lspnet
Jun 5th, 2006, 06:08 AM
For you networking/coding gurus out there:
I'm looking to construct my own packets to use for a game chat network.
So far I've been able to sniff, interpret, and use incoming packets, but I'm a little stumped on how to construct my own. This is all done using Winpcap and the fantastic winpcap wrapper for VB (vbpcap).
Vbpcap has a vpSendPacket function that allows you to send raw packets as a byte array. I want to be able to generate and send dynamic packets to the chat server, so the user can type text and chat externally using my program.
Now, I know how to fill the byte array with most of the important TCP/IP header information, but there are a few things I'm not entirely sure about - how would I determine and calculate the TCP and IP header checksums? And what do I fill in as the Sequence and Ack numbers? Does it even matter or could I just be random?
Thanks for any help you guys can offer!
I'm looking to construct my own packets to use for a game chat network.
So far I've been able to sniff, interpret, and use incoming packets, but I'm a little stumped on how to construct my own. This is all done using Winpcap and the fantastic winpcap wrapper for VB (vbpcap).
Vbpcap has a vpSendPacket function that allows you to send raw packets as a byte array. I want to be able to generate and send dynamic packets to the chat server, so the user can type text and chat externally using my program.
Now, I know how to fill the byte array with most of the important TCP/IP header information, but there are a few things I'm not entirely sure about - how would I determine and calculate the TCP and IP header checksums? And what do I fill in as the Sequence and Ack numbers? Does it even matter or could I just be random?
Thanks for any help you guys can offer!