A toy implementation of the FusionFall Packet Protocol in Go
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CPunch bb29a988b3 landwalker achieved!
- the shard's ip sent to the client via the login server is currently hardcoded in config/config.go
- no packets other than P_CL2FE_REQ_PC_ENTER and P_CL2FE_REQ_PC_LOADING_COMPLETE are supported via the shard server
2023-03-22 17:07:16 -05:00
config major refactoring: db.Player is now core.Player 2023-03-22 00:30:58 -05:00
core landwalker achieved! 2023-03-22 17:07:16 -05:00
server landwalker achieved! 2023-03-22 17:07:16 -05:00
tools refactoring; moved client to protocol package 2023-03-07 17:04:57 -06:00
.gitignore removed test.db 2023-03-09 15:33:39 -06:00
build.sh server: split LoginServer, new Server interface 2023-03-07 14:47:49 -06:00
go.mod update module name to reflect repo 2023-03-10 01:02:28 -06:00
go.sum major refactoring; started DB 2023-03-09 01:48:13 -06:00
main.go major refactoring: db.Player is now core.Player 2023-03-22 00:30:58 -05:00
README.md updated README 2023-03-10 00:58:29 -06:00

gopenfusion

A toy implementation of the Fusionfall Packet Protocol written in Go.

Login Sever

An example login server implementation exists in server/. This implementation should be compatible with existing OpenFusion databases, however this only exists as an example and doesn't direct clients to a shard server (they're softlocked after the tutorial, or during character selection).

Generating structures

Dump and decompile the Assembly - CSharp.dll assembly from the fusionfall main.unity3d, using a tool like ilspycmd. The full output source can then be passed to genstructs.py script located in tools/, which will handle scraping constants and calculating structure padding. See the script for details on usage.