#Implementing new Package failed.
1 messages · Page 1 of 1 (latest)
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);
}
}
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