Quote:
Originally Posted by iṄk
They are doing the same method in Seafight.
At first it may seem impossible, but if you understand the context of each command you are able to get the right ordering.
For example the Login Command definitely has a sid string and an uid integer: So you are searching for a class that derives from the Command class and has these parameters -> There is just one, done.
There are a lot more parameters you can use to build a protocol updater.
I did the same thing with my "Marid" tool in Seafight and now it's just a simple "./protocol_updater main.swf > protocol.dat" and the bot is online again.
I think the biggest problem nowadays is it to make your program safe and prevent bans.
It's just not possible to check all the time in the Client if they changed a Byte or two in their protocol. (Maybe with huge effort if you write a tool that completely takes control of most aspects of their as3 protocol code)
But Bigpoint may do this and your program is unsafe from one moment to another. (Again, this is just the case for packet bots)
Just look at Merkava. IMO, their effort is just useless: BP makes use of this method to ban all of their customers and nobody wants to use their program anymore.
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At first it might seem that simple, but how do you handle the Hero Init command that has 3 strings, 12 integers and a few floats in it? Each time they update their client the ordering of the parameters changes. There is no way of telling which of the three strings is the username simply by looking at the class so you have to work backwards from a known location that uses the username. This takes TIME. I understand the Login command in Seafight might be simple, just like the Version command in DarkOrbit is simple, but when you have packets that have 20 or 30 parameters in them and they all have randomized names in the source, its almost impossible to "quickly" update a bot, even with a tool to help you.
For me the anti-bot code is next to trivial. I keep upto date documentation of all anti-bot code I find and it was never ever an issue with PBDO-Bot (I don't think I ever got banned using PBDO-Bot and I know no one who got banned using it, and I know a lot of people). At the moment their anti-bot code is mostly server side for packet bots with a lot of concentration of their client side code on combatting flash injection and packet bots. Their new game client does a lot of checks to make sure code isn't injected into their client, and they upped the ante on their pixel bot code. This code isn't live yet but it means they haven't given up. I wouldn't mind saying that pixel bots are more dangerous these days than packet bots, but thats just me. Clearly I know nothing ;P
-jD