[ConquerServer_v2_Auth] to work with latest Patch

03/01/2011 16:06 CrystalCastle#1
This is only for ConquerServer_v2 Project (Project Manifest Source) and it is only the Auth Server so that means you will have to update all the Game Server Packets yourself.

ConquerServer_v2_Auth now will:
  • Work on the latest Client
  • Uses the Latest rc5 password encryption and decode it

Credits:
all Credits to [Only registered and activated users can see links. Click Here To Register...] for the source
all Credits to [Only registered and activated users can see links. Click Here To Register...] for the Auth Update
03/01/2011 22:01 bRt|Cosmin#2
what this should be??????
03/01/2011 23:47 chickmagnet#3
interesting
03/02/2011 00:10 -PhysiX-#4
aand i bet both of ya lack on skill to acctually use it.
03/02/2011 00:35 Syst3m_W1z4rd#5
Quote:
Originally Posted by -PhysiX- View Post
aand i bet both of ya lack on skill to acctually use it.
#removed
his pro meng<3
03/02/2011 03:25 CrystalCastle#6
Game Server isn't that hard I might release it
03/02/2011 04:50 pro4never#7
Quote:
Originally Posted by CrystalCastle View Post
Game Server isn't that hard I might release it
Neither is auth server... There's examples posted for every single thing needed.

Not insulting your work or anything.. just saying there are multiple examples of how to implement the new password seed/decryption and full packet structures posted all over the forum.


That being said, hybrid's source is a fantastic base and I would definitely not mind seeing people move away from lotf/coemu and even impulse's source (mostly cause I've had to work on it for someone last bit and I'm starting to hate having to search for things in it haha)
03/02/2011 05:11 CrystalCastle#8
Quote:
Originally Posted by pro4never View Post
Neither is auth server... There's examples posted for every single thing needed.

Not insulting your work or anything.. just saying there are multiple examples of how to implement the new password seed/decryption and full packet structures posted all over the forum.


That being said, hybrid's source is a fantastic base and I would definitely not mind seeing people move away from lotf/coemu and even impulse's source (mostly cause I've had to work on it for someone last bit and I'm starting to hate having to search for things in it haha)
what about the new way password hash is generated :P?
[Only registered and activated users can see links. Click Here To Register...]
03/02/2011 05:51 pro4never#9
Quote:
Originally Posted by CrystalCastle View Post
what about the new way password hash is generated :P?
[Only registered and activated users can see links. Click Here To Register...]
Look in immune's source for an example of how to use the liberate cryptography.dll (the source code to which was originally posted on epvp a while ago).

It works perfectly fine...

You are using the password seed to set up a new pass cryptographer, setting up your rc5key and then running it through the decryption using the username, correct?

Random example from my old source. (almost exact copy/paste from immune's source cause well... it worked ahaha)

Code:
msvcrt.msvcrt.srand(Client.PassSeed);
            var rc5Key = new byte[0x10];
            for (int i = 0; i < 0x10; i++)
                rc5Key[i] = (byte)msvcrt.msvcrt.rand();
            Pass = Encoding.ASCII.GetString(
                  (new ConquerPasswordCryptpographer(User).Decrypt(new Encryption.RC5(rc5Key).Decrypt(Password))));
            Pass = Pass.Replace("\0", "");
03/02/2011 06:11 CrystalCastle#10
Quote:
Originally Posted by pro4never View Post
Look in immune's source for an example of how to use the liberate cryptography.dll (the source code to which was originally posted on epvp a while ago).

It works perfectly fine...

You are using the password seed to set up a new pass cryptographer, setting up your rc5key and then running it through the decryption using the username, correct?

Random example from my old source. (almost exact copy/paste from immune's source cause well... it worked ahaha)

Code:
msvcrt.msvcrt.srand(Client.PassSeed);
            var rc5Key = new byte[0x10];
            for (int i = 0; i < 0x10; i++)
                rc5Key[i] = (byte)msvcrt.msvcrt.rand();
            Pass = Encoding.ASCII.GetString(
                  (new ConquerPasswordCryptpographer(User).Decrypt(new Encryption.RC5(rc5Key).Decrypt(Password))));
            Pass = Pass.Replace("\0", "");
This has nothing to do with the Auth server lol. This is for the Game Server. Packet 1052 sends a PasswordHash which is then compared to the one in database. However it does not match anymore, thinking maybe TQ has changed the way they Hash the Password for the Game Server to verify the user when logging in.
03/02/2011 06:21 pro4never#11
Quote:
Originally Posted by CrystalCastle View Post
This has nothing to do with the Auth server lol. This is for the Game Server. Packet 1052 sends a PasswordHash which is then compared to the one in database. However it does not match anymore, thinking maybe TQ has changed the way they Hash the Password for the Game Server to verify the user when logging in.
Ooh I don't use password hash at all.

I use character uid and then allow them to login for the next few seconds. If they then connect to game server I verify their information stored in their client and then try to pull info from character db based on the charuid in the packet.

Never used the pass hash for anything... Personally I don't see the use for it, maybe that's just me.

I mean lets face it... the only thing it would stop is clientless botting and it would be pathetically easy to get around.
03/21/2011 18:47 koko20#12
Thank you :D and can you updata packet nobility please for work on this version :D .