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Posts
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Everything posted by Dampoe
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@Articron Link is not working anymore, at least for me
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[OG store] ∞ Stock 💥VoucherShop OSGP/ BTC - Fast💥Cheap💥Reliable💥
Dampoe replied to Ben's topic in Vouchers / Store Credit
Fastest in the game, thanks bud! -
This was actually the problem by the way and solved my issue. Thanks for input guys Will not make this mistake again
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I tried, still didn't print out after I send the object from Client to Server. This is the log I am getting from Client side: Server side:
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That's weird.. Because I can't see the logs of the following in my debug console: Client side is never showing this: MethodProvider.log("Received from server: "); MethodProvider.log("Name = " + state.getName() + "\n World = " + state.getWorld() + "\n ItemCount = " + state.getItemCount() + "\n Ready for trade: " + state.isGoTrade()); And server side is never showing this: MethodProvider.log("Succesfully sent follow state: " + state); The other logs are showing in the console apart from these two.
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Hello guys, I need some help creating this script. I have created a mule script that is based on clan chat. However I want to get away from this method for obvious reasons and I have been looking in to sockets lately. I'm trying to send a PlayerState from the client to the server so that the server can do something with this information and then possibly return it back to the client. However, I am struggling to pass this object to the server. The connection seems to be working fine, my client connects to the server correctly. However, when I try to pass the PlayerState the server seems to not be able to read it correctly. Take a look at my code, it's very basic. Very simple as I have never used anything like this before. Any help is appreciated. This is the client side try { PlayerState state = new PlayerState(getLocalPlayer().getName(), getClient().getCurrentWorld(), 200, false); MethodProvider.log("Current PlayerState: "); MethodProvider.log("Name = " + state.getName() + "\n World = " + state.getWorld() + "\n ItemCount = " + state.getItemCount() + "\n Ready for trade: " + state.isGoTrade()); MethodProvider.sleep(3000); MethodProvider.log("Connecting..."); Socket socket = new Socket("127.0.0.1", PORT); ObjectOutputStream outputStream = new ObjectOutputStream(socket.getOutputStream()); ObjectInputStream inputStream = new ObjectInputStream(socket.getInputStream()); outputStream.writeObject(state); state = (PlayerState) inputStream.readObject(); MethodProvider.log("Received from server: "); MethodProvider.log("Name = " + state.getName() + "\n World = " + state.getWorld() + "\n ItemCount = " + state.getItemCount() + "\n Ready for trade: " + state.isGoTrade()); outputStream.close(); inputStream.close(); } catch (IOException | ClassNotFoundException e) { e.printStackTrace(); } This is the server side PlayerState state = null; try { ServerSocket socket = new ServerSocket(PORT); MethodProvider.log("Waitinng for connection..."); Socket pipe = socket.accept(); MethodProvider.log("Connected!" + pipe.toString()); ObjectInputStream inputStream = new ObjectInputStream(pipe.getInputStream()); ObjectOutputStream outputStream = new ObjectOutputStream(pipe.getOutputStream()); state = (PlayerState)inputStream.readObject(); state.setGoTrade(true); outputStream.writeObject(state); MethodProvider.log("Succesfully sent follow state: " + state); inputStream.close(); outputStream.close(); } catch (IOException | ClassNotFoundException e) { e.printStackTrace(); } return z.rh(60000,90000); } And last, is the PlayerState class: public class PlayerState implements Serializable { private static final long serialVersionUID = -6541258022921922946L; private String name; private int world; private int itemCount; private boolean goTrade; public PlayerState(String name, int world, int itemCount, boolean goTrade) { this.name = name; this.world = world; this.itemCount = itemCount; this.goTrade = goTrade; } public String getName() { return name; } public void setName(String name) { this.name = name; } public int getWorld() { return world; } public void setWorld(int world) { this.world = world; } public int getItemCount() { return itemCount; } public void setItemCount(int itemCount) { this.itemCount = itemCount; } public boolean isGoTrade() { return goTrade; } public void setGoTrade(boolean goTrade) { this.goTrade = goTrade; } }
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Why are the proxies you provide not suitable for creating accounts? I thought it was important that the account was created on the same proxy you're going to use for botting?