So you say it's saving. But is it loading?
Also, when the player logs in, is the client made aware of the friends on the list (is the addFriend packet sent?).
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Title says the problem, it use to work I must have messed it up at some point before I quit working on it, and now I'm trying to get back into it and I don't remember what I did.
I've checked playerSave and compared it to working examples, mine matches, I'm fairly sure that's not the problem can someone help me out?
So you say it's saving. But is it loading?
Also, when the player logs in, is the client made aware of the friends on the list (is the addFriend packet sent?).
I believe the client sided part of sending the packet is the problem, not sure where/how to fix it though, don't even know when I messed it up.
Normally, you send packet 221 (1 byte fixed size) with content 2 to indicate the contact server (that's what I call it, even though I don't use a separate server) is online and connected.
Then you should use packet 50 to add (and possibly set online) all friends: fixed size: 1 long (friendsNameLong) and 1 byte (world).
For the worlds greater than 0 means online (in that world) and 0 means offline.
The ignores are all sent at once by packet 214 (variable short): for every ignore you append the ignoreNameLong as a long value to the packet.
Check out the packetIds and if found, usages thereof.
I'm not finding the problem, but I'm sure I'm doing it wrong, I've just finished comparing both files and packets mentioned to a working copy and I can't find any differences.
Summary of problem, I get online I add a player, the player will show as online if they're online, and offline if they'e offline, if they log out, it still shows them as online, and if I log out then my friend list is cleared.
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