Does any1 have any information on the UDP Protocol Header?
http://www.erg.abdn.ac.uk/users/gorry/course/inet-pages/udp.html
This is based on RFC 768:
http://www.ietf.org/rfc/rfc0768.txt?number=768
Quote from: iago on April 25, 2004, 11:49 AM
http://www.erg.abdn.ac.uk/users/gorry/course/inet-pages/udp.html
This is based on RFC 768:
http://www.ietf.org/rfc/rfc0768.txt?number=768
So, iago, now tell me why most well known ports are odd. :)
Quote from: Grok on April 25, 2004, 01:48 PM
Quote from: iago on April 25, 2004, 11:49 AM
http://www.erg.abdn.ac.uk/users/gorry/course/inet-pages/udp.html
This is based on RFC 768:
http://www.ietf.org/rfc/rfc0768.txt?number=768
So, iago, now tell me why most well known ports are odd. :)
Because programmers are odd, and they wanted to feel comfortable.
Ok thx for the sites but I was talking about Starcraft udp
Quote from: MoNeY on April 25, 2004, 09:06 PM
Ok thx for the sites but I was talking about Starcraft udp
Perhaps you should've said so then? You can't expect a good answer if you don't ask a clear and well-formulated question.
The Starcraft UDP headers are very much like the D1 UDP headers. They're numbered and have seq and ack fields. There's a mechanism to request retransmission of lost packets. There's a packet class field, with separate numbering for each packet class. There's a packet type field, for packets like game ticks, join game, ping game, etc. There's a checksum of the packet contents, perhaps so it would be harder to fake packets, or to safeguard against corrupted packets on modem/IPX or similar.
Very true, he said UDP and realizing this is not a Bot Dev forum. This is specfically a Visual Basic Programming forum, so what format of UDP he is referring to is a mystery without his directon.
Quote from: CodeMaster on May 01, 2004, 02:32 PM
Very true, he said UDP and realizing this is not a Bot Dev forum. This is specfically a Visual Basic Programming forum, so what format of UDP he is referring to is a mystery without his directon.
Thanks for explaining my joke :P
Quote from: Adron on April 26, 2004, 06:08 AM
...
The Starcraft UDP headers are very much like the D1 UDP headers. They're numbered and have seq and ack fields. There's a mechanism to request retransmission of lost packets. There's a packet class field, with separate numbering for each packet class. There's a packet type field, for packets like game ticks, join game, ping game, etc. There's a checksum of the packet contents, perhaps so it would be harder to fake packets, or to safeguard against corrupted packets on modem/IPX or similar.
Perhaps you can elaborate some more on the format, along with checksum? :P
What more is there to say? I think I've covered most there is in it.. The checksum is a simple 16-bit one, nothing special, and it's calculated over the whole packet with the checksum spot zeroed out.
It's CRC32. No it isn't.
Quote from: Adron on May 01, 2004, 05:50 PM
What more is there to say? I think I've covered most there is in it.. The checksum is a simple 16-bit one, nothing special, and it's calculated over the whole packet with the checksum spot zeroed out.
Storm.dll address? :P
Edit: Changed location to address due to smart response :P
Quote from: UserLoser. on May 01, 2004, 08:45 PM
Quote from: Adron on May 01, 2004, 05:50 PM
What more is there to say? I think I've covered most there is in it.. The checksum is a simple 16-bit one, nothing special, and it's calculated over the whole packet with the checksum spot zeroed out.
Storm.dll location? :P
That depends on where you installed the game. For Starcraft, mine's in D:\Games\Starcraft\.
Quote from: Spht on May 01, 2004, 08:51 PM
Quote from: UserLoser. on May 01, 2004, 08:45 PM
Quote from: Adron on May 01, 2004, 05:50 PM
What more is there to say? I think I've covered most there is in it.. The checksum is a simple 16-bit one, nothing special, and it's calculated over the whole packet with the checksum spot zeroed out.
Storm.dll location? :P
That depends on where you installed the game. For Starcraft, mine's in D:\Games\Starcraft\.
haha, that was great.