Bobo you may also use the high6's modified Conquer.exe and decrypted Server.dat you can find this in the hacks/tools section.
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Update.
CipherContext is apparently broken for Blowfish. It uses the EVP part of openssl, and interprets the KeyLength of blowfish as 16 (which is correct - 16 in32s anyway). ManagedOpenSsl only allocates 16 bytes, so it breaks when trying to set the key for blowfish. Rather than all the messing about, add this Blowfish.cs file to the ManagedOpenSsl project and rebuild it. (Also, in Native.cs, change internal class Native to internal partial class Native)
Could always try AcidCo :PQuote:
So if I understand correctly, the *old* encryption/decryption of the key files are no longer used. This is the new way to encrypt/decrypt the packets. It may sound like a stupid question, but since I'm rewriting the proxy in a different language, I don't to waste time porting over old code when not needed :)
BTW, is there a test server up and running that we can test our proxy code against? That way I don't have to worry about getting my ip banned by TQ.
Thank you.
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Im Fairly Sure AcidCO Has Anti-Proxy Systems....
Sorry for duble bost men
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Update.
CipherContext is apparently broken for Blowfish. It uses the EVP part of openssl, and interprets the KeyLength of blowfish as 16 (which is correct - 16 in32s anyway). ManagedOpenSsl only allocates 16 bytes, so it breaks when trying to set the key for blowfish. Rather than all the messing about, add this Blowfish.cs file to the ManagedOpenSsl project and rebuild it. (Also, in Native.cs, change internal class Native to internal partial class Native)
And the new crypt
Code:public class GameProtocolCryptographer { OpenSSL.Blowfish _blowfish; public GameProtocolCryptographer(string key) { _blowfish = new OpenSSL.Blowfish(OpenSSL.BlowfishAlgorithm.CFB64); _blowfish.SetKey(Encoding.ASCII.GetBytes(key)); } void Decrypt(byte[] packet) { byte[] buffer = _blowfish.Decrypt(packet); System.Buffer.BlockCopy(buffer, 0, packet, 0, buffer.Length); } void Encrypt(byte[] packet) { byte[] buffer = _blowfish.Encrypt(packet); System.Buffer.BlockCopy(buffer, 0, packet, 0, buffer.Length); } public OpenSSL.Blowfish Blowfish { get { return _blowfish; } } }
agreed proxy yeh but when i try getting the client to connect to the server. I get disconnected at gameserver loggin x.x.Quote:
I know a few people have been succesful with this for proxys, has anyone else had any luck?
Yesturday i chucked the entire ManagedOpenSSL.dll in the bin since i, for some time now have been having no luck with it from a server point of view, and to my knowledge only inf and Ultimation have been able to sort it out for a server and it had nothing to do with ManagedOpenSSL.dll :P, and that was a long time ago.
So, i cant imagine anyone here will be able to get a server working with it :P, but best of luck to you all, lol.
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You're obviously not, because there is no next step. I told you, I'm giving generic code that isn't specific to any server implementation, and it's already all in this thread. If you don't know what to do with it, try reading again several times over. It might help to understand how a Diffie-Hellman key exchange works (The key is only computable when both parties have the other's public key, and their own private key). I'm not doing any more work for you.