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Packet Detection

 
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407
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PostPosted: Tue May 24, 2011 6:10 pm    Post subject: Packet Detection Reply with quote

To make a long story short, is it possible for a game's client to NOT send packets, or would there be a method to hard code into the client prevent users from using packet editors? I say this because there HAS to be some way for the client to talk to the server, and WPE isn't detecting anything from the game's client.

I have tested it on another game, and it detects packet flow just fine...
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atom0s
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PostPosted: Tue May 24, 2011 8:12 pm    Post subject: Re: Packet Detection Reply with quote

Shark1 wrote:
To make a long story short, is it possible for a game's client to NOT send packets, or would there be a method to hard code into the client prevent users from using packet editors? I say this because there HAS to be some way for the client to talk to the server, and WPE isn't detecting anything from the game's client.

I have tested it on another game, and it detects packet flow just fine...


Depends on how the game is coded. It could be communicating with another process (or service) to send the packets rather than sending them itself. If there isn't any anti-cheat that you are aware of then they may not be using the traditional send/recv winsock functions which is why WPE wont detect anything. They could be using other methods of sending information.

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PostPosted: Tue May 24, 2011 8:55 pm    Post subject: Re: Packet Detection Reply with quote

Wiccaan wrote:
Shark1 wrote:
To make a long story short, is it possible for a game's client to NOT send packets, or would there be a method to hard code into the client prevent users from using packet editors? I say this because there HAS to be some way for the client to talk to the server, and WPE isn't detecting anything from the game's client.

I have tested it on another game, and it detects packet flow just fine...


Depends on how the game is coded. It could be communicating with another process (or service) to send the packets rather than sending them itself. If there isn't any anti-cheat that you are aware of then they may not be using the traditional send/recv winsock functions which is why WPE wont detect anything. They could be using other methods of sending information.
Oh. Haha. There is no obvious anti-cheat, so I thought I could use this game for learning purposes. Is there a method to check whether or not it is using another process (or which process) to send data?

I apologize in advance for newbie questions, just trying to learn my way with memory/data editing.
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The Professor
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PostPosted: Tue May 24, 2011 9:13 pm    Post subject: Reply with quote

Actually, there is a possibility that the game you're trying to pipe packets from doesn't use packets. Really, the only types of games that use packets are online games. Packets are chunks of data being sent throughout the HTTP/TCP protocols. It is virtually impossible for two+ people to interact with each other without the use of this protocol. But as the other user that posted in this thread said, there is also a possibility that the game is using a different service and or process to send / receive packets. Try closing all excess existing processes, then try to pipe data from the current processes open (assuming that there isn't still loads of processes open).

WPE is a good friend of mine.
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407
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PostPosted: Tue May 24, 2011 10:12 pm    Post subject: Reply with quote

The Professor wrote:
Actually, there is a possibility that the game you're trying to pipe packets from doesn't use packets. Really, the only types of games that use packets are online games. Packets are chunks of data being sent throughout the HTTP/TCP protocols. It is virtually impossible for two+ people to interact with each other without the use of this protocol. But as the other user that posted in this thread said, there is also a possibility that the game is using a different service and or process to send / receive packets. Try closing all excess existing processes, then try to pipe data from the current processes open (assuming that there isn't still loads of processes open).

WPE is a good friend of mine.
This is a straight MMORPG, so it's a database full of people, mobs, quests, etc.
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atom0s
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PostPosted: Wed May 25, 2011 1:47 pm    Post subject: Reply with quote

The Professor wrote:
Actually, there is a possibility that the game you're trying to pipe packets from doesn't use packets. Really, the only types of games that use packets are online games. Packets are chunks of data being sent throughout the HTTP/TCP protocols. It is virtually impossible for two+ people to interact with each other without the use of this protocol. But as the other user that posted in this thread said, there is also a possibility that the game is using a different service and or process to send / receive packets. Try closing all excess existing processes, then try to pipe data from the current processes open (assuming that there isn't still loads of processes open).

WPE is a good friend of mine.


Did you read his first post at all? You basically just repeated him.. And no, offline games can use packets as well depending on what is implemented into them. Such as score boards, downloadable content, etc. it's dependent on the game. And TCP is not the only two protocols in existence. There are plenty of others that can be used to communicate. (HTTP isn't even one as its an application layer protocol.)

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