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Originally Posted by Yamachi
It doesn't matter if you prevent the client from closing itself, the server will still close the connection if it doesn't receive a reply from GG. In order to "emulate" the heartbeat like you guys are talking about, you would need to locate the switch-case that's used on incoming packet opcodes from the WorldSvr. You would then need to redirect the handling of the GG heartbeat packet to your own injected method. Yes, there are alternate methods, like writing a proxy, but why bother when you can just inject the code?
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You can also just hook the send/recv packet functions and send all the packets to a logger which would allow you to map the packet structs, which would give you a much larger overview of whats going on and would also give you the required information to emulate GG Responces yourself... my siggy links to exactly the same thing with Botchecks see ;) also you dont need a Proxy but itll enable you to control the packets, and seeing how u can hook send/recv functions u can actually use the client itself to encrypt the packets for you saving you the hassle of writing out code for doing that for, meaning all you need to actually have is a table of the packets from the server which are botchecks and a table with the correct responces (* which actually isnt that big :o *) and you have done just the same thing but have also learned alot of the packets
structs which will help alot more later on...
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P.S. There's lots of empty space in the .code section for anything you want to add. No need to go removing stuff just to make room.
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Its a habit from editing files on other games basically its so when the files repackd I tried to keep it the same size as the original file ;) a few have secondry checks for filesizes which where a bugger to try to bypass. Also if you notice I mention the easy way and the other way ;), and I like to "fingerprint" my edited files so that I can recognise my own work if someone replicates it :) Imitation is after all the highest form of flattery