»doc flabby Posted November 5, 2007 Report Posted November 5, 2007 (edited) Anyone interested in this? Bascially would allow easy development of any program using the subspace protocol (bot/client/biller/another game) Hides all the nastyness of encryption logging in etc etc and provides basically Connect (speicify host) //clientBind(port no) //server Start session(encyrpion type (null/subgame/custom/continuum ) A variety of SendPacket method (in any one of the many subspace ways, normal, reliable, stream, chunk etc)RecievedPacket Event Allows multiple connections. I'm working on it at the moment, but interested to see if anyone would find it useful. Edited November 5, 2007 by doc flabby
JDS Posted November 6, 2007 Report Posted November 6, 2007 polix im confused, is that a way of saying this idea is 'old' and should not be looked into
»doc flabby Posted November 7, 2007 Author Report Posted November 7, 2007 (edited) currently got small reliable packets working and receiving chunked packets. Next on task list is VIE encrpytion. I'm aiming to make the libary thread-safe. Edited November 7, 2007 by doc flabby
aquarius Posted November 7, 2007 Report Posted November 7, 2007 You should go all the way, and make an improved version of MervGen, for ASSS zones. No, only a step further never a step back means any development can only be a step further never a step back.
Animate Dreams Posted November 8, 2007 Report Posted November 8, 2007 I would say I'm interested in this as far as seeing other people use it. It seems like it would be easy to make bots that way. But you say it would be good for "(bot/client/biller/another game)"... in that case, I have to wonder, is C# really the best choice for that?
»doc flabby Posted November 9, 2007 Author Report Posted November 9, 2007 (edited) VIE Encryption, complete working on recieve packet event now. Bascially you will have to register your class with the recieve packet handler in order to recieve packets. I will be posting sample code and programs to use with the api, once it is is in a usable state. I would say I'm interested in this as far as seeing other people use it. It seems like it would be easy to make bots that way. But you say it would be good for "(bot/client/biller/another game)"... in that case, I have to wonder, is C# really the best choice for that?Yes. I'm intending it will be fully compatible with mono, thus able to run on any platform. Most computers are powerful enough nowdays they could run a even a 3D c# based game quite happily. Its not like i invisage creating a game like Halo 3 in c#. Alot of people are learning c# and java now at univercity which makes this api alot more accessable. It probably wouldnt be hard to convert the c# code to java either theres "that" much difference between the languages. It probably wouldnt be too hard to convert it to c++ should anyone have the patience to do it. Edited November 9, 2007 by doc flabby
Smong Posted November 11, 2007 Report Posted November 11, 2007 Most computers are powerful enough nowdays they could run a even a 3D c# based game quite happily.Such as Crysis.
»D1st0rt Posted November 11, 2007 Report Posted November 11, 2007 I would be interested in seeing this. We may be able to work some degree of interoperability with ChatBot.
»doc flabby Posted November 12, 2007 Author Report Posted November 12, 2007 Not quite sure if i'm taking the correct coding approach, currently using 4 threads. However no additional threads are needed no matter how many extra connections are made.
»D1st0rt Posted November 15, 2007 Report Posted November 15, 2007 Are you using asynchronous socket callbacks?
»doc flabby Posted November 16, 2007 Author Report Posted November 16, 2007 (edited) Are you using asynchronous socket callbacks?no im using blocking sockets that feed into a queue. Which is then processed by another thread. I'll post up what i've done so far, once ive finished work, maybe you can have a look and see if theres a substancially better way of doing things, I'm feeling ive not quiote got the hang of programming oO style. Edited November 16, 2007 by doc flabby
aquarius Posted November 17, 2007 Report Posted November 17, 2007 So this could be used for, what? Chat clients, map editors, settings editors--continuum software? Or can it also make bots and even modules?
»doc flabby Posted November 18, 2007 Author Report Posted November 18, 2007 (edited) its more just an implementation of the subspace network stack, that is easy to use. On top it, i would be possible to most of those things as well as new billers, new servers new clients, new games that use the subspace protocol. Edited November 18, 2007 by doc flabby
»doc flabby Posted December 1, 2007 Author Report Posted December 1, 2007 (edited) I had planned to release it yesterday to coincide with the 10th anni, but it had to be totally rewritten, works ALOT better now tho. Had a complete rewrite - thanks D1st0rt for stopping me implementing something myself that is build into the language -_- Thanks twcore for the reliable messaging class which i ripped off, as it was far supiror to my own The current API only support CLIENT MODE. (it will eventually support both server and client) I have included an example of how to use it. Its a zone list downloader. Could be easily extended if one wanted to. Another problem is it doesn't resent reliable messages if they fail. That can be easily fixed (and will be) however by adding a timer that runs the resend packets function in the reliable handler. This relates to another problem if it failes to connect , you get no notification. I wouldnt not recommend anyone to use this (in its current state) at the moment, as all the functions etc will be subject to change most likely. But if you want to take a peek, maybe find a few bugs or implement some of the missing stuff, go right ahead, but please let me know if you do Share the knowledge. Only tested on .net 2.0, should work on mono, but i dont have a linux with gui to find out.subspaceAPI.zip Edited December 1, 2007 by doc flabby
aquarius Posted December 24, 2007 Report Posted December 24, 2007 stopped working on this due to continuum 2?
»Ceiu Posted December 31, 2007 Report Posted December 31, 2007 Since this appears to be a botcore written in C#, anyone interested should get in touch with udp -- he's already written this exact thing.
»doc flabby Posted December 31, 2007 Author Report Posted December 31, 2007 (edited) stopped working on this due to continuum 2?No, the ss API is going to be the networking code for the continuum project It will be intergrated in, however it is going to be used as a separate module making it usable in other applications. Edited December 31, 2007 by doc flabby
»doc flabby Posted April 7, 2008 Author Report Posted April 7, 2008 Bit of a bump but this project never died. It continued as part of STF. Another exciting release for you all. Includes current network stuff for STF. SSAPI_0.12.zip Includes Continuum encryption support (thanks to Snrrrub and his oracle, he has done all of the hard work) http://www.ssforum.net/index.php?showtopic=19447 Someone clever probably could convert my c# code to java (if they wanted to add continuum encryption to a java bot) Complies with most of the core protocol. No real game protocol support , but can connect to a zone and download news + map (if you can work it out )Don't even think about connecting to any ssc zones (without permission) using the continuum encryption, as you will probably get banned it raises alot of RED errors, which i'm not inclined to fix at the moment
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