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Net Override (not really an NWNX plugin) (version 1.0)
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cely



Joined: 10 Jan 2009
Posts: 5

PostPosted: Sun Sep 19, 2010 20:50    Post subject: Reply with quote

The gamespy server's DNS record changed. It used to be 207.38.11.174. You can update netoverride.c and recompile to get your server back into the gamespy listings. Here's a diff showing the change.

Code:

195c195
<   static char *he_gamespy_addrs[] = { "\xcf\x26\x0b\xae", NULL };
---
>   static char *he_gamespy_addrs[] = { "\x45\x0a\x1e\xf8", NULL };
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Vladiat0r



Joined: 17 Jun 2005
Posts: 25

PostPosted: Sat Sep 25, 2010 8:12    Post subject: Reply with quote

cely wrote:
The gamespy server's DNS record changed. It used to be 207.38.11.174. You can update netoverride.c and recompile to get your server back into the gamespy listings. Here's a diff showing the change.

Code:

195c195
<   static char *he_gamespy_addrs[] = { "\xcf\x26\x0b\xae", NULL };
---
>   static char *he_gamespy_addrs[] = { "\x45\x0a\x1e\xf8", NULL };

That worked! I should have figured this out... Embarassed
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Fireboar



Joined: 17 Feb 2008
Posts: 323

PostPosted: Sat Nov 27, 2010 21:25    Post subject: Reply with quote

We've been using this for a couple of weeks now, and while it's worked great at stopping people causing chaos accidentally with a double-LAN login, we have had a small number of login rejected problems.

Code:
[2010-11-26 21:42:38] rejected invalid login from 68.221.206.124:56700 [v0]
[2010-11-27 13:45:52] rejected invalid login from 68.47.228.139:5119 [v19]


The fail point, as previously indicated in the thread, is clearly the v number at the end. What's totally unclear is what it actually means. The first variant, with v0, it seems changing the port (which seems to be automatically assigned by the client's router) doesn't help. v19 on the other hand, the problem only occurs on that particular port (I can't yet confirm that it always happens with that port though).

Any hint as to what might be going on would be good.
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PlasmaJohn



Joined: 04 Mar 2005
Posts: 70
Location: The Garage

PostPosted: Thu Jan 12, 2012 22:34    Post subject: Reply with quote

The number following the v is the high byte of what the client thinks its client port is. Therefore the client port needs to be set to 5120 or higher.

But John, 33606 is 0x8346 (high byte is 0x83), shouldn't that have been v131 instead of v19? Nope, the code is validating what the client is sending and that value was probably set to something between 4864 and 5119 even though the user's router corrected the issue.
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Skywing



Joined: 03 Jan 2008
Posts: 321

PostPosted: Tue Feb 28, 2012 5:25    Post subject: Reply with quote

FYI,

I went ahead and wrote a comprehensive fix for this problem which could be easily backported to NWN1. The fix rewrites incoming packets where the client sets its data port such that the client's claimed data port matches its real external data port.

This resolves the underlying issue instead of working around it. No client side configuration changes are required and it is unnecessary to block players using the default configuration who share a public IP.

The fix, which is relatively simple, can be found here. All that is necessary is to patch up the data port number specified in the BNLM, BNXI, BNES, and BNCS connection authorization protocol messagse.
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Ravine



Joined: 26 Jul 2006
Posts: 105

PostPosted: Sun Apr 08, 2012 15:48    Post subject: Reply with quote

Skywing wrote:
FYI,

I went ahead and wrote a comprehensive fix for this problem which could be easily backported to NWN1.


Hi, is it available for nwn1 somewhere?
thx
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Sun Apr 29, 2012 15:45    Post subject: Reply with quote

Fireboar wrote:
We've been using this for a couple of weeks now, and while it's worked great at stopping people causing chaos accidentally with a double-LAN login, we have had a small number of login rejected problems.
It seems that plugin causes issues when the player is booted from game via BootPC script command. Possibly even with fast log in/log out/change acc.

Changing client port helps but it would be nice to fix this.
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kucik



Joined: 11 Feb 2009
Posts: 19
Location: Czech Republic

PostPosted: Tue Nov 06, 2012 17:41    Post subject: NWN network protocol Reply with quote

I'm using module based on this one for a bit different purpose. To authorize players before they can see servervault of requested account. It works fine and I can send sources if anyone interested.

But do you somebody know about good documentation of nwn client - server packets? I found one few years ago, but I cannot find it now.

Thanks for any help.
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Son ventre plein d'exhalaisons.
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leo_x



Joined: 25 Aug 2010
Posts: 75

PostPosted: Mon Dec 17, 2012 13:59    Post subject: Reply with quote

Just a heads up... If you're using this it hard codes the old master server address. So you have to change the line in netoverride.c from

Code:

  static char *he_bioware_addrs[] = { "\xcc\x32\xc7\x09", NULL };

to
Code:

  static char *he_bioware_addrs[] = { "\xc7\xc1\x98\x1b", NULL };


so that it would properly point Skywing's NWN1 master server.

And for the gamespy replacement Visavant is doing...
Code:

  static char *he_gamespy_addrs[] = { "\xcf\x26\x0b\xae", NULL };

to
Code:

  static char *he_gamespy_addrs[] = { "\xc6\x17\xa5\x23", NULL };

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Balanor



Joined: 13 Jun 2005
Posts: 29

PostPosted: Tue Mar 05, 2013 16:55    Post subject: Reply with quote

Does anyone know if the fix for the double lan login has been ported to a plugin for Windows? Or is there another solution available other than this one for a server-side fix to the problem of two players logging into the server using the same IP and port number?
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