LListen channel
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Raiden Karuna
Registered User
Join date: 1 Sep 2004
Posts: 65
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12-13-2004 01:19
Im trying to find out what channel a object is sending commands to another object thru. is there any way to creat a object that will find this information for me? thx 
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Ace Cassidy
Resident Bohemian
Join date: 5 Apr 2004
Posts: 1,228
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12-13-2004 05:12
The only way to find out would be by brute force (keep setting up llListen()'s on every channel until you find it.
Unfortunately, for you, this isn't very feasible, given that there are over 4,000,000,000 possible channels out there. Fortuntely, for me, this offers my scripts relative security when I either don't want people snooping on the say/listen's happening, or I don't want someone to trying to masquerade into my communications.
- Ace
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Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
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12-13-2004 06:02
Ask the person who wrote it?
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Hawk Statosky
Camouflage tourist
Join date: 11 Nov 2003
Posts: 175
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12-13-2004 06:13
Look at the source, or ask the author. As for setting up listeners on random channels to find out... well, you're better off playing the lottery. More profitable too.
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Ardith Mifflin
Mecha Fiend
Join date: 5 Jun 2004
Posts: 1,416
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12-13-2004 07:07
You assume that people are randomly selecting channels over that entire range. I can assure you that this is not the case. Though I really shouldn't, I generally use the same two or three channels over and over again, and they're all under 50 and greater than 0. Why? Because it's easier to remember 42 than it is to remember 15372, and because I generally don't pass any secure information. Ideally, I should randomly generate the channel number for every new project. Maybe break out my d10s and roll four or five times.
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Haden Marshall
Inmate
Join date: 19 Nov 2004
Posts: 9
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12-13-2004 13:32
I personally use quite high up channels. 25000+ just because when I develop RW TCP/IP apps those are the values I use.
Haden
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
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12-13-2004 14:03
Even if you find the command channel, you still have to hack the protocol, and even then if they did their job right. It shouldn't be possible to send commands, because your object is not on the list of excepted keys.
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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12-13-2004 17:07
I usually use pretty high channels. In order for me to remember them, I usually use phone numbers, ICQ numbers, etc...
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DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
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12-13-2004 17:55
I use the higher channels as well, a signature number and append 0001+... as for figuring out someone else's comm channel, I can't think of many viable reasons to do so. However, I think it would be possible to script a comms. scanner and, over time, possibly catch the active channels of scripts.
Basically, create a looping script that opens a listen on a channel, sleeps a half-second, closes the listen, and opens a new listen on the next channel up. When triggered, the listen event says the channel and the captured text. As someone suggested, for many scripts you wouldn't have to go beyond channel 100.
If you're really deviant, you could copy the script 10 times and have each scan 10,000 channels over 5,000 seconds or so. To automate the process, write another script that triggers communications from the object you're potentially pilfering.
Prove me wrong, and give me a good reason such a scanner is needed?
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-13-2004 21:14
I actualy built a comm scanner. More for laughs then anything else. It's pretty simple it keeps a stack of 60 listen hooks and adds a new listen to the end of the stack. If the stack is too long it pops the stack releasing the associated listen. This happens twice a second giving each listen 30 seconds to live. It's *slow*. (then uses the listen event to just add the channel number to another list).
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
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12-13-2004 23:45
I typically use surprisingly low channel numbers. Very few people think to use channels such as -623484723387.
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Jimmy Loveless
Hello, avatar!
Join date: 1 Oct 2004
Posts: 35
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12-14-2004 00:29
Raiden also consider that the objects might be using link messages, unless you are sure otherwise.
Cheers, j
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-14-2004 01:10
From: Carnildo Greenacre I typically use surprisingly low channel numbers. Very few people think to use channels such as -623484723387. if you used that as your channel number it would be rounded up to -2^31 as there are only 4294967296 possible channels and only half of them are negative.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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12-14-2004 06:04
*shrug* I tend to use single-or-double-digit channels for voice controls, and randomly generated channels for any sort of data transfer between objects. 
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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12-14-2004 06:15
If I'm making something that I interact with, I almost always use a sub-10 number.
For scripted object > object interaction, however, I use very large numbers, just for this reason.
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