed class PlayerMobileExperience : Packet
        {
            public PlayerMobileExperience(PlayerMobile m)
                : base(0xFF, 7)
            {
                m_Stream.Write(m.Lvl);
                m_Stream.Write(m.Experience);
                Console.Out.WriteLine(m.Lvl);
                Console.Out.WriteLine(m.Experience);
            }
        }
mellow rain
#

There's a packet table where the length of all packets are defined. I don't know what the file name is called but it should be easy to find.

#

Also you need to define there if your packet has a fixed or variable length, but it looks like it's fixed

#

When the client freezes due to packets it's usually a mismatch between packet lengths. Check the read location of the StackDataReader in the client to see if you try to read too much or too little

#

Make sure that m.Lvl is actually written as a short for example