Re: [Freeciv-Dev] 1.8.0 and network byte order
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On Thu, 4 Mar 1999, Mitch Davis wrote:
> If the network byte order is wrong, then won't the major
> version of the protocol in the first packet be 0x01000000
> instead of 0x00000001? This seems like an easy way to
Only problem is the join game packet will not be received properly, because
the length will be wrong. Basicaly the server will think the packet is 256
times larger than it is.
One could check the size of the packet, if the PACKET_REQUEST_JOIN_GAME is
larger than about (17*256) bytes, there is a byte order conflict.
The problem is that the server or client will not process a packet until all
of the packet arrives. Since they think the packet is so big, that will
never happen.
- [Freeciv-Dev] 1.8.0 and network byte order, Mitch Davis, 1999/03/02
- Re: [Freeciv-Dev] 1.8.0 and network byte order, Trent Piepho, 1999/03/02
- Re: [Freeciv-Dev] 1.8.0 and network byte order, Mitch Davis, 1999/03/02
- Re: [Freeciv-Dev] 1.8.0 and network byte order, Nicolas Brunel, 1999/03/03
- Re: [Freeciv-Dev] 1.8.0 and network byte order, David Pfitzner, 1999/03/03
- Re: [Freeciv-Dev] 1.8.0 and network byte order, Mitch Davis, 1999/03/03
- Re: [Freeciv-Dev] 1.8.0 and network byte order,
Trent Piepho <=
- Re: [Freeciv-Dev] 1.8.0 and network byte order, David Pfitzner, 1999/03/04
- Re: [Freeciv-Dev] 1.8.0 and network byte order, David Pfitzner, 1999/03/04
- Re: [Freeciv-Dev] 1.8.0 and network byte order, Mitch Davis, 1999/03/04
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