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Sending modified packets in real time game

 
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mattherat909
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PostPosted: Sat May 02, 2015 9:50 pm    Post subject: Sending modified packets in real time game Reply with quote

After a lot of effort I created a fog of war hack for this game that I play, everything that I needed was stored client side. The way the game works is that it runs as a simulation on each players computer so any difference
in one player will cause cause the game to crush. The way to develop a hack is to reverse engineer the network protocol and send each players updates of what you want to do. For example, if you want to make your units run faster, then you need to send it to all others players that this has happened.

However how would one do this? I assume this is what one would call a packet hack if I'm not mistaken. How would one send modified data about your units attack speed to 9 other players?

Can someone help me or point me to a number of guides that would do exactly this. As a side note, I'm willing to buy such a hack (as long as it's not detected by the game's anticheat). Thanks for taking the time to read my questions and looking forward to your replies!
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atom0s
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PostPosted: Sat May 02, 2015 11:25 pm    Post subject: Reply with quote

You are going to need to hook onto the games packet engine whether it be a simple hook onto functions such as Winsock's send/recv or if its encrypted you will need to go a layer higher and hook onto the functions that handle the encryption and decryption of the packets.

Once you have the functions hooked, you can then start messing with the data flow as well as forcing your own data to be sent.

Another method you could take is writing a proxy that the game client connects to and then is forwarded to the real destination. Then inside of the proxy you can handle all your alterations to the packets as well as sending your own.

Given that this is an online request you cannot name the game. And with that it makes it hard for us to give you any specific hints or help since every game is designed differently for network usage. So the game you are targeting may not be designed in the same manner as another that is easily hooked onto / hacked.

On top of that you mentioned the game has an anti-cheat, so GL with that since you wont get much (if any) help on a public forum with bypassing an anti-cheat.

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mattherat909
How do I cheat?
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PostPosted: Sun May 03, 2015 12:12 am    Post subject: Reply with quote

atom0s wrote:
You are going to need to hook onto the games packet engine whether it be a simple hook onto functions such as Winsock's send/recv or if its encrypted you will need to go a layer higher and hook onto the functions that handle the encryption and decryption of the packets.

Once you have the functions hooked, you can then start messing with the data flow as well as forcing your own data to be sent.

Another method you could take is writing a proxy that the game client connects to and then is forwarded to the real destination. Then inside of the proxy you can handle all your alterations to the packets as well as sending your own.

Given that this is an online request you cannot name the game. And with that it makes it hard for us to give you any specific hints or help since every game is designed differently for network usage. So the game you are targeting may not be designed in the same manner as another that is easily hooked onto / hacked.

On top of that you mentioned the game has an anti-cheat, so GL with that since you wont get much (if any) help on a public forum with bypassing an anti-cheat.


Thanks a lot for your reply, the game itself is very old, maybe 15-18 years so I doubt it's very well protected. However there is an anticheat developped by the ones hosting the game. (I doubt it's very good though)
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ZenX
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PostPosted: Fri May 08, 2015 11:10 am    Post subject: Reply with quote

Little secret: Download Fiddler4 and playing with that....
Well, let's just say you can do tons as far as sending packets go Wink

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atom0s
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PostPosted: Fri May 08, 2015 12:32 pm    Post subject: Reply with quote

ZenX wrote:
Little secret: Download Fiddler4 and playing with that....
Well, let's just say you can do tons as far as sending packets go Wink


Fiddler is only going to help with the application / game in question uses HTTP.

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ZenX
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PostPosted: Fri May 08, 2015 2:47 pm    Post subject: Reply with quote

atom0s wrote:
ZenX wrote:
Little secret: Download Fiddler4 and playing with that....
Well, let's just say you can do tons as far as sending packets go Wink


Fiddler is only going to help with the application / game in question uses HTTP.


lOl . Not entirely true Wink Especially when considering the fact that Fiddler allows for building extensions .

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atom0s
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PostPosted: Fri May 08, 2015 5:59 pm    Post subject: Reply with quote

ZenX wrote:
atom0s wrote:
ZenX wrote:
Little secret: Download Fiddler4 and playing with that....
Well, let's just say you can do tons as far as sending packets go Wink


Fiddler is only going to help with the application / game in question uses HTTP.


lOl . Not entirely true Wink Especially when considering the fact that Fiddler allows for building extensions .


Fiddler is nothing more then a HTTP/HTTPS proxy.

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mattherat909
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PostPosted: Sat May 09, 2015 9:27 am    Post subject: Reply with quote

Let's say one learns how to use a packet editor and is succesful in using it in an online game. How does one implement it into a working hack software coded in C++? Is there a tutorial that combines the two, I tried looking with no success? (making a hack that uses packets in C++) I think without the use of packets, the things that one can do are very limited. (obviously game dependant)
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atom0s
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PostPosted: Sat May 09, 2015 9:24 pm    Post subject: Reply with quote

mattherat909 wrote:
Let's say one learns how to use a packet editor and is succesful in using it in an online game. How does one implement it into a working hack software coded in C++? Is there a tutorial that combines the two, I tried looking with no success? (making a hack that uses packets in C++) I think without the use of packets, the things that one can do are very limited. (obviously game dependant)


You have, pretty much, 3 options available to what you want to do:

1. Inject a hook into the target and hook onto the packet functions. Whether you hook onto things like Winsock's send/recv, or the actual game functions that handle the packet flow, you will have direct access to the buffers and sockets then.

2. Create a filter driver and handle it at the kernel level. A lot more involved and there are a handful of sources available to look at for reference. Check out WinPCap if you want to go this route.

3. Create a proxy server that the target client connects to first before being connected to the real target. Your proxy will have full control over all packet flow of the application in question.

1 and 3 are the more common methods used in game hacking when it comes to online/multiplayer things. 3 is a bit more extreme if you have to worry about detection and anti-cheats etc.

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