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Autor Topic: takumi12 - Fix Protocol Freezer cumulative recv  (Visto 5206 veces)

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Offline takumi12 Posteado: June 06, 2024, 06:10:08 PM | Modificado: June 06, 2024, 10:56:21 PM by takumi12

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MAIN.DLL   VERSION 1.4E

util.h



wsctlc.h




wsctlc.cpp



ENJOY


Las offset no se crea, ni se destruye, solo se transforma

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Offline joaovithor1 #1 Posteado: June 06, 2024, 08:34:44 PM

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¿Podrías explicar para qué sirve el código? Sé que el título tiene parte de la funcionalidad, pero no sé por qué se usa.


Offline lkt22 #2 Posteado: June 06, 2024, 08:55:58 PM | Modificado: June 07, 2024, 01:28:13 AM by lkt22

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Offline lstuan #3 Posteado: June 06, 2024, 10:35:00 PM

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Offline Rindy #4 Posteado: June 06, 2024, 11:34:10 PM

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Online nhantac #5 Posteado: June 07, 2024, 12:34:32 AM

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Offline phuongcuongmsqm #6 Posteado: June 08, 2024, 08:10:35 AM

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Offline Pecan #7 Posteado: June 09, 2024, 04:18:17 AM

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Offline 2str0kE #8 Posteado: June 09, 2024, 12:21:08 PM

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Buenas takumi, ¿Qué problema soluciona esto?


Marcado como mejor respuesta por: takumi12 Posteado June 10, 2024, 12:00:16 PM

Online zhangjianle865 #9 Posteado: June 10, 2024, 08:51:26 AM

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Buenas takumi, ¿Qué problema soluciona esto?





假设你的程序在处理网络数据时,有一个地方可能会积累很多数据。正常情况下,这些数据会存储在一个特定大小的“箱子”里(缓冲区)。但是,如果来不及处理这些数据,箱子装满了,新来的数据就会溢出来,弄得四处都是,甚至可能破坏其他东西(内存)

Gracias:


Offline jhonhy #10 Posteado: June 11, 2024, 02:08:34 PM

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Buenas takumi, ¿Qué problema soluciona esto?
假设你的程序在处理网络数据时,有一个地方可能会积累很多数据。正常情况下,这些数据会存储在一个特定大小的“箱子”里(缓冲区)。但是,如果来不及处理这些数据,箱子装满了,新来的数据就会溢出来,弄得四处都是,甚至可能破坏其他东西(内存)

Por:
Suponha que quando o seu programa processa dados de rede, há um local onde muitos dados podem se acumular. Normalmente, esses dados são armazenados em uma “caixa” (buffer) de tamanho específico. Porém, se não houver tempo para processar os dados e a caixa estiver cheia, os novos dados irão transbordar, chegar a todos os lugares e talvez até destruir outras coisas (memória).


Offline Pecan #11 Posteado: July 03, 2024, 03:50:41 AM

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I dont get it how it works. For me it seems like this hook just reset local variables, that were defined in class CWsctlc and they were not used anywhere. But maybe I dont understand what FuncToDWORD does.

On my client it doesnt help. People get stuck on map, cant attack, cant tp and switch character or select server, but they always can send /post wtf... I hoped this is solution for it, but unfortunately its not. And it always happens to players playing on wifi, very rare on cable.


Offline dangnhapnee #12 Posteado: September 29, 2024, 07:34:51 AM

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@takumi12
Please tell me where is the best place to put the code?

I put it in main and it seems like it has no effect


Offline realman #13 Posteado: September 29, 2024, 06:11:03 PM | Modificado: September 30, 2024, 07:17:31 AM by realman

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big respect and thanks to takumi12 for fix oldest bug in mu
i search for solution of this bug about 10 years
need to use like this


but for this code need update of IOCP(GIOCP) on server and client side
need to increase GS Send/Recv buffer and Client Send/Recv buffer up to 60000

if all done it fully remove switch/teleport bug

again much respect to u bro takumi12

Discord: mercurialxen
Final

Offline RifleMaN_ #14 Posteado: September 29, 2024, 07:23:42 PM

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Offline Bladimir1 #15 Posteado: October 04, 2024, 11:06:38 PM

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for mu s9

#include "StdAfx.h"
#include "Util.h"
#include "wsctlc.h"

BOOL CWsctlc::Close()
{
   m_nSendBufLen = 0;
   m_nRecvBufLen = 0;
   ZeroMemory(m_RecvBuf, sizeof(MAX_RECVBUF));
   ZeroMemory(m_SendBuf, sizeof(MAX_SENDBUF));
   return TRUE;
}

void PackedFixOverflow()
{
   SetCompleteHook(0xE8, 0x0043980F, FuncToDWORD(&CWsctlc::Close)); //-- Error OverFlow
}



#pragma once
#define MAX_SENDBUF      8192
#define MAX_RECVBUF      8192


#define CWsctlc__Close                        ((BOOL(__thiscall*)(void*)) 0x0063ADB5)
#define CWsctlc__Connect                     ((int(__thiscall*)(void*, char* ip_addr, unsigned short port, DWORD WinMsgNum)) 0x0063AF02)


class CWsctlc
{
public:
   /*+00000*/ HWND      m_hWnd;
   /*+00004*/ BOOL      m_bGame;
   /*+00008*/ int      m_iMaxSockets;
   /*+00012*/ SOCKET   m_socket;
   /*+00016*/ BYTE      m_SendBuf[MAX_SENDBUF];
   /*+08208*/ int      m_nSendBufLen;
   /*+08212*/ BYTE      m_RecvBuf[MAX_RECVBUF];
   /*+16404*/ int      m_nRecvBufLen;
   /*+16408*/ int      m_LogPrint;
   /*+16412*/ DWORD   m_logfp;
   /*+16416*/ DWORD   m_pPacketQueue;
   /*+16420*/ DWORD   m_pBuff;
public:
   BOOL Close();
};

extern void PackedFixOverflow();

Gracias:


Offline tutu100 #16 Posteado: January 29, 2025, 10:21:36 AM | Modificado: June 05, 2025, 02:24:17 PM by tutu100

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Offline nhanphu200 #17 Posteado: May 08, 2025, 01:44:29 AM

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big respect and thanks to takumi12 for fix oldest bug in mu
i search for solution of this bug about 10 years
need to use like this
 

but for this code need update of IOCP(GIOCP) on server and client side
need to increase GS Send/Recv buffer and Client Send/Recv buffer up to 60000

if all done it fully remove switch/teleport bug

again much respect to u bro takumi12
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