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Anyone else digging through the Warface network layer lately? Trying to automate coop mechanics and hitting a wall with RMI (Remote Method Invocation) packets.
Here is the situation: sending eSMT_CoopAssist works fine—the packet hits the server and triggers the action. But trying to send eSMT_CoopClimb results in absolutely nothing. The server is basically ghosting the request despite the call logic being identical.
Technical context:
The call is being made to SendMessageFromServer_0 (current offset: 0x141527650). The struct is initialized, zeroed, and filled with the climb finish type, but no luck.
Observations & Troubleshooting:
In my experience with this engine's networking, if one action works and another fails with identical logic, it is usually a state-machine issue or a missing flag in the message structure that the server-side logic is validating. If the server doesn't think you are climbing, it won't let you finish the climb.
Has anyone successfully messed with the climb finish RMI without getting their packets dropped?
Here is the situation: sending eSMT_CoopAssist works fine—the packet hits the server and triggers the action. But trying to send eSMT_CoopClimb results in absolutely nothing. The server is basically ghosting the request despite the call logic being identical.
Technical context:
The call is being made to SendMessageFromServer_0 (current offset: 0x141527650). The struct is initialized, zeroed, and filled with the climb finish type, but no luck.
Code:
printf("CSM_CoopClimb_Finish\n");
SM_Network__SCoopAssistMessage pSM_Network__SCoopAssistMessage;
RtlSecureZeroMemory(&pSM_Network__SCoopAssistMessage, sizeof(SM_Network__SCoopAssistMessage));
pSM_Network__SCoopAssistMessage.type = ESMType::eSMT_CoopClimb;
pSM_Network__SCoopAssistMessage.msgType = EMessageType::eMT_End;
pSM_Network__SCoopAssistMessage.opcode = -1;
pSM_Network__SCoopAssistMessage.instant = TRUE;
SendMessageFromServer_0((SendMessageFromServer_0)0x141527650)(m_pPlayer, &pSM_Network__SCoopAssistMessage);
Observations & Troubleshooting:
- Zeroing the memory with RtlSecureZeroMemory ensures no leftover garbage is breaking the packet signature.
- The instant flag set to TRUE should bypass the queue, but in CryEngine, sometimes forcing instant delivery on state-dependent actions like climbing causes a reject if the server-side player state hasn't updated yet.
- Opcode -1 is standard for many messages, but the eMT_End message type might require a preceding eMT_Start packet for the server to acknowledge the completion of the climb.
In my experience with this engine's networking, if one action works and another fails with identical logic, it is usually a state-machine issue or a missing flag in the message structure that the server-side logic is validating. If the server doesn't think you are climbing, it won't let you finish the climb.
- Check if the player is actually in the 'Climbing' state before sending the Finish packet.
- Experiment with the opcode values; sometimes -1 is not the universal null for all coop actions.
- Monitor the network traffic with a proxy to see if the packet is actually leaving the client or getting dropped by internal game logic.
- Experiment with the opcode values; sometimes -1 is not the universal null for all coop actions.
- Monitor the network traffic with a proxy to see if the packet is actually leaving the client or getting dropped by internal game logic.
Has anyone successfully messed with the climb finish RMI without getting their packets dropped?