Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
You are not logged in.
EECloud.PlayerIO is an unofficial open-sourced version of the Player.IO client DLL written in C#. As C# is based on the Microsoft .NET Framework, you should have its latest version installed in order to use the assemblies built by this project flawlessly.
The project was started by Processor, I'm just trying to improve it.
It's in its early development state yet, but anyone who's experienced enough could join (using fork and pull requests).
Best of luck to you two! I may port it over to C when it gets more mature so that others can use PlayerIO from any language. It's just that I'm too lazy to reverse engineer the official library, but if you do it, then I'll have no option not to port it =p
Last edited by Aslai (Nov 27 2012 9:32:33 am)
Offline
Best of luck to you two! I may port it over to C when it gets more mature so that others can use PlayerIO from any language. It's just that I'm too lazy to reverse engineer the official library, but if you do it, then I'll have no option not to port it =p
Haha okay, thanks
By the way Atilla is doing some reverse-engineering too.
This thread gave me motivation to finally start working on connections
I have never thought of programming for reputation and honor. What I have in my heart must come out. That is the reason why I code.
Offline
I think this should be relevant once again. I'm looking forward to porting into C++ and QBasic.
That being said, I'm going to invest the majority of my time into working with it, now that I'm done with my own projects.
I looked at the revisions, and it looks like after 3 months of nothing, Jojatekok has began working on it.
@Jojatekok: Do you have TeamViewer?
-
For anyone who is willing to join unto this, add my TeamViewer; I'll try to help you understand the inner workings of PlayerIO.
EDIT: Looks like there's already a project of porting it into C++.
I'm sticking with the C# version, however.
Last edited by ?tilla (May 1 2013 10:34:49 am)
*u stinky*
Offline
I have been looking at source and the progress on this is turning out really good.
Good luck to all of you and I hope it turns out to be a success.
lurking
Offline
I had xJeex to bump the topic for me, so I wouldn't get in trouble by the mods. 2risky4me
Anyhow, I figured out EE's serialization and message classes, and finally actually got the bot to join rooms and send messages. This is good news towards the progress and now it can be considered practical.
I'll soon work on the message handler (I've already made code in a previous project) - even though it's already receiving messages, it still needs to have de-serialization implemented.
Again, committing changes, feel free to join into the project! There's still much to add, and you can add me on TeamViewer if you want to know how PlayerIO works internally.
*u stinky*
Offline
I haven't looked through the latest commit, but I saw it a while back and this looks very nice. What are some advantages of EECloud vs the regular player.io dll?
Player Since 2011. I used to make bots and stuff.
Offline
I haven't looked through the latest commit, but I saw it a while back and this looks very nice. What are some advantages of EECloud vs the regular player.io dll?
When it's done, it could be fully ported over to multiple languages, which would allow developers to use it's code/binaries to their liking, as well as being able to send raw bytes.
It's definitely a crucial part to EEServ3, I'll be integrating some of it's code into it, in the long run.
The uses of it is endless, and when it is complete it will be good to use for reference.
After all the sloppy code is ridden of, of course.
The message class looks horrid at the moment. It needs some serious cleaning and rewrites.
It's just there at the moment to show that it all works.
*u stinky*
Offline
Couldn't you just get the source of the playerio.dll and modify it to your needs ?
It isn't that simple. The PlayerIOClient library is obfuscated, and it isn't open source.
Even if I try to deobfuscate it, there will be tons of errors,
it isn't worth cleaning up a million errors if you can do everything from scratch.
*u stinky*
Offline
meredith1999 wrote:Couldn't you just get the source of the playerio.dll and modify it to your needs ?
It isn't that simple. The PlayerIOClient library is obfuscated, and it isn't open source.
Even if I try to deobfuscate it, there will be tons of errors,
it isn't worth cleaning up a million errors if you can do everything from scratch.
I tried looking at it before... Yes millions of errors, and without any variable names it makes it impossible to tell what anything does.
Player Since 2011. I used to make bots and stuff.
Offline
I tried looking at it before... Yes millions of errors, and without any variable names it makes it impossible to tell what anything does.
I've tried rewriting the message class in the past, with some success.
I don't fully understand the way it stores it's data. I'll need help with that, hopefully Processor and Jojatekok has a better insight than I do.
Thus far, I'm still waiting for the members of this project to awaken from the 3 month sleep...
EDIT; I cleaned up the Message class a bit more, it still needs some cleaning... but it's a bit more readable.
Last edited by ?tilla (May 6 2013 10:18:24 pm)
*u stinky*
Offline
OLD: It doesn't seem to want to join rooms anymore, even though it seems as though everything being sent is perfectly fine... I'm not sure if it's EE or the client itself.
EDIT:
Well, aside from it not joining rooms (which I will tend to now) I have cracked the deserializer, which means that reading/receiving messages is now possible.
This was the last piece of the puzzle, and I thank everyone who didn't help.
But seriously, this project is worth the effort.
And now that I can make it join rooms/receive messages, I'm going to fly away to work on EEServ3 & such.
Though, I'll still work on this project, since the code still needs to be desperately cleaned.
*u stinky*
Offline
[ Started around 1734597924.6938 - Generated in 0.071 seconds, 12 queries executed - Memory usage: 1.57 MiB (Peak: 1.75 MiB) ]