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krelay's Issues

Should we require plugins to state their commands

In order to avoid confusion and to be more organized, should we force plugins to state what commands they use? They would then be displayed in the plugin info region on the UI.

We would add a method to the IPlugin interface:

  • string[] IPlugin::GetCommands()

Sent packet not going through proxy

As the title states, when you send a packet through client.SendToClient or SendToServer, the packet is sent to the client/server without going through the proxy's packet handlers. Few reasons why we should make the packets go through proxy:

  1. The Reconnect handler depends on it. If you send a reconnect packet to the client, the proxy does not actually change the host thus the client connects to prod.
  2. Realm Relay did it (just a thought, maybe we should do it too)

Able to disable map caching?

Not so much the entire plugin I just don't want my client to reload a map whenever I go back to it without having to remove the autonexus.

Reconnect Handler

Forgetting for a second this stupid error

Error

Is there a specific reason we want to have the reconnect handler in a plugin and not built in the core? I understand a user might want to store past reconnections to reuse them (the usual /recon). But isn't it better if we allow that as a separate action?

  • normal recon handling that writes to the socket address/port in the core
  • a future /recon plugin made by users, we don't need to ship it with the proxy as default

Different logging levels

Minor quality of life improvement, being able to specify a logging level with PluginUtils.Log (eg Debug, Info, Warning, Error) and then filter what's shown in the logs would be useful.

How to?

Hi Krazy! Can you please tell me how to use this new version? I used your previous ones but I can't seem to find the .exe on this one. Sorry for being dumb. :(

Suggestion - Allow plugins to access raw XML data

Would help to be able to read the raw XML so that you can find, for example, which bullets are armor piercing and which one's aren't. This could be done by either allowing plugins to access the XML resources, or adding something to Serializer that will give you raw XML.

For now reflection works but obviously that's undesirable.

Client logout

FIGURE OUT WHY THE CLIENT KEEPS LOGGING OUT HOLY SHIT MAKE IT STOP

Is it a proxy issue? Make sure (if you use an orape client) to disable anti-theft in the F1 options menu, it will logout everytime you enter the nexus

Hello packet obfuscated fields

Is there a reason that the hello packet doesn't use the real names for the fields instead of obf#?

Here's the real names:

Screenshot

Mystic Orb

While using krelay whenever a Mystic curses something it shows that the enemy is dazed too without actually being dazed.

/bin/debug

I gitignored it, PLEASE leave it out and handle /Plugins and /xml locally, working with debug files is stupid and the repo keeps on going out of sync

Cannot connect to the proxy server.

When I try to play on the proxy server,the k-relay gives me the following error:

[Error] An exception was thrown
within PacketSend (packet = DEATH)
at <>c__DisplayClass38_0.b__0

System.NullReferenceException: Object reference not set to an instance of an object.
at Lib_K_Relay.Networking.Client.<>c__DisplayClass38_0.b__0() in E:\K_Relay-master\Lib K Relay\Networking\Client.cs:line 176
at Lib_K_Relay.Utilities.PluginUtils.ProtectedInvoke(Action action, String errorProvider, Type filteredException) in E:\K_Relay-master\Lib K Relay\Utilities\PluginUtils.cs:line 38
[Client] Disconnected.
[Error] An exception was thrown
within RemoteRead (isClient = True)
at NetworkStream.BeginRead

System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'System.Net.Sockets.NetworkStream'.
at System.Net.Sockets.NetworkStream.BeginRead(Byte[] buffer, Int32 offset, Int32 size, AsyncCallback callback, Object state)
at Lib_K_Relay.Networking.Client.BeginRead(Int32 offset, Int32 amount, Boolean client) in E:\K_Relay-master\Lib K Relay\Networking\Client.cs:line 188
at Lib_K_Relay.Networking.Client.<>c__DisplayClass40_0.b__0() in E:\K_Relay-master\Lib K Relay\Networking\Client.cs:line 235
at Lib_K_Relay.Utilities.PluginUtils.ProtectedInvoke(Action action, String errorProvider, Type filteredException) in E:\K_Relay-master\Lib K Relay\Utilities\PluginUtils.cs:line 38
[Listener] Client received.

ParsingExtensions.cs fails to parse floats on Finnish Windows

Could've made a pull request but I'm not very familiar with git yet..

float.Parse() can fail on locales where decimal numbers are represented as "12,34" instead of "12.34" (comma vs dot). It does atleast on Finnish Windows.

Easy fix that seemed to work for me: change Lib K Relay / GameData / ParsingExtensions.cs / ParseFloat to:

return float.Parse(input, System.Globalization.CultureInfo.InvariantCulture);

MapCacher is useless

Looking through the MapCacher source code it seems like all it does is collect data, never actually sending it to the client like it says it does. I can try and make a functional version if you want.

Packet Structure Change In 27.7.X6

Again some change with the new version

  • Hello packet loose the new field
  • When conected with k relay the same thing append as when you are conneted with the 27.7.X5 client (for example when you switch a ring it back to the selection)
    Here the log of my own proxy
    http://pastebin.com/g9m11zbA

Edit. Some change I just found
https://puu.sh/rGwvx/7bc55be768.png
https://puu.sh/rGwyo/f899bd1671.png
https://puu.sh/rGwEA/580dc79166.png
https://puu.sh/rGwHS/11dcd4ebff.png
The new packet
https://puu.sh/rGwMJ/9869ff8d99.png
https://puu.sh/rGwQ8/8178f363cf.png

Question - PR with new plugin?

I'm writing a plugin that, when finished, I think would be good to include in K-Relay by default. Once it's finished, can I add it to the solution and make a PR for it?

K Relay error

When I start, this appears.
I do not know if it's me that's doing something wrong

[Listener] Stopping local listener...
[Error] An exception was thrown
within LocalConnect
at <>c__DisplayClass6.b__3

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