The MSN Messenger 6 preview has a new update, this time build 0503. You should be pleased to know, this upgrade doesn't mess up your custom emoticons and display pictures.
Monthly Archive for July, 2003
Cheating is bad, very bad, but possible with MSN Messenger games… Microsoft has managed its code in a way which it can be easily exploited if you know how to code.
One of the things gamers always want to do after they are getting bored of a game is to cheat. A problem with online games and cheating is that most times it means you need to “tap-in” through a back-door or to decompile the online game to find out how it works.
How to cheat on / exploit bejeweld (Theoretically) by Timothy – Mess.be
Incoming data should always be parsed be the command, NOT by the packet. Reason being, commands can be sent across multiple packets; both by the client and server. It is possible to just split the data with deliminator \r\n (vbCrLf) and loop through it, but it would just make unnecessary hard work when it comes to payload commands.
Most methods and properties that you call will generate an error if something is not right, these errors can be trapped and you can do your own thing when it happens. The errors that MSN Messenger will raise are defined in an constant enum MSGRConstants, this enum disappeared in MSN Messenger 6, so download our export of it instead. Because this export is from MSN Messenger 5, it is now missing new values introduced in MSN Messenger 6 and 7. It is also renamed MSNMSGRConstants for compatibility purposes.
This example handles two common errors when calling AutoSignin, one being if the sign in details aren’t saved (”remember sign-in name and passport..”), and if the user is already signed in.
Option Explicit Public m_objMessenger As MessengerAPI.Messenger Private Sub Form_Load() Dim eError As MSNMSGRConstants On Error GoTo ErrForm_Load Set m_objMessenger = New MessengerAPI.Messenger Call m_objMessenger.AutoSignin ErrForm_Load: eError = Err.Number If eError = MSGR_E_FAIL Then Debug.Print "Signin name and password are not saved." ElseIf eError = MSGR_E_ALREADY_LOGGED_ON Then Debug.Print "Already logged in." End If End Sub
What happens here is, code execution goes to a special handler when an error occurs, a MSNMSGRConstant enum variable is set to the last error number, Err.Number. And an if statement detects what the error was and prints to debug a little detail.