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  #1  
Old November 10th, 2006, 12:48 AM

MarcinM MarcinM is offline
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Default Re: CLI for probing turn status

Awright, I got the server to talk to me, but I don't get the way the packet is constructed. I can see the name of the game, then a couple of zeros, then the magic 45 char, ... and then about 200 characters that don't make any sense to me, followed by the # of the turn.

How do I figure out what in those 200 corresponds to what nation, how it's controller and its connection status?

Thanks.
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  #2  
Old November 10th, 2006, 08:00 AM
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WraithLord WraithLord is offline
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Default Re: CLI for probing turn status

I've uploaded said CLI here

@MarcinM, the answers to your questions are in Johan's post.
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Old November 10th, 2006, 11:08 AM

MarcinM MarcinM is offline
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Default Re: CLI for probing turn status

-10 points for reading comprehension.

I do not understand how:

1 int ms left till host time
1 str message from host (unused)
P chars players controlled by (0=no one 1=human 2=AI)
P chars nationstatus
P chars connected or not

maps to ~200 assorted zeros and ones. That is what I need a bit of help with.
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Old November 10th, 2006, 12:19 PM
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Default Re: CLI for probing turn status



I think it should be ~260. If you get 200 bytes response most likely something has gone wrong.
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Old November 10th, 2006, 12:45 PM

MarcinM MarcinM is offline
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Default Re: CLI for probing turn status

Go on .....
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  #6  
Old November 10th, 2006, 02:17 PM
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Default Re: CLI for probing turn status

3*P = 3*80 = 240 assorted zeroes and ones. "1 str message..." is just one byte (a zero).
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  #7  
Old November 10th, 2006, 05:50 PM

MarcinM MarcinM is offline
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Default Re: CLI for probing turn status

Oh, I think I figured it out. I should have looked at this in the first place:
http://www.dom3minions.com/docs/nations.txt

All is clear now (I think).
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