GM_Login

08/09/2014 22:18 soly95#1
Code:
#ifdef _XADMINISTRATORMODE
#define MSG_NO_GMLOGIN                    124
#endif
11/20/2014 18:21 LovesLess#2
Where exactly are you supposed to used this? O.o
11/20/2014 20:31 bog18dy#3
Quote:
Originally Posted by LovesLess View Post
Where exactly are you supposed to used this? O.o
It was never supposted to be used, it just contains an user-defined constant, it was supposed to prove the existance of a GM connection/login class.

I have to give it to the devs that they made it impossible for anyone without the GM client libraries (that the normal launcher looks for each time it loads, I guess) and a DB GM account to log in and mess up the game.
11/20/2014 20:49 LovesLess#4
Sounds interesting! :D
11/20/2014 23:07 soly95#5
Quote:
Originally Posted by LovesLess View Post
Where exactly are you supposed to used this? O.o
Like Bogdy Said it's just a little snippet defines if the Administrator mode is called by the client it sends a Message to Login_svr MSG_NO_GMLOGIN 124

this is the initialization of the packet to send to Login_server to make you log GM Character

If your client doesn't have this then you wont make it to Game Server.

I almost finished Upgrading part of the source to 2010/2012 until i realized many things missing in the client source :/.

but still we can make something out of these packets, i have something to test but got no time.
11/25/2014 20:02 bog18dy#6
Quote:
Originally Posted by soly95 View Post
Like Bogdy Said it's just a little snippet defines if the Administrator mode is called by the client it sends a Message to Login_svr MSG_NO_GMLOGIN 124

this is the initialization of the packet to send to Login_server to make you log GM Character

If your client doesn't have this then you wont make it to Game Server.

I almost finished Upgrading part of the source to 2010/2012 until i realized many things missing in the client source :/.

but still we can make something out of these packets, i have something to test but got no time.
Without launcher source code it's useless... The hardest thing to do is "fake" the client version, if you manage to do that then you're basicly able to exploit the game infinitely
11/26/2014 03:26 LovesLess#7
Ok, so how do you get to the launcher source code. O.o
11/26/2014 07:52 josped#8
Quote:
Originally Posted by LovesLess View Post
Ok, so how do you get to the launcher source code. O.o
You need the client source not the launcher source.

As for the topic, well, even assuming you could spoof the init packet, which i think could be done by using an intermediate *nix box doing realtime packet rewriting, sort of like a http proxy rewriting requests/responses, it probably would still do no good as there's no guarantees that the normal client build has the full functionality built in.

Too bad no one ever felt compelled to write a server emulator, that would fix most problems. Then again, given the bizarreness of 9D's internals, can't really blame them for not wanting to delve into that mess.
12/09/2014 19:49 bog18dy#9
I have something to add here:
Quote:
#if !defined(_XDWDEBUG) && !defined(_XADMINISTRATORMODE) && !defined(_DEBUG) && !defined(_XGMCLIENT)
#ifdef _XENABLE_HACKSHEILD
#define _XUSE_HACKSHEILD
#else
#ifdef _XENABLE_GAMEGUARD
#define _XUSE_GAMEGUARD
#pragma message( "_XUSE_GAMEGUARD" )
#endif
#endif
#endif
12/10/2014 13:25 bog18dy#10
Quote:
Originally Posted by Mr.Mughal View Post
Dont you guys have the source files?
If I had them, I would probably be part of a serious team trying to open a private server, sadly, all I have are the leaked, incomplete files:
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