PrivateKey for class extending NetworkManager

Discussion in 'Plugin Development' started by lazertester, Aug 3, 2012.

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    lazertester

    I have a class that extends NetworkManager in nms and the constructer now requires a PrivateKey, anyone overcome this, or is this meant to be a unique key created for my class?
     
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    TheSmallBones

    If no one helps this guy, 50 twelve year olds will rage. PLEASE SAVE THIS MAN.
     
  3. Offline

    lazertester

    Actually, 139,000 XD

    I figured it out though. I am updating TopCat's npc library to work with 1.3 and I set the privatekey to null with no negative impact. I will publish the changes here soon!

    Looks like the private key is only for packet 252 which I am not even sure what it is for (Login auth maybe?) but the npc is created fine when I eliminated it (NetworkManager defaults it to null anyway)
     
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    TheSmallBones

    I was talking about the rage posts in the subreddit about database problems with inventories, etc. :p

    Oh, and yeah. I know some of those words.
     
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    lazertester

    Oh, yeah those are the 50 alright :)
     
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    mbaxter ʇıʞʞnq ɐ sɐɥ ı

    If you're just creating fake EntityPlayers you can get away with it, because you're not running an encrypted connection to your NPC
     
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    lazertester

    Makes sense, thanks for the feedback. I figured it was for a connection handshake and since I use a NullSocket I can use a null PrivateKey. If I need to do packet manipulation for things like nametage change, are you aware of a place to get a private key that matches the server's or is it meant to be unique to my plugin?
     
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