View previous topic :: View next topic |
Author |
Message |
Oxidan How do I cheat?
Reputation: 0
Joined: 08 Oct 2014 Posts: 1
|
Posted: Wed Oct 08, 2014 10:48 am Post subject: Possible to send WPEpro packets to game client? |
|
|
I've been searching the internet for 3 days now trying to find out if its possible to a received packet from WPEpro to the game client. I'm curious that if this is possible that the game client will see the packets as from the server and act accordingly to what the packet says.
From what I have read I think I need to hook the send/recv functions of the client. Again I'm not sure if this is right. Any help would be appreciated.
|
|
Back to top |
|
 |
zm0d Master Cheater
Reputation: 7
Joined: 06 Nov 2013 Posts: 423
|
Posted: Thu Oct 09, 2014 6:52 am Post subject: |
|
|
Wait, you try to emulate a sepcific server based part to make the client think it got the message xyz from the server, to let the client allow some functions it usually won`t allow?
That's useless... if your client handles something "nice-to-manipulate" than you can directly manipulate its memory and don`t have to send fake messages. If something attractive is stored server-side, than you could try to send fake pakets to the server and see if it`s accepting them... but that`s none of my business.
|
|
Back to top |
|
 |
penpenpen Cheater
Reputation: 0
Joined: 23 Feb 2014 Posts: 39
|
Posted: Thu Oct 09, 2014 4:19 pm Post subject: |
|
|
Code: | From what I have read I think I need to hook the send/recv functions of the client. Again I'm not sure if this is right. Any help would be appreciated. |
That would work.
But theres an easier way.
You could write a simple Proxy Server and use it as a bridge between the game Client and the Server. In that bridge you can analyse and alter packages.
As for WEP Pro. I think it has a filter option, which also allows you to manually send packages. But its lacking features.
|
|
Back to top |
|
 |
atom0s Moderator
Reputation: 205
Joined: 25 Jan 2006 Posts: 8585 Location: 127.0.0.1
|
Posted: Thu Oct 09, 2014 4:29 pm Post subject: |
|
|
It also depends on if the game has packet encryption or not. If it does, using WPE or a proxy is going to do you little to no good unless you manually decrypt everything flowing through that proxy (which is a serious performance hit on packet intensive games).
Instead, you are better off hooking the games functions where it handles the encryption / decryption of the packet data.
So the flow of the logic would be like this: (pseudo example)
create_player_update_packet() -> encrypt_packet() -> send_packet()
Now in this situation you would want to hook onto encrypt_packet and manage the buffer before the game encrypts it. This way you get the raw packet data before it is encrypted. This lets you alter the buffer, drop it entirely etc.
And the same goes for incoming packets like:
receive_packet() -> decrypt_packet() -> handle_packet()
You'd hook onto decrypt_packet, let the original call complete, then you have the decrypted buffer to work with.
_________________
- Retired. |
|
Back to top |
|
 |
|