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Found 17 results

  1. Eu dei uma procurada pelo forum não encontrei um cliente 7.62 . eu procurei pelo 4shared mas só acho cheio de virus se alguém poder compartilha link de um cliente 7.62 funcional com W2PP agradeço muito.. Eu baixei Cliente desse topico , mas não abre baixei os patch também não adianto nada tbm
  2. Fala galera! Aqui é o Rechdan e venho trazer para vocês vários links que tenho dos clientes do WYD! CLIENTES WYD BR 7.26 WYD BR 7.30 WYD BR 7.47 WYD BR 7.50 WYD BR 7.52 WYD BR 7.54 WYD BR 7.55 WYD BR 7.59 WYD BR 7.60 PATCH DE ATUALIZAÇÕES LINK: https://mega.nz/#F!KlojiRoZ!a-JQ0y65eOpG7MAN3aqolw Espero que gostem! 😉
  3. Olá pessoal, nunca postei algo útil para a comunidade, então deixo esse hook onde os créditos são somente meus, tirando a parte da função que converte hostname para ip que não lembro de onde peguei, acho que foi de um emu do Ragnarok, mais enfim segue. Esse hook é para fazer o cliente reconhecer DNS no serverlist, isso é muito útil para aqueles que querem abrir servidor do próprio PC sem ter o IP fixo pois podem utilizar como exemplo o NO-IP como dns, entre vários outros, lembre que além de colocar esse hook vocês devem liberar a porta no firewall e no modem. #include <iostream> #include <winsock.h> #pragma comment(lib, "Ws2_32.lib") int hostname_to_ip(char * hostname, char* ip) { struct hostent *he; struct in_addr **addr_list; int i; if ((he = gethostbyname(hostname)) == NULL) { return 1; } addr_list = (struct in_addr **) he->h_addr_list; for (i = 0; addr_list[i] != NULL; i++) { strcpy(ip, inet_ntoa(*addr_list[i])); return 0; } return 1; } void ConvertDNStoIP() { DWORD ip[256]; for (int i = 0; i < 110; i++) { char * Valor = (char*)(0x011D8CB8 + (64 * i)); if (!memcmp(Valor, "http:/", 6)) { /*LogLine("\n"); LogLine("HTTP Encontrado "); LogLine(Valor);*/ } else { if (memcmp(Valor, "", 1)) { hostname_to_ip(Valor, (char*)ip); memset(Valor, 0x00, strlen(Valor)); memcpy(Valor, (char*)ip, strlen((char*)ip)); } } } } DWORD dwBackFix6 = 0x0053A3B5; __declspec(naked) void Fix6() { ConvertDNStoIP(); __asm { MOV DWORD PTR SS : [EBP - 0x8], 1 MOV DWORD PTR SS : [EBP - 0x4], 0 JMP[dwBackFix6] } } //Esse é o Hook para chamar a função PlaceJMP((BYTE*)0x0053A3A7, (DWORD)Fix6, 12); Então é isso, espero que a comunidade faça bom uso. Abraço a todos.
  4. Galera, alguém ai tem um CLIENTE , ou se já foi postado aqui na WC da VERSÃO 7.56 com o minimo de modificações possível ? (Se possível sem nenhuma) Para me mandar o link pfv. Obg desde já.
  5. Pra quem tava procurando. Scan: https://www.virustotal.com/pt/file/7f963e3b2f10b63014e4ab2a8a644fc1ea87ca0d79031208731beb5d6ba5ee5c/analysis/1527515488/ Download: http://www.mediafire.com/file/iy8o145mv5olaaa/GMClient.exe
  6. blz galera esse tutorial e para quem estar querendo adicionar novos items no EMAPS 1_Abra o arquivo que voce quer adicionar com o programa 3dconverter na opção bath convert converta o arquivo para o formato Wavefront (*.obj) como na imagem abaixo copie os arquivos que foram convertidos juntamente com o arquivo .bmp e cole na pasta :modelos do seu Emaps. 1_1: agora abra a dll :Lista.dll com um bloco de notas copie uma linha qualquer e cole no final do bloco no meu ficou asim:2924 mesh novo 2,09570097923279 onde :novo ,e o nome da mesh do seu objeto veja que a lista vai ate 2923 entao acrescentei mais uma linha 2924 essa sera a id do item para ser adicionado na ediçao do emaps veja que o objeto ja aparece no emaps. agora precisamos editar os arquivos do cliente para aparecer o item. abra o arquivo: MeshList.txt e adicione a linha do objeto do seu item no meu caso ficou assim: Pronto o objeto ja aparece no jogo Obs: nesse tutorial utilizei a textura original do item que já estava adicionada no arquivo MeshTextureList.bin para items com textura que ainda não esteja adicionadas e necessário adicionar no arquivo MeshTextureList.bin usando Hex Workshop ou outro programa.
  7. hozot

    Effect 7.56

    Galera .. Sei q é coisa boba .. Mas alguem ai tem o effect para as armas celestiais, negras e ,Kr's brilharem? Pq no meu wyd , por mais q a refinacao esteja +15 elas ficam sem brilho , e acho isso horrivel .
  8. Esse tuto está foi postado pelo Dutzz (Banido) e é muito, muito antigo. Mas que a mais de 1 ano que me ajuda. Então estou repostando para que não acabe sumindo, e para que possa ajudar mais alguém que precise. PISTA DAS RUNAS : X:3366 Y:1626 IRÁ PARA A QUEST ELFO/LICH X:3420 Y:1560 IRÁ PARA A QUEST DO LUGEFER X:3405 Y:1500 IRÁ PARA A QUEST DO ZANKUM/KARBUNCLE DE OURO X:3389 Y:1425 IRÁ PARA A QUEST DOS AMONS meio do amon 3390 1440 X:3490 Y:1498 IRÁ PARA O CASTELO DESCONHECIDO pra lab 3450 1398 x:3397 Y:1380 IRÁ PARA A QUEST DO LABIRINTO X:3349 Y:1335 DENTRO DO BOSS LABIRINTO X:3402 Y:1245 IRÁ PARA A QUEST DO BALROG X: 3391 1200 DENTRO DO BALROG ENTRANDO NO RVR IR PARA O LUGEFE BROKEN ATRAVES DO PERGAMINHO DE CAÇA X:1242 Y:1950 CARTA DE DUELO N IR PARA DUNGEON ATRAVES DO PEDIDO DE CAÇA CORDENADA X:724 Y:3781 MOVE 740 3735 MOVE 785 3688 (SALA 1 CARTA DE DUELO N) move 808 3657 move 808 3635 (boss) move 826 3631 move 860 3631 (sala 2) 3387 1548 ÁGUA IR PARA DUNGEON ATRAVES DO PEDIDO DE CAÇA CORDENADA X:1132 Y:3800 MOVE 1137 3755 MOVE 1137 3729 MOVE 1182 3685 (SALA 3 DA ÁGUA) MOVE 1182 3650 (SALA 4 DA ÁGUA) MOVE 1210 3646 (BOSS DA ÁGUA) MOVE 1250 3646 (SALA 6 DA ÁGUA) MOVE 1250 3610 (SALA 7 D ÁGUA) OUTRAS 1237 1960_____RvR Red 1063 2136_____RvR Blue 168 4038______Area de Duelo 189 193_______Area de Guerra de Cidades 3250 1703_____Cidade de Kefra 3661 3138_____Cidade Gelo 3908 3652_____Lan A 786 3676______Quarto Secreto 1º Andar 844 3676______Quarto Secreto 2º Andar 844 3620______Quarto Secreto 3º Andar 786 3636______Quarto Secreto Boss 1209 172______Pesadelo Arzan 1309 312______Pesadelo Erion 1093 310______Pesadelo Armia Não sei se tem no client 6.56 3361 1628 ____Uxmal Inicio 3358 1582 ____Uxmal Parte 2 3431 1500 ____Uxmal Parte 3 3390 1436 ____Uxmal Parte 4 3523 1470 ____Uxmal Parte 5 3393 1344 ____Uxmal Parte 6 3359 1259 ____Uxmal Parte 7 3357 1196 ____Uxmal Parte 8 3392 1211 ____Uxmal Parte 9 3429 1208 ____Uxmal Parte 10 3431 1172 ____Uxmal Parte 11 3392 1103____Uxmal Parte 12 3350 1331____Uxmal Boss -- OBS:SEMPRE LEMBRANDO 65 CORDENADAS PARA MAIS OU PARA MENOS. PISTA DAS RUNAS : X:3366 Y:1626 IRÁ PARA A QUEST ELFO/LICH X:3420 Y:1560 IRÁ PARA A QUEST DO LUGEFER X:3405 Y:1500 IRÁ PARA A QUEST DO ZANKUM/KARBUNCLE DE OURO X:3389 Y:1425 IRÁ PARA A QUEST DOS AMONS X:3490 Y:1498 IRÁ PARA O CASTELO DESCONHECIDO X:3397 Y:1380 IRÁ PARA A QUEST DO LABIRINTO X:3349 Y:1335 DENTRO DO BOSS LABIRINTO X:3402 Y:1245 IRÁ PARA A QUEST DO BALROG X:3391 Y:1200 DENTRO DO BALROG X:3401 Y:1219 MATAR BALROG X:3390 Y:1440 MATAR VALKIRIA AMON -> BOSS LABIRINTO X:3349 Y:1349 BOSS LABIRINTO -> QUEST BALROG X:3365 Y:1269 QUEST BALROG -> BOSS LABIRINTO X:3335 Y:1320 BOSS LABIRINTO -> AMON X:3389 Y:1412 CASTELO DESCONHECIDO -> LABIRINTO X:3450 Y:1398 --- ENTRANDO NO RVR IR PARA O LUGEFE BROKEN ATRAVES DO PERGAMINHO DE CAÇA E IR PARA AS COORDENADAS MAIS PRÓXIAMS DO RvR X:1242 Y:1950 COORDENADAS DENTRO DO RVR: 1262 2157 1061 1935 --- CARTA DE DUELO N IR PARA DUNGEON ATRAVES DO PEDIDO DE CAÇA CORDENADA X:724 Y:3781 MOVE 740 3735 MOVE 785 3688 (SALA 1 CARTA DE DUELO N) move 808 3657 move 808 3635 (boss) move 826 3631 move 860 3631 (sala 2) 3387 1548 --- >>>>>>>>>>>> ÁGUA <<<<<<<<<<<<<<<< IR PARA DUNGEON ATRAVES DO PEDIDO DE CAÇA CORDENADA X:1132 Y:3800 MOVE 1137 3755 MOVE 1137 3729 MOVE 1182 3685 (SALA 3 DA ÁGUA) MOVE 1182 3650 (SALA 4 DA ÁGUA) MOVE 1210 3646 (BOSS DA ÁGUA) MOVE 1250 3646 (SALA 6 DA ÁGUA) MOVE 1250 3610 (SALA 7 D ÁGUA) 1237 1960_____RvR Red 1063 2136_____RvR Blue 168 4038______Area de Duelo 189 193_______Area de Guerra de Cidades 3250 1703_____Cidade de Kefra 3661 3138_____Cidade Gelo 3908 3652_____Lan A 786 3676______Quarto Secreto 1º Andar 844 3676______Quarto Secreto 2º Andar 844 3620______Quarto Secreto 3º Andar 786 3636______Quarto Secreto Boss 1209 172______Pesadelo Arzan 1309 312______Pesadelo Erion 1093 310______Pesadelo Armia 3361 1628 ____Uxmal Inicio 3358 1582 ____Uxmal Parte 2 3431 1500 ____Uxmal Parte 3 3390 1436 ____Uxmal Parte 4 3523 1470 ____Uxmal Parte 5 3393 1344 ____Uxmal Parte 6 3359 1259 ____Uxmal Parte 7 3357 1196 ____Uxmal Parte 8 3392 1211 ____Uxmal Parte 9 3429 1208 ____Uxmal Parte 10 3431 1172 ____Uxmal Parte 11 3392 1103____Uxmal Parte 12 3350 1331____Uxmal Boss --OBS:SEMPRE LEMBRANDO 65 CORDENADAS PARA MAIS OU PARA MENOS. --- CORDENADA DE LUGARES IMPORTANTES : REINO 1694 1624 Plataforma Kalintz 3640 2878 Area GM's 3860 2880 Vila Amald 3645 2780 Lago Congelado 3522 2862 Quest Portão Infernal 1843 3652 Lan N 3683 3640 Lan M 3810 3525 Area do Evento Big Cubo 1341 1465 COLISEU PONTA 2665 1726 PONTA CIDADE GM 3940 2880 --- >>>>>>>>>>>>>>>>>PORTAO INFERNAL<<<<<<<<<<<<<<<<<<< 1900 3600 1900 3695 1843 3695 1680 3647 1683 3680 extremos 1915 3710 1915 3585 1665 3585 1665 3710 medianas 1790 3710 --- >>>>>>>>>>>>>>>>>>>>>CUBO DA MALDADE (A)<<<<<<<<<<<<<<< ENTRADA 1930 4081 1930 4030 1953 3980 1953 3990 1940 3980 CUBO N 1882 3940 1845 3900 1803 3896 1803 3860 (otra ponta q vai pro cubo m 1802 3954) 1755 4003 (CUBO M) 1674 4014 1674 4079 1777 4082 --- >>>>>>>>>>>>>>>>>>>>>>>Vale escondido<<<<<<<<<<<<<<<<<<< 2285 3689 --- >>>>>>>>>>>>>>>>>>>>>>>Area do Evento Big Cubo <<<<<<<<< 1341 1465 pontos extremos: 1400 1410 1280 1410 1280 1535 1405 1535 --- >>>>>>>>>>>>>>>>>>>>>>>VALE ESCONDIDO EXTREMOS<<<<<<<<<< 2191 3694 2191 3600 2284 3600 --- >>>>>>>>>>>>>>>>>>EXTREMO CITY OF GMS<<<<<<<<<<<<<<<<<<< MONSTER CITY PONTA> 277 271 CIDADE QUE DÁ PARA PULAR PARA A GUERRA DE CIDADES E DÁ PARA SALVAR GEMA, OU SEJA, VOCÊ ENTRA NA GUERRA DE CIDADES A HORA QUE QUISER E COM QUALQUER CHAR TENDO OU NÃO GUILDA... --- >>>>>>>>>>>>>>>>CASSINO<<<<<<<<<<<<<<<<<<<<<<<<<<< <<<< X:4000 Y:4000 --- >>>>>NOVA GUERRA DE NOATUN<<<< EXTREMOS 900 1410
  9. Bom pessoal, estava com um projeto em mente, mas nao gostei muito do resultado entao estou descontinuando meu projeto, e como perdi alguns dias e horas mechendo, editando, aprendendo, fuçando, etc etc, resolvi postar aqui ja que iria apagar. Galeria com algumas fotos: http://imgur.com/a/IuQx3 Download: https://www.sendspace.com/file/2ak02a Scan: https://www.virustotal.com/pt/file/6fc6ca3cc1650a37553e3d980a147247e6514891bd21389d9f3e0f35ff559d80/analysis/1492516075/
  10. Agumas pessoas me pediram o id dos items, e muito simples no emaps tem uma dll chamada:Lista.dll e só abrir ela com o bloco de notas vai aparecer a lista abaixo. dica:para visualisar os items antes de adicionar use o 3D Object Converter 6.40 Modificado com E-Maps servidor:New Star Facebook:https://www.facebook.com/oficialnewstar/ ID/PASTA/ITEM/LATITUDE-LONGITUDE 1 mesh sky001 100,000007629395 2 mesh even01 0,278084993362427 3 mesh bnsh01 0,481404006481171 4 mesh bnsh02 0,346937000751495 5 mesh bnsh03 0,330769002437592 6 mesh bnsh04 0,36913400888443 7 mesh bnsh05 0,265758007764816 8 mesh fireeagle 1,88511598110199 9 mesh ag010102 0,436415016651154 10 effect levelup3 1,60000002384186 11 effect sphere 2 12 mesh sphere2 2 13 mesh elfbow 1,66653394699097 14 mesh argosaxe 2,16134786605835 15 mesh ring03 0,182341992855072 16 mesh scroll04 0,587095975875854 17 mesh gemsta 0,244964003562927 18 mesh crown 0,380908012390137 19 Effect spec01 1,05571699142456 20 Effect spec02 1,05571699142456 21 Effect milkyway 93,8442611694336 22 mesh dring7 0,285769999027252 23 mesh entsaxe 2,79316592216492 24 mesh elfbow2 2,49980211257935 25 mesh mstone 0,202941998839378 26 mesh sstone 0,213113993406296 27 mesh mantua 0,484892010688782 28 effect plane 0,208765998482704 29 mesh chang1 0,285140007734299 30 mesh chang2 0,285140007734299 31 mesh axe14 1,81776702404022 32 mesh bow15 2,09570097923279 33 mesh bwand09 2,86063480377197 34 mesh claw12 0,536816000938416 35 mesh spear12 3,82566285133362 36 mesh sword16 1,96156704425812 37 mesh throw13 0,874289989471436 38 mesh bsword07 2,58318281173706 39 mesh baxe07 3,00832414627075 40 mesh fall01 1,02985799312592 41 mesh fall02 0,214906007051468 42 mesh fall03 0,0609680004417896 43 mesh fall04 0,391613990068436 45 mesh box001 0,268242001533508 46 mesh devil 0,34747901558876 47 mesh key002 1,16231691837311 48 mesh key003 1,21298599243164 49 mesh amul03 0,380308002233505 50 mesh money01 0,0690499991178513 51 mesh money02 0,138997003436089 52 mesh money03 0,213398993015289 53 mesh hpotion1 0,204841002821922 54 mesh hpotion2 0,204841002821922 55 mesh hpotion3 0,275840997695923 56 mesh mpotion1 0,204841002821922 57 mesh mpotion2 0,204841002821922 58 mesh mpotion3 0,275840997695923 59 mesh cpotion 0,204841002821922 60 mesh key001 0,361069977283478 61 mesh garu01 0,866097986698151 62 mesh garu02 0,874836027622223 63 mesh orb01 0,189009994268417 64 mesh orb02 0,189009994268417 65 mesh orb03 0,189009994268417 66 mesh orb04 0,189009994268417 67 mesh shld01 0,224050000309944 68 mesh shld02 0,224050000309944 69 mesh shld03 0,224050000309944 70 mesh ring01 0,262372016906738 71 mesh armlet01 0,251221001148224 72 mesh scroll01 0,587095975875854 73 mesh scroll02 0,609650015830994 74 mesh ruby01 0,121055997908115 75 mesh guild1 0,337006002664566 76 mesh guild2 0,337781012058258 77 mesh amul01 0,345779001712799 78 mesh hillbox 0,210940003395081 79 mesh herb01 0,432752013206482 80 mesh herb01 0,432752013206482 81 mesh herb01 0,432752013206482 82 mesh draball 0,264614999294281 83 mesh hpbox01 0,18945400416851 84 mesh hpbox02 0,18945400416851 85 mesh hpbox03 0,223802000284195 86 mesh hpbox04 0,223802000284195 87 mesh mpbox01 0,18945400416851 88 mesh mpbox02 0,18945400416851 89 mesh mpbox03 0,223802000284195 90 mesh mpbox04 0,223802000284195 91 mesh amul02 0,233651995658875 92 mesh orb05 0,209122002124786 93 mesh orb06 0,209122002124786 94 mesh orb07 0,209122002124786 95 mesh orb08 0,209122002124786 96 mesh ring02 0,174848005175591 97 mesh scroll03 0,538689970970154 98 mesh ruby02 0,158976003527641 99 mesh circle01 0,363480001688004 100 mesh circle02 0,328229993581772 101 mesh wall01 2,29999995231628 102 mesh wall02 2,29999995231628 103 mesh wall03 2,29999995231628 104 mesh wall04 2,29999995231628 105 mesh wall05 2,29999995231628 106 mesh wall06 2,29999995231628 107 mesh wall07 2,3000009059906 108 mesh wall08 2,3000009059906 109 mesh wall09 2,29999995231628 110 mesh wall10 2,29999995231628 111 mesh wall11 3,20329189300537 112 mesh wall12 3,20329189300537 113 mesh wall13 3,20329189300537 114 mesh wall14 3,20329189300537 115 mesh wall15 3,20329189300537 116 mesh wall16 3,20329189300537 117 mesh wall17 3,20329308509827 118 mesh wall18 3,20329308509827 119 mesh wall19 3,20329689979553 120 mesh wall20 3,20329689979553 121 mesh wall21 2,62902998924255 122 mesh wall22 4,14074897766113 123 mesh wall23 9,27469062805176 124 mesh wall24 9,40093040466309 125 mesh wall25 9,40132522583008 126 mesh wall26 9,40132427215576 127 mesh wall27 2,45100688934326 128 mesh wall28 2,45100688934326 129 mesh wall29 2,45100688934326 130 mesh wall30 3,894455909729 131 mesh wall31 3,34896993637085 132 mesh wall32 1,55174803733826 133 mesh wall33 2,45100688934326 134 mesh wall34 3,894455909729 135 mesh wall35 3,894455909729 136 mesh wall36 2,9299910068512 137 mesh wall37 2,9299910068512 138 mesh wall38 3,894455909729 140 mesh wall40 4,6092791557312 141 mesh wall41 2,50149488449097 142 mesh wall42 3,69999980926514 143 mesh wall43 3,70000290870667 144 mesh wall44 3,70000100135803 145 mesh wall45 3,90000104904175 146 mesh wall46 3,90000104904175 147 mesh wall47 2,5 148 mesh wall48 1,60000002384186 149 mesh wall49 2,00000095367432 150 mesh wall50 1,60000002384186 151 mesh wall51 3,41745209693909 152 mesh wall52 4,20003795623779 153 mesh wall53 8,44485282897949 154 mesh wall54 4,15814304351807 155 mesh wall55 3,59999990463257 156 mesh dwal01 3,46157097816467 157 mesh dwal02 3,42596197128296 158 mesh dwal03 3,4296088218689 159 mesh dwal04 2,99362301826477 160 mesh dwal05 2,22065901756287 161 mesh dwal06 1,79785704612732 162 mesh dwal07 1,71196901798248 163 mesh dwal08 3,33093190193176 164 mesh dwal09 3,09999990463257 165 mesh dwal10 3,09999990463257 166 mesh dwal11 3,09999990463257 167 mesh dwal12 3,10066485404968 168 mesh dwal13 3,10066485404968 169 mesh dwal14 3,0987811088562 170 mesh dwal15 2,39527010917664 171 mesh dwal16 2,36465120315552 172 mesh dwal17 2,56788301467896 173 mesh dwal18 2,56788301467896 174 mesh dwal19 2,40135312080383 175 mesh dwal20 2,40736508369446 176 mesh dwal21 2,85453295707703 177 mesh dwal22 2,39527010917664 178 mesh dwal23 3,36463689804077 179 mesh dwal24 3,4611279964447 180 mesh dwal25 3,31648993492126 181 mesh dwal26 3,09999895095825 182 mesh dwal27 5,80280590057373 183 mesh dwal28 3,36463689804077 184 mesh dwal29 2,93306398391724 185 mesh dwal30 3,56535911560059 186 mesh dwal31 4,30000019073486 187 mesh dwal32 3,4296088218689 188 mesh dwal33 3,57038497924805 189 mesh dwal34 3,4296088218689 190 mesh dwal35 3,94917011260986 191 mesh dwal36 5,36580896377563 192 mesh dwal37 5,21766519546509 193 mesh dwal38 5,23560619354248 194 mesh dwal39 5,21766519546509 195 mesh dwal40 2,24428009986877 196 mesh dwal41 2,10663199424744 197 mesh dwal42 2,31503295898438 198 mesh dwal43 1,37043499946594 199 mesh dwal44 1,14255201816559 200 mesh dwal45 1,66405391693115 201 mesh hs0001 4,02220916748047 202 mesh hs0002 4,02221012115479 203 mesh hs0003 6,76659107208252 204 mesh hs0004 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  11. Video aula, créditos ao Rechdan: Dica, para modificar o "visual" do launcher caso queira, use o ResHacker, assim alem de poder modificar o icone, voce pode modificar o programa em si
  12. Olá gente, a um tempo entrei pra area de desenvolvimento wyd e os conteudos disponibilizados aqui me ajudaram mto a aprender, por isso decidi contribuir com a comunidade com uma mesh q eu fiz apartir de algumas meshs disponibilizada pelo abrones segue: dowload: https://www.4shared.com/rar/VGwGiEAEca/darkUni.html? scan: https://www.virustotal.com/pt/file/db0c6335848c2f899d2d6a8561df0e42932e5a5f90d075c0c5125b447043cb00/analysis/1492637467/ img: peço desculpas se cometi algum erro no post, sou novo nessas coisas, aceito criticas positivas haha
  13. Visão geral Vamos analisar quatro aplicações de rede, escritas completamente a partir do zero em Java. Veremos que podemos escrever esses programas sem qualquer conhecimento das tecnologias (que incluem recursos do sistema operacional, roteamento entre redes, pesquisa de endereços, mídia de transmissão física, etc.) Cada um desses aplicativos usa o paradigma cliente-servidor, que é Um programa, chamado de blocos de servidor à espera de um cliente para se conectar a ele Um cliente conecta-se O servidor e o cliente trocam informações até que elas estejam concluídas O cliente e o servidor fecham a conexão As únicas informações de fundo que você precisa são: Os hosts têm portas, numeradas de 0-65535. Os servidores ouvem em uma porta. Alguns números de porta são reservados para que você não possa usá-los quando você escreve seu próprio servidor. Vários clientes podem se comunicar com um servidor em uma determinada porta. Cada conexão de cliente é atribuída um soquete separado nessa porta. Os aplicativos cliente obtêm uma porta e um soquete na máquina cliente quando se conectam com êxito a um servidor. As quatro aplicações são Um servidor de data trivial e cliente, ilustrando a comunicação unidirecional simples. O servidor envia dados somente para o cliente. Um servidor de capitalização de cliente, ilustrando comunicação bidirecional. Uma vez que o diálogo entre o cliente e o servidor pode compreender um número ilimitado de mensagens para frente e para trás, o servidor é encadeado para atender a vários clientes de forma eficiente. Um jogo da velha de dois jogadores, ilustrando um servidor que precisa acompanhar o estado de um jogo, e informar cada cliente dele, para que eles possam atualizar seus próprios monitores. Um aplicativo de bate-papo multiusuário, no qual um servidor deve transmitir mensagens para todos os seus clientes. Um Servidor de Client O Server [spoiler=DateServer.java] package edu.lmu.cs.networking; import java.io.IOException; import java.io.PrintWriter; import java.net.ServerSocket; import java.net.Socket; import java.util.Date; /** * A TCP server that runs on port 9090. When a client connects, it * sends the client the current date and time, then closes the * connection with that client. Arguably just about the simplest * server you can write. */ public class DateServer { /** * Runs the server. */ public static void main(String[] args) throws IOException { ServerSocket listener = new ServerSocket(9090); try { while (true) { Socket socket = listener.accept(); try { PrintWriter out = new PrintWriter(socket.getOutputStream(), true); out.println(new Date().toString()); } finally { socket.close(); } } } finally { listener.close(); } } } O cliente [spoiler=DateClient.java] [spoiler=DateClient.java] package edu.lmu.cs.networking; import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; import java.net.Socket; import javax.swing.JOptionPane; /** * Trivial client for the date server. */ public class DateClient { /** * Runs the client as an application. First it displays a dialog * box asking for the IP address or hostname of a host running * the date server, then connects to it and displays the date that * it serves. */ public static void main(String[] args) throws IOException { String serverAddress = JOptionPane.showInputDialog( "Enter IP Address of a machine that is\n" + "running the date service on port 9090:"); Socket s = new Socket(serverAddress, 9090); BufferedReader input = new BufferedReader(new InputStreamReader(s.getInputStream())); String answer = input.readLine(); JOptionPane.showMessageDialog(null, answer); System.exit(0); } } Um servidor de capitalização e cliente O Server [spoiler=CapitalizeServer.java] package edu.lmu.cs.networking; import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; import java.io.PrintWriter; import java.net.ServerSocket; import java.net.Socket; /** * A server program which accepts requests from clients to * capitalize strings. When clients connect, a new thread is * started to handle an interactive dialog in which the client * sends in a string and the server thread sends back the * capitalized version of the string. * * The program is runs in an infinite loop, so shutdown in platform * dependent. If you ran it from a console window with the "java" * interpreter, Ctrl+C generally will shut it down. */ public class CapitalizeServer { /** * Application method to run the server runs in an infinite loop * listening on port 9898. When a connection is requested, it * spawns a new thread to do the servicing and immediately returns * to listening. The server keeps a unique client number for each * client that connects just to show interesting logging * messages. It is certainly not necessary to do this. */ public static void main(String[] args) throws Exception { System.out.println("The capitalization server is running."); int clientNumber = 0; ServerSocket listener = new ServerSocket(9898); try { while (true) { new Capitalizer(listener.accept(), clientNumber++).start(); } } finally { listener.close(); } } /** * A private thread to handle capitalization requests on a particular * socket. The client terminates the dialogue by sending a single line * containing only a period. */ private static class Capitalizer extends Thread { private Socket socket; private int clientNumber; public Capitalizer(Socket socket, int clientNumber) { this.socket = socket; this.clientNumber = clientNumber; log("New connection with client# " + clientNumber + " at " + socket); } /** * Services this thread's client by first sending the * client a welcome message then repeatedly reading strings * and sending back the capitalized version of the string. */ public void run() { try { // Decorate the streams so we can send characters // and not just bytes. Ensure output is flushed // after every newline. BufferedReader in = new BufferedReader( new InputStreamReader(socket.getInputStream())); PrintWriter out = new PrintWriter(socket.getOutputStream(), true); // Send a welcome message to the client. out.println("Hello, you are client #" + clientNumber + "."); out.println("Enter a line with only a period to quit\n"); // Get messages from the client, line by line; return them // capitalized while (true) { String input = in.readLine(); if (input == null || input.equals(".")) { break; } out.println(input.toUpperCase()); } } catch (IOException e) { log("Error handling client# " + clientNumber + ": " + e); } finally { try { socket.close(); } catch (IOException e) { log("Couldn't close a socket, what's going on?"); } log("Connection with client# " + clientNumber + " closed"); } } /** * Logs a simple message. In this case we just write the * message to the server applications standard output. */ private void log(String message) { System.out.println(message); } } } O Cliente [spoiler=CapitalizeClient.java] package edu.lmu.cs.networking; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; import java.io.PrintWriter; import java.net.Socket; import javax.swing.JFrame; import javax.swing.JOptionPane; import javax.swing.JScrollPane; import javax.swing.JTextArea; import javax.swing.JTextField; /** * A simple Swing-based client for the capitalization server. * It has a main frame window with a text field for entering * strings and a textarea to see the results of capitalizing * them. */ public class CapitalizeClient { private BufferedReader in; private PrintWriter out; private JFrame frame = new JFrame("Capitalize Client"); private JTextField dataField = new JTextField(40); private JTextArea messageArea = new JTextArea(8, 60); /** * Constructs the client by laying out the GUI and registering a * listener with the textfield so that pressing Enter in the * listener sends the textfield contents to the server. */ public CapitalizeClient() { // Layout GUI messageArea.setEditable(false); frame.getContentPane().add(dataField, "North"); frame.getContentPane().add(new JScrollPane(messageArea), "Center"); // Add Listeners dataField.addActionListener(new ActionListener() { /** * Responds to pressing the enter key in the textfield * by sending the contents of the text field to the * server and displaying the response from the server * in the text area. If the response is "." we exit * the whole application, which closes all sockets, * streams and windows. */ public void actionPerformed(ActionEvent e) { out.println(dataField.getText()); String response; try { response = in.readLine(); if (response == null || response.equals("")) { System.exit(0); } } catch (IOException ex) { response = "Error: " + ex; } messageArea.append(response + "\n"); dataField.selectAll(); } }); } /** * Implements the connection logic by prompting the end user for * the server's IP address, connecting, setting up streams, and * consuming the welcome messages from the server. The Capitalizer * protocol says that the server sends three lines of text to the * client immediately after establishing a connection. */ public void connectToServer() throws IOException { // Get the server address from a dialog box. String serverAddress = JOptionPane.showInputDialog( frame, "Enter IP Address of the Server:", "Welcome to the Capitalization Program", JOptionPane.QUESTION_MESSAGE); // Make connection and initialize streams Socket socket = new Socket(serverAddress, 9898); in = new BufferedReader( new InputStreamReader(socket.getInputStream())); out = new PrintWriter(socket.getOutputStream(), true); // Consume the initial welcoming messages from the server for (int i = 0; i < 3; i++) { messageArea.append(in.readLine() + "\n"); } } /** * Runs the client application. */ public static void main(String[] args) throws Exception { CapitalizeClient client = new CapitalizeClient(); client.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); client.frame.pack(); client.frame.setVisible(true); client.connectToServer(); } } Um jogo da velha de dois jogadores O Server [spoiler=TicTacToeServer.java] package edu.lmu.cs.networking; import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; import java.io.PrintWriter; import java.net.ServerSocket; import java.net.Socket; /** * A server for a network multi-player tic tac toe game. Modified and * extended from the class presented in Deitel and Deitel "Java How to * Program" book. I made a bunch of enhancements and rewrote large sections * of the code. The main change is instead of passing *data* between the * client and server, I made a TTTP (tic tac toe protocol) which is totally * plain text, so you can test the game with Telnet (always a good idea.) * The strings that are sent in TTTP are: * * Client -> Server Server -> Client * ---------------- ---------------- * MOVE <n> (0 <= n <= 8) WELCOME <char> (char in {X, O}) * QUIT VALID_MOVE * OTHER_PLAYER_MOVED <n> * VICTORY * DEFEAT * TIE * MESSAGE <text> * * A second change is that it allows an unlimited number of pairs of * players to play. */ public class TicTacToeServer { /** * Runs the application. Pairs up clients that connect. */ public static void main(String[] args) throws Exception { ServerSocket listener = new ServerSocket(8901); System.out.println("Tic Tac Toe Server is Running"); try { while (true) { Game game = new Game(); Game.Player playerX = game.new Player(listener.accept(), 'X'); Game.Player playerO = game.new Player(listener.accept(), 'O'); playerX.setOpponent(playerO); playerO.setOpponent(playerX); game.currentPlayer = playerX; playerX.start(); playerO.start(); } } finally { listener.close(); } } } /** * A two-player game. */ class Game { /** * A board has nine squares. Each square is either unowned or * it is owned by a player. So we use a simple array of player * references. If null, the corresponding square is unowned, * otherwise the array cell stores a reference to the player that * owns it. */ private Player[] board = { null, null, null, null, null, null, null, null, null}; /** * The current player. */ Player currentPlayer; /** * Returns whether the current state of the board is such that one * of the players is a winner. */ public boolean hasWinner() { return (board[0] != null && board[0] == board[1] && board[0] == board[2]) ||(board[3] != null && board[3] == board[4] && board[3] == board[5]) ||(board[6] != null && board[6] == board[7] && board[6] == board[8]) ||(board[0] != null && board[0] == board[3] && board[0] == board[6]) ||(board[1] != null && board[1] == board[4] && board[1] == board[7]) ||(board[2] != null && board[2] == board[5] && board[2] == board[8]) ||(board[0] != null && board[0] == board[4] && board[0] == board[8]) ||(board[2] != null && board[2] == board[4] && board[2] == board[6]); } /** * Returns whether there are no more empty squares. */ public boolean boardFilledUp() { for (int i = 0; i < board.length; i++) { if (board[i] == null) { return false; } } return true; } /** * Called by the player threads when a player tries to make a * move. This method checks to see if the move is legal: that * is, the player requesting the move must be the current player * and the square in which she is trying to move must not already * be occupied. If the move is legal the game state is updated * (the square is set and the next player becomes current) and * the other player is notified of the move so it can update its * client. */ public synchronized boolean legalMove(int location, Player player) { if (player == currentPlayer && board[location] == null) { board[location] = currentPlayer; currentPlayer = currentPlayer.opponent; currentPlayer.otherPlayerMoved(location); return true; } return false; } /** * The class for the helper threads in this multithreaded server * application. A Player is identified by a character mark * which is either 'X' or 'O'. For communication with the * client the player has a socket with its input and output * streams. Since only text is being communicated we use a * reader and a writer. */ class Player extends Thread { char mark; Player opponent; Socket socket; BufferedReader input; PrintWriter output; /** * Constructs a handler thread for a given socket and mark * initializes the stream fields, displays the first two * welcoming messages. */ public Player(Socket socket, char mark) { this.socket = socket; this.mark = mark; try { input = new BufferedReader( new InputStreamReader(socket.getInputStream())); output = new PrintWriter(socket.getOutputStream(), true); output.println("WELCOME " + mark); output.println("MESSAGE Waiting for opponent to connect"); } catch (IOException e) { System.out.println("Player died: " + e); } } /** * Accepts notification of who the opponent is. */ public void setOpponent(Player opponent) { this.opponent = opponent; } /** * Handles the otherPlayerMoved message. */ public void otherPlayerMoved(int location) { output.println("OPPONENT_MOVED " + location); output.println( hasWinner() ? "DEFEAT" : boardFilledUp() ? "TIE" : ""); } /** * The run method of this thread. */ public void run() { try { // The thread is only started after everyone connects. output.println("MESSAGE All players connected"); // Tell the first player that it is her turn. if (mark == 'X') { output.println("MESSAGE Your move"); } // Repeatedly get commands from the client and process them. while (true) { String command = input.readLine(); if (command.startsWith("MOVE")) { int location = Integer.parseInt(command.substring(5)); if (legalMove(location, this)) { output.println("VALID_MOVE"); output.println(hasWinner() ? "VICTORY" : boardFilledUp() ? "TIE" : ""); } else { output.println("MESSAGE ?"); } } else if (command.startsWith("QUIT")) { return; } } } catch (IOException e) { System.out.println("Player died: " + e); } finally { try {socket.close();} catch (IOException e) {} } } } } O Cliente [spoiler=TicTacToeClient.java] package edu.lmu.cs.networking; import java.awt.Color; import java.awt.GridLayout; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.io.BufferedReader; import java.io.InputStreamReader; import java.io.PrintWriter; import java.net.Socket; import javax.swing.Icon; import javax.swing.ImageIcon; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JOptionPane; import javax.swing.JPanel; /** * A client for the TicTacToe game, modified and extended from the * class presented in Deitel and Deitel "Java How to Program" book. * I made a bunch of enhancements and rewrote large sections of the * code. In particular I created the TTTP (Tic Tac Toe Protocol) * which is entirely text based. Here are the strings that are sent: * * Client -> Server Server -> Client * ---------------- ---------------- * MOVE <n> (0 <= n <= 8) WELCOME <char> (char in {X, O}) * QUIT VALID_MOVE * OTHER_PLAYER_MOVED <n> * VICTORY * DEFEAT * TIE * MESSAGE <text> * */ public class TicTacToeClient { private JFrame frame = new JFrame("Tic Tac Toe"); private JLabel messageLabel = new JLabel(""); private ImageIcon icon; private ImageIcon opponentIcon; private Square[] board = new Square[9]; private Square currentSquare; private static int PORT = 8901; private Socket socket; private BufferedReader in; private PrintWriter out; /** * Constructs the client by connecting to a server, laying out the * GUI and registering GUI listeners. */ public TicTacToeClient(String serverAddress) throws Exception { // Setup networking socket = new Socket(serverAddress, PORT); in = new BufferedReader(new InputStreamReader( socket.getInputStream())); out = new PrintWriter(socket.getOutputStream(), true); // Layout GUI messageLabel.setBackground(Color.lightGray); frame.getContentPane().add(messageLabel, "South"); JPanel boardPanel = new JPanel(); boardPanel.setBackground(Color.black); boardPanel.setLayout(new GridLayout(3, 3, 2, 2)); for (int i = 0; i < board.length; i++) { final int j = i; board[i] = new Square(); board[i].addMouseListener(new MouseAdapter() { public void mousePressed(MouseEvent e) { currentSquare = board[j]; out.println("MOVE " + j);}}); boardPanel.add(board[i]); } frame.getContentPane().add(boardPanel, "Center"); } /** * The main thread of the client will listen for messages * from the server. The first message will be a "WELCOME" * message in which we receive our mark. Then we go into a * loop listening for "VALID_MOVE", "OPPONENT_MOVED", "VICTORY", * "DEFEAT", "TIE", "OPPONENT_QUIT or "MESSAGE" messages, * and handling each message appropriately. The "VICTORY", * "DEFEAT" and "TIE" ask the user whether or not to play * another game. If the answer is no, the loop is exited and * the server is sent a "QUIT" message. If an OPPONENT_QUIT * message is recevied then the loop will exit and the server * will be sent a "QUIT" message also. */ public void play() throws Exception { String response; try { response = in.readLine(); if (response.startsWith("WELCOME")) { char mark = response.charAt(8); icon = new ImageIcon(mark == 'X' ? "x.gif" : "o.gif"); opponentIcon = new ImageIcon(mark == 'X' ? "o.gif" : "x.gif"); frame.setTitle("Tic Tac Toe - Player " + mark); } while (true) { response = in.readLine(); if (response.startsWith("VALID_MOVE")) { messageLabel.setText("Valid move, please wait"); currentSquare.setIcon(icon); currentSquare.repaint(); } else if (response.startsWith("OPPONENT_MOVED")) { int loc = Integer.parseInt(response.substring(15)); board[loc].setIcon(opponentIcon); board[loc].repaint(); messageLabel.setText("Opponent moved, your turn"); } else if (response.startsWith("VICTORY")) { messageLabel.setText("You win"); break; } else if (response.startsWith("DEFEAT")) { messageLabel.setText("You lose"); break; } else if (response.startsWith("TIE")) { messageLabel.setText("You tied"); break; } else if (response.startsWith("MESSAGE")) { messageLabel.setText(response.substring(8)); } } out.println("QUIT"); } finally { socket.close(); } } private boolean wantsToPlayAgain() { int response = JOptionPane.showConfirmDialog(frame, "Want to play again?", "Tic Tac Toe is Fun Fun Fun", JOptionPane.YES_NO_OPTION); frame.dispose(); return response == JOptionPane.YES_OPTION; } /** * Graphical square in the client window. Each square is * a white panel containing. A client calls setIcon() to fill * it with an Icon, presumably an X or O. */ static class Square extends JPanel { JLabel label = new JLabel((Icon)null); public Square() { setBackground(Color.white); add(label); } public void setIcon(Icon icon) { label.setIcon(icon); } } /** * Runs the client as an application. */ public static void main(String[] args) throws Exception { while (true) { String serverAddress = (args.length == 0) ? "localhost" : args[1]; TicTacToeClient client = new TicTacToeClient(serverAddress); client.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); client.frame.setSize(240, 160); client.frame.setVisible(true); client.frame.setResizable(false); client.play(); if (!client.wantsToPlayAgain()) { break; } } } } Um aplicativo de bate-papo para vários usuários O Server [spoiler=ChatServer.java] package edu.lmu.cs.networking; import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; import java.io.PrintWriter; import java.net.ServerSocket; import java.net.Socket; import java.util.HashSet; /** * A multithreaded chat room server. When a client connects the * server requests a screen name by sending the client the * text "SUBMITNAME", and keeps requesting a name until * a unique one is received. After a client submits a unique * name, the server acknowledges with "NAMEACCEPTED". Then * all messages from that client will be broadcast to all other * clients that have submitted a unique screen name. The * broadcast messages are prefixed with "MESSAGE ". * * Because this is just a teaching example to illustrate a simple * chat server, there are a few features that have been left out. * Two are very useful and belong in production code: * * 1. The protocol should be enhanced so that the client can * send clean disconnect messages to the server. * * 2. The server should do some logging. */ public class ChatServer { /** * The port that the server listens on. */ private static final int PORT = 9001; /** * The set of all names of clients in the chat room. Maintained * so that we can check that new clients are not registering name * already in use. */ private static HashSet<String> names = new HashSet<String>(); /** * The set of all the print writers for all the clients. This * set is kept so we can easily broadcast messages. */ private static HashSet<PrintWriter> writers = new HashSet<PrintWriter>(); /** * The appplication main method, which just listens on a port and * spawns handler threads. */ public static void main(String[] args) throws Exception { System.out.println("The chat server is running."); ServerSocket listener = new ServerSocket(PORT); try { while (true) { new Handler(listener.accept()).start(); } } finally { listener.close(); } } /** * A handler thread class. Handlers are spawned from the listening * loop and are responsible for a dealing with a single client * and broadcasting its messages. */ private static class Handler extends Thread { private String name; private Socket socket; private BufferedReader in; private PrintWriter out; /** * Constructs a handler thread, squirreling away the socket. * All the interesting work is done in the run method. */ public Handler(Socket socket) { this.socket = socket; } /** * Services this thread's client by repeatedly requesting a * screen name until a unique one has been submitted, then * acknowledges the name and registers the output stream for * the client in a global set, then repeatedly gets inputs and * broadcasts them. */ public void run() { try { // Create character streams for the socket. in = new BufferedReader(new InputStreamReader( socket.getInputStream())); out = new PrintWriter(socket.getOutputStream(), true); // Request a name from this client. Keep requesting until // a name is submitted that is not already used. Note that // checking for the existence of a name and adding the name // must be done while locking the set of names. while (true) { out.println("SUBMITNAME"); name = in.readLine(); if (name == null) { return; } synchronized (names) { if (!names.contains(name)) { names.add(name); break; } } } // Now that a successful name has been chosen, add the // socket's print writer to the set of all writers so // this client can receive broadcast messages. out.println("NAMEACCEPTED"); writers.add(out); // Accept messages from this client and broadcast them. // Ignore other clients that cannot be broadcasted to. while (true) { String input = in.readLine(); if (input == null) { return; } for (PrintWriter writer : writers) { writer.println("MESSAGE " + name + ": " + input); } } } catch (IOException e) { System.out.println(e); } finally { // This client is going down! Remove its name and its print // writer from the sets, and close its socket. if (name != null) { names.remove(name); } if (out != null) { writers.remove(out); } try { socket.close(); } catch (IOException e) { } } } } } O Cliente [spoiler=ChatClient.java] package edu.lmu.cs.networking; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; import java.io.PrintWriter; import java.net.Socket; import javax.swing.JFrame; import javax.swing.JOptionPane; import javax.swing.JScrollPane; import javax.swing.JTextArea; import javax.swing.JTextField; /** * A simple Swing-based client for the chat server. Graphically * it is a frame with a text field for entering messages and a * textarea to see the whole dialog. * * The client follows the Chat Protocol which is as follows. * When the server sends "SUBMITNAME" the client replies with the * desired screen name. The server will keep sending "SUBMITNAME" * requests as long as the client submits screen names that are * already in use. When the server sends a line beginning * with "NAMEACCEPTED" the client is now allowed to start * sending the server arbitrary strings to be broadcast to all * chatters connected to the server. When the server sends a * line beginning with "MESSAGE " then all characters following * this string should be displayed in its message area. */ public class ChatClient { BufferedReader in; PrintWriter out; JFrame frame = new JFrame("Chatter"); JTextField textField = new JTextField(40); JTextArea messageArea = new JTextArea(8, 40); /** * Constructs the client by laying out the GUI and registering a * listener with the textfield so that pressing Return in the * listener sends the textfield contents to the server. Note * however that the textfield is initially NOT editable, and * only becomes editable AFTER the client receives the NAMEACCEPTED * message from the server. */ public ChatClient() { // Layout GUI textField.setEditable(false); messageArea.setEditable(false); frame.getContentPane().add(textField, "North"); frame.getContentPane().add(new JScrollPane(messageArea), "Center"); frame.pack(); // Add Listeners textField.addActionListener(new ActionListener() { /** * Responds to pressing the enter key in the textfield by sending * the contents of the text field to the server. Then clear * the text area in preparation for the next message. */ public void actionPerformed(ActionEvent e) { out.println(textField.getText()); textField.setText(""); } }); } /** * Prompt for and return the address of the server. */ private String getServerAddress() { return JOptionPane.showInputDialog( frame, "Enter IP Address of the Server:", "Welcome to the Chatter", JOptionPane.QUESTION_MESSAGE); } /** * Prompt for and return the desired screen name. */ private String getName() { return JOptionPane.showInputDialog( frame, "Choose a screen name:", "Screen name selection", JOptionPane.PLAIN_MESSAGE); } /** * Connects to the server then enters the processing loop. */ private void run() throws IOException { // Make connection and initialize streams String serverAddress = getServerAddress(); Socket socket = new Socket(serverAddress, 9001); in = new BufferedReader(new InputStreamReader( socket.getInputStream())); out = new PrintWriter(socket.getOutputStream(), true); // Process all messages from server, according to the protocol. while (true) { String line = in.readLine(); if (line.startsWith("SUBMITNAME")) { out.println(getName()); } else if (line.startsWith("NAMEACCEPTED")) { textField.setEditable(true); } else if (line.startsWith("MESSAGE")) { messageArea.append(line.substring(8) + "\n"); } } } /** * Runs the client as an application with a closeable frame. */ public static void main(String[] args) throws Exception { ChatClient client = new ChatClient(); client.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); client.frame.setVisible(true); client.run(); } } Fonte: http://cs.lmu.edu/~ray/notes/javanetexamples/
  14. Boa noite rapaziada, estou querendo criar um servidor versão 7.xx +, e estou montando uma equipe, pretendo pagar por mês, cada participante da equipe, e no momento estou precisando de uma pessoa que entenda de cliente, para podermos adicionar itens novos, mexer em mesh's e outras coisas, quem tiver interesse me chame !
  15. Galera algumas pessoa me pediram umas texturas emtão reuni umas que tinha aqui e estou postando. DONWLOAD Set Mithril,Teia,Elemental,Mortal SCAN : Nao coloquei e so arquivos wys e wyt nao ha necessidade de desativar antivurus ou firewall
  16. Esse e um cliente 7.62 e um 7.55 com todas as texturas convertidas para jpg. Para aqueles que tem alguma dificuldade de localizar ,algum arquivo de textura. Effect 100% convertida para jpg Env 100% convertida para jpg Mesh 100% convertida para jpg UI 100% convertida para jpg 7.62 tem umas texturas legais de capas,montarias e algumas de time de futebol. 7.55 7.62 scan
  17. Olá pessoas, hoje vim fazer uma pequena contribuição para a área. Existem vários arquivos no cliente do WYD, e poucos se perguntam o que eles fazem, ou podem até perguntarem, mas não procuram entender e descobrir a resposta. Eu sempre me perguntei o porquê, e graças essa curiosidade eu descobri a finalidade da maioria dos arquivos e sistemas do jogo. Hoje vamos falar sobre o arquivo ValidIndex.bin. Se você acompanhava as atualizações do cliente ao longo das versões, deve ter visto que esse arquivo era bastante atualizado. Isso se deve pelo falo que esse arquivo nada mais é do que a validação do número de animações lidas em uma determinada mesh. O próprio nome já diz ''Índice válido'' (traduzido pelo Bing). :) Agora vamos para a aula prática: Para edita-lo use um editor Hex. Eu recomendo esse online: HexEd.it. É gratuito, prático e não precisa baixar ;) Esse arquivo funciona da seguinte forma: Ele é lido de 744 em 744 bytes. Sua estrutura é feita de 31 linhas com 24 bytes cada linha (31 x 24= 744). Para continuar nossa aula, precisamos entender que esse arquivo interage diretamente com o arquivo BoneAni4.txt (Outro arquivo MUITO importante do jogo). Agora vem a mágica! Basta pegar o número do ID desejado no BoneAni4.txt e multiplicar por 744, e assim teremos o ID desse mesmo ID no ValidIndex.bin. Exemplo: BoneAni4.txt: [...] 36 8 2 mesh\gb01 37 4 4 mesh\bn01 38 7 2 mesh\tg01 39 7 3 mesh\dr02 [...] 38= ID / 7= Animação / 2= Mesh / mesh\= Local \ tg01= Esqueleto Vamos precisar apenas do ID, que no caso é o 38. Agora é só aplicar a fórmula: IVI= IBA x 744 (hahaha) :p IVI= 38 x 744 IVI= 28272 28272 é o ID no ValidIndex.bin do ID 38 no BoneAni4.txt! Fácil, né? :) Agora só precisamos validar o ID nesse local. É só abrir o ValidIndex.bin em um editor Hex, e ir no byte 28272. Pronto, achamos o local, agora é só preencher! Para validar o número de animações, basta preencher o primeiro ID de 4 em 4 bytes, em valores hexadecimal, a partir do 100. Segue o mesmo exemplo: 38= ID / 7= Animação / 2= Mesh / mesh\= Local \ tg01= Esqueleto Vamos precisar apenas do número de animações, que no caso é o 7. Começamos sempre pelo número 100. 100, 101, 102, 103, 104, 105, 106, Pronto, 7 animações, 7 casas preenchidas! Lembrando que tudo isso tem que estar em Hexadecimal, ficaria assim: 64 , 65 , 66 , 67 , 68 , 69 , 6A, Lembrando que é sempre (e somente) o primeiro número a cada 4 em 4 bytes. Como na imagem: Pronto! Assim você pode registrar animações para que a leitura delas seja feita pelo jogo. Att, Loss.
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