From f3acbdb21b9f24c5dcd56246025a8cd629d625a3 Mon Sep 17 00:00:00 2001 From: Chris Miles Date: Sun, 1 Jul 2018 03:07:14 -0500 Subject: [PATCH] Updated Logging Packets (markdown) --- Logging-Packets.md | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/Logging-Packets.md b/Logging-Packets.md index 4bb07dc..becbdf8 100644 --- a/Logging-Packets.md +++ b/Logging-Packets.md @@ -30,20 +30,19 @@ Below would enable client -> server direction packet logging to the client All server packets that are sent to the client, the only packet types that aren't sent to the client while in game are the message packets themselves because that would cause a loop -![image](https://i.imgur.com/llm7EXY.gif) +[[https://i.imgur.com/llm7EXY.gif]] ## Client to Server Packets being sent from client to server -![image](https://i.imgur.com/8t4tkrB.gif) +[[https://i.imgur.com/8t4tkrB.gif]] ## Unhandled Packets In this example - a client clicking a 'Krono' is unhandled by the server, at which it dumps a packet of data sent from the client -![](https://i.imgur.com/XkPDXb9.gif) - +[[https://i.imgur.com/XkPDXb9.gif]] ### Packet Logging Levels