using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
namespace COProxy
{
public unsafe class Native
{
[DllImport("msvcrt.dll")]
public static extern unsafe void* memcpy(void* dest, void* src, uint size);
[DllImport("user32.dll")]
public static extern int MessageBox(int h, string m,
string c, int type);
[DllImport("winmm.dll")]
public static extern uint timeGetTime();
}
}
PacketSave.cs
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
namespace COProxy
{
class PacketSave
{
bool Hex = false;
string Path;
public PacketSave(string path, bool hex)
{
Hex = hex;
Path = path;
}
public void SavePacket(byte[] Data)
{
StreamWriter PacketLog = new StreamWriter(Path, true);
string Packet = "";
byte i = 0;
foreach (byte b in Data)
{
if (Hex)
Packet += b.ToString("X2") + " ";
else
Packet += b.ToString() + " ";
if (i % 16 == 15)
Packet += Environment.NewLine;
i++;
}
PacketLog.WriteLine(Environment.NewLine + "Packet ID: " + BitConverter.ToUInt16(Data, 2) + " Length: " + BitConverter.ToUInt16(Data, 0));
PacketLog.WriteLine(Packet);
PacketLog.Flush();
PacketLog.Close();
}
}
}
Program.cs
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
namespace COProxy
{
class Program
{
public static Proxy AuthSniffer;
public static Proxy GameSniffer;
public static PacketSave PS = new PacketSave("C:\\Packets.txt", false);
static void Main(string[] args)
{
try
{
AuthSniffer = new Proxy();
AuthSniffer.SetServerConnHandler(new ConnectionArrived(AuthServerConnection));
AuthSniffer.SetClientDataHandler(new DataArrived(AuthClientData));
AuthSniffer.SetServerDataHandler(new DataArrived(AuthServerData));
AuthSniffer.SetServerDCHandler(new Disconnection(AuthServerDC));
AuthSniffer.SetClientDCHandler(new Disconnection(AuthClientDC));
AuthSniffer.Name = "AuthSniffer";
AuthSniffer.Start("IP_ADDRESS_HERE", 9958);
GameSniffer = new Proxy();
GameSniffer.SetServerConnHandler(new ConnectionArrived(GameServerConnection));
GameSniffer.SetClientDataHandler(new DataArrived(GameClientData));
GameSniffer.SetServerDataHandler(new DataArrived(GameServerData));
GameSniffer.SetServerDCHandler(new Disconnection(GameServerDC));
GameSniffer.SetClientDCHandler(new Disconnection(GameClientDC));
GameSniffer.Name = "GameSniffer";
GameSniffer.Start("IP_ADDRESS_HERE", 5816);
}
catch (Exception Exc) { Console.WriteLine(Exc); }
Console.ReadLine();
}
public static void AuthServerDC(StateObj S)
{
Environment.Exit(0);
}
public static void AuthClientDC(StateObj S)
{
Console.WriteLine("Proxy lost connection with Auth Server.");
Console.ReadLine();
Environment.Exit(0);
}
public static void GameServerDC(StateObj S)
{
Environment.Exit(0);
}
public static void GameClientDC(StateObj S)
{
Console.WriteLine("Proxy lost connection with Game Server.");
Console.ReadLine();
Environment.Exit(0);
}
public static void AuthServerConnection(StateObj S)
{
Console.WriteLine("Auth - Client connected to the proxy.");
}
public static unsafe void AuthServerData(StateObj StO, byte[] data)
{
try
{
byte[] Data = new byte[data.Length];
fixed (byte* p1 = Data, p2 = data)
Native.memcpy(p1, p2, (uint)data.Length);
AuthSniffer.ServerCrypto.Decrypt(ref Data, false);
ushort PacketID = BitConverter.ToUInt16(Data, 2);
Console.WriteLine("Auth - Packet: Client -> Server, ID: " + PacketID);
AuthSniffer.ClientCrypto.Decrypt(ref Data, true);
AuthSniffer.Client.SendTo(Data, AuthSniffer.Client.RemoteEndPoint);
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
public static unsafe void AuthClientData(StateObj StO, byte[] data)
{
try
{
AuthSniffer.ClientCrypto.Encrypt(ref data, true);
byte[] Data = new byte[data.Length];
fixed (byte* p1 = Data, p2 = data)
Native.memcpy(p1, p2, (uint)data.Length);
ushort PacketID = BitConverter.ToUInt16(Data, 2);
Console.WriteLine("Auth - Packet: Server -> Client, ID: " + PacketID);
string ip = "IP_ADDRESS_HERE";
if (PacketID == 1055)
{
fixed (byte* p = Data)
{
for (int i = 0; i < ip.Length; i++)
{
*(p + 12 + i) = Convert.ToByte(ip[i]);
}
for (int i = ip.Length; i < 16; i++)
*(p + 12 + i) = 0;
}
}
AuthSniffer.ServerCrypto.Encrypt(ref Data, false);
AuthSniffer.Soc.Send(Data);
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
public static void GameServerConnection(StateObj S)
{
Console.WriteLine("Game - Client connected to the proxy.");
}
public static unsafe void GameServerData(StateObj StO, byte[] data)
{
try
{
byte[] Data = new byte[data.Length];
fixed (byte* p1 = Data, p2 = data)
Native.memcpy(p1, p2, (uint)data.Length);
GameSniffer.ServerCrypto.Decrypt(ref Data, false);
ushort PacketID = BitConverter.ToUInt16(Data, 2);
Console.WriteLine("Game - Packet: Client -> Server, ID: " + PacketID);
if (PacketID == 1052)
{
GameSniffer.ServerCrypto.SetKeys(new byte[4] { Data[11], Data[10], Data[9], Data[8] }, new byte[4] { Data[7], Data[6], Data[5], Data[4] });
GameSniffer.ServerCrypto.EnableAlternateKeys();
GameSniffer.ClientCrypto.SetKeys(new byte[4] { Data[11], Data[10], Data[9], Data[8] }, new byte[4] { Data[7], Data[6], Data[5], Data[4] });
}
PS.SavePacket(Data);
GameSniffer.ClientCrypto.Decrypt(ref Data, true);
GameSniffer.Client.SendTo(Data, GameSniffer.Client.RemoteEndPoint);
if (PacketID == 1052)
GameSniffer.ClientCrypto.EnableAlternateKeys();
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
public static unsafe void GameClientData(StateObj StO, byte[] data)
{
try
{
byte[] Data = new byte[data.Length];
fixed (byte* p1 = Data, p2 = data)
Native.memcpy(p1, p2, (uint)data.Length);
GameSniffer.ClientCrypto.Encrypt(ref Data, true);
ushort PacketID = BitConverter.ToUInt16(Data, 2);
Console.WriteLine("Game - Packet: Server -> Client, ID: " + PacketID);
PS.SavePacket(Data);
GameSniffer.ServerCrypto.Encrypt(ref Data, false);
GameSniffer.Soc.Send(Data);
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
}
public class StateObj
{
public byte[] Buffer = new byte[1024];
public Socket MySock = null;
public object Wrapper;
}
public delegate void ConnectionArrived(StateObj StO);
public delegate void DataArrived(StateObj StO, byte[] Buffer);
public delegate void Disconnection(StateObj StO);
public class Proxy
{
public Socket Client;//Socket that listens for packets from Server to Client
public Socket Server;//Socket that listens for packets from Client to Server
public Socket Soc;
public string Name = "";
ConnectionArrived ServerConnHandler;
DataArrived ServerDataHandler;
DataArrived ClientDataHandler;
Disconnection ServerDCHandler;
Disconnection ClientDCHandler;
public Cryptographer ClientCrypto = new Cryptographer();
public Cryptographer ServerCrypto = new Cryptographer();
public void SetServerDCHandler(Disconnection C)
{
ServerDCHandler = C;
}
public void SetClientDCHandler(Disconnection C)
{
ClientDCHandler = C;
}
public void SetServerConnHandler(ConnectionArrived C)
{
ServerConnHandler = C;
}
public void SetServerDataHandler(DataArrived C)
{
ServerDataHandler = C;
}
public void SetClientDataHandler(DataArrived C)
{
ClientDataHandler = C;
}
public void Stop()
{
Client.Shutdown(SocketShutdown.Both);
Server.Shutdown(SocketShutdown.Both);
Client.Close();
Server.Close();
Client = null;
Server = null;
}
public void Start(string ServerIP, int Port)
{
Client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPEndPoint ServEP = new IPEndPoint(IPAddress.Parse(ServerIP), Port);
Client.BeginConnect(ServEP, new AsyncCallback(ClientConnect), new StateObj());
Server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPEndPoint IPE = new IPEndPoint(IPAddress.Any, 432);
Server.Bind(IPE);
Server.Listen(100);
Server.BeginAccept(new AsyncCallback(ServerConnection), new StateObj());
}
public void ClientConnect(IAsyncResult R)
{
StateObj S = (StateObj)R.AsyncState;
Client.EndConnect(R);
S.MySock = Client;
S.MySock.BeginReceive(S.Buffer, 0, 1024, SocketFlags.None, new AsyncCallback(ClientData), S);
Console.WriteLine(Name + " ->Connected to server successfully.");
}
public unsafe void ClientData(IAsyncResult R)//Client socket receives data from SERVER
{//Server -> Client Soc -> Client()
try
{
StateObj S = (StateObj)R.AsyncState;
SocketError SE;
int Len = S.MySock.EndReceive(R, out SE);
if (S.MySock.Connected)
{
if (SE == SocketError.Success && Len != 0)
{
byte[] data = new byte[Len];
fixed (byte* p1 = data, p2 = S.Buffer)
Native.memcpy(p1, p2, (uint)Len);
if (ClientDataHandler != null)
ClientDataHandler.Invoke(S, data);
}
else
if (ClientDCHandler != null)
ClientDCHandler.Invoke(S);
}
else
if (ClientDCHandler != null)
ClientDCHandler.Invoke(S);
try
{
S.MySock.BeginReceive(S.Buffer, 0, 1024, SocketFlags.None, new AsyncCallback(ClientData), S);
}
catch { }
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
public void ServerConnection(IAsyncResult R)//Server gets new connection
{//Client -> Server Soc -> Server(Client Socket's remote address)
StateObj S = (StateObj)R.AsyncState;
try
{
S.MySock = Server.EndAccept(R);
Soc = S.MySock;
if (ServerConnHandler != null)
ServerConnHandler.Invoke(S);
Server.BeginAccept(new AsyncCallback(ServerConnection), new StateObj());
}
catch (Exception Exc) { Console.WriteLine(Exc); }
try
{
S.MySock.BeginReceive(S.Buffer, 0, 1024, SocketFlags.None, new AsyncCallback(ServerReceive), S);
}
catch { }
}
public unsafe void ServerReceive(IAsyncResult R)//Server socket receives data from CLIENT
{
StateObj S = (StateObj)R.AsyncState;
try
{
SocketError SE;
int Len = S.MySock.EndReceive(R, out SE);
if (S.MySock.Connected)
{
if (SE == SocketError.Success && Len != 0)
{
byte[] data = new byte[Len];
fixed (byte* p1 = data, p2 = S.Buffer)
Native.memcpy(p1, p2, (uint)Len);
if (ServerDataHandler != null)
ServerDataHandler.Invoke(S, data);
}
else
if (ClientDCHandler != null)
ClientDCHandler.Invoke(S);
}
else
if (ClientDCHandler != null)
ClientDCHandler.Invoke(S);
}
catch (Exception Exc) { Console.WriteLine(Exc); }
try
{
S.MySock.BeginReceive(S.Buffer, 0, 1024, SocketFlags.None, new AsyncCallback(ServerReceive), S);
}
catch { }
}
}
}
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
namespace COProxy
{
public unsafe class Native
{
[DllImport("msvcrt.dll")]
public static extern unsafe void* memcpy(void* dest, void* src, uint size);
[DllImport("user32.dll")]
public static extern int MessageBox(int h, string m,
string c, int type);
[DllImport("winmm.dll")]
public static extern uint timeGetTime();
}
}
PacketSave.cs
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
namespace COProxy
{
class PacketSave
{
bool Hex = false;
string Path;
public PacketSave(string path, bool hex)
{
Hex = hex;
Path = path;
}
public void SavePacket(byte[] Data)
{
StreamWriter PacketLog = new StreamWriter(Path, true);
string Packet = "";
byte i = 0;
foreach (byte b in Data)
{
if (Hex)
Packet += b.ToString("X2") + " ";
else
Packet += b.ToString() + " ";
if (i % 16 == 15)
Packet += Environment.NewLine;
i++;
}
PacketLog.WriteLine(Environment.NewLine + "Packet ID: " + BitConverter.ToUInt16(Data, 2) + " Length: " + BitConverter.ToUInt16(Data, 0));
PacketLog.WriteLine(Packet);
PacketLog.Flush();
PacketLog.Close();
}
}
}
Program.cs
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
namespace COProxy
{
class Program
{
public static Proxy AuthSniffer;
public static Proxy GameSniffer;
public static PacketSave PS = new PacketSave("C:\\Packets.txt", false);
static void Main(string[] args)
{
try
{
AuthSniffer = new Proxy();
AuthSniffer.SetServerConnHandler(new ConnectionArrived(AuthServerConnection));
AuthSniffer.SetClientDataHandler(new DataArrived(AuthClientData));
AuthSniffer.SetServerDataHandler(new DataArrived(AuthServerData));
AuthSniffer.SetServerDCHandler(new Disconnection(AuthServerDC));
AuthSniffer.SetClientDCHandler(new Disconnection(AuthClientDC));
AuthSniffer.Name = "AuthSniffer";
AuthSniffer.Start("IP_ADDRESS_HERE", 9958);
GameSniffer = new Proxy();
GameSniffer.SetServerConnHandler(new ConnectionArrived(GameServerConnection));
GameSniffer.SetClientDataHandler(new DataArrived(GameClientData));
GameSniffer.SetServerDataHandler(new DataArrived(GameServerData));
GameSniffer.SetServerDCHandler(new Disconnection(GameServerDC));
GameSniffer.SetClientDCHandler(new Disconnection(GameClientDC));
GameSniffer.Name = "GameSniffer";
GameSniffer.Start("IP_ADDRESS_HERE", 5816);
}
catch (Exception Exc) { Console.WriteLine(Exc); }
Console.ReadLine();
}
public static void AuthServerDC(StateObj S)
{
Environment.Exit(0);
}
public static void AuthClientDC(StateObj S)
{
Console.WriteLine("Proxy lost connection with Auth Server.");
Console.ReadLine();
Environment.Exit(0);
}
public static void GameServerDC(StateObj S)
{
Environment.Exit(0);
}
public static void GameClientDC(StateObj S)
{
Console.WriteLine("Proxy lost connection with Game Server.");
Console.ReadLine();
Environment.Exit(0);
}
public static void AuthServerConnection(StateObj S)
{
Console.WriteLine("Auth - Client connected to the proxy.");
}
public static unsafe void AuthServerData(StateObj StO, byte[] data)
{
try
{
byte[] Data = new byte[data.Length];
fixed (byte* p1 = Data, p2 = data)
Native.memcpy(p1, p2, (uint)data.Length);
AuthSniffer.ServerCrypto.Decrypt(ref Data, false);
ushort PacketID = BitConverter.ToUInt16(Data, 2);
Console.WriteLine("Auth - Packet: Client -> Server, ID: " + PacketID);
AuthSniffer.ClientCrypto.Decrypt(ref Data, true);
AuthSniffer.Client.SendTo(Data, AuthSniffer.Client.RemoteEndPoint);
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
public static unsafe void AuthClientData(StateObj StO, byte[] data)
{
try
{
AuthSniffer.ClientCrypto.Encrypt(ref data, true);
byte[] Data = new byte[data.Length];
fixed (byte* p1 = Data, p2 = data)
Native.memcpy(p1, p2, (uint)data.Length);
ushort PacketID = BitConverter.ToUInt16(Data, 2);
Console.WriteLine("Auth - Packet: Server -> Client, ID: " + PacketID);
string ip = "IP_ADDRESS_HERE";
if (PacketID == 1055)
{
fixed (byte* p = Data)
{
for (int i = 0; i < ip.Length; i++)
{
*(p + 12 + i) = Convert.ToByte(ip[i]);
}
for (int i = ip.Length; i < 16; i++)
*(p + 12 + i) = 0;
}
}
AuthSniffer.ServerCrypto.Encrypt(ref Data, false);
AuthSniffer.Soc.Send(Data);
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
public static void GameServerConnection(StateObj S)
{
Console.WriteLine("Game - Client connected to the proxy.");
}
public static unsafe void GameServerData(StateObj StO, byte[] data)
{
try
{
byte[] Data = new byte[data.Length];
fixed (byte* p1 = Data, p2 = data)
Native.memcpy(p1, p2, (uint)data.Length);
GameSniffer.ServerCrypto.Decrypt(ref Data, false);
ushort PacketID = BitConverter.ToUInt16(Data, 2);
Console.WriteLine("Game - Packet: Client -> Server, ID: " + PacketID);
if (PacketID == 1052)
{
GameSniffer.ServerCrypto.SetKeys(new byte[4] { Data[11], Data[10], Data[9], Data[8] }, new byte[4] { Data[7], Data[6], Data[5], Data[4] });
GameSniffer.ServerCrypto.EnableAlternateKeys();
GameSniffer.ClientCrypto.SetKeys(new byte[4] { Data[11], Data[10], Data[9], Data[8] }, new byte[4] { Data[7], Data[6], Data[5], Data[4] });
}
PS.SavePacket(Data);
GameSniffer.ClientCrypto.Decrypt(ref Data, true);
GameSniffer.Client.SendTo(Data, GameSniffer.Client.RemoteEndPoint);
if (PacketID == 1052)
GameSniffer.ClientCrypto.EnableAlternateKeys();
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
public static unsafe void GameClientData(StateObj StO, byte[] data)
{
try
{
byte[] Data = new byte[data.Length];
fixed (byte* p1 = Data, p2 = data)
Native.memcpy(p1, p2, (uint)data.Length);
GameSniffer.ClientCrypto.Encrypt(ref Data, true);
ushort PacketID = BitConverter.ToUInt16(Data, 2);
Console.WriteLine("Game - Packet: Server -> Client, ID: " + PacketID);
PS.SavePacket(Data);
GameSniffer.ServerCrypto.Encrypt(ref Data, false);
GameSniffer.Soc.Send(Data);
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
}
public class StateObj
{
public byte[] Buffer = new byte[1024];
public Socket MySock = null;
public object Wrapper;
}
public delegate void ConnectionArrived(StateObj StO);
public delegate void DataArrived(StateObj StO, byte[] Buffer);
public delegate void Disconnection(StateObj StO);
public class Proxy
{
public Socket Client;//Socket that listens for packets from Server to Client
public Socket Server;//Socket that listens for packets from Client to Server
public Socket Soc;
public string Name = "";
ConnectionArrived ServerConnHandler;
DataArrived ServerDataHandler;
DataArrived ClientDataHandler;
Disconnection ServerDCHandler;
Disconnection ClientDCHandler;
public Cryptographer ClientCrypto = new Cryptographer();
public Cryptographer ServerCrypto = new Cryptographer();
public void SetServerDCHandler(Disconnection C)
{
ServerDCHandler = C;
}
public void SetClientDCHandler(Disconnection C)
{
ClientDCHandler = C;
}
public void SetServerConnHandler(ConnectionArrived C)
{
ServerConnHandler = C;
}
public void SetServerDataHandler(DataArrived C)
{
ServerDataHandler = C;
}
public void SetClientDataHandler(DataArrived C)
{
ClientDataHandler = C;
}
public void Stop()
{
Client.Shutdown(SocketShutdown.Both);
Server.Shutdown(SocketShutdown.Both);
Client.Close();
Server.Close();
Client = null;
Server = null;
}
public void Start(string ServerIP, int Port)
{
Client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPEndPoint ServEP = new IPEndPoint(IPAddress.Parse(ServerIP), Port);
Client.BeginConnect(ServEP, new AsyncCallback(ClientConnect), new StateObj());
Server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPEndPoint IPE = new IPEndPoint(IPAddress.Any, 432);
Server.Bind(IPE);
Server.Listen(100);
Server.BeginAccept(new AsyncCallback(ServerConnection), new StateObj());
}
public void ClientConnect(IAsyncResult R)
{
StateObj S = (StateObj)R.AsyncState;
Client.EndConnect(R);
S.MySock = Client;
S.MySock.BeginReceive(S.Buffer, 0, 1024, SocketFlags.None, new AsyncCallback(ClientData), S);
Console.WriteLine(Name + " ->Connected to server successfully.");
}
public unsafe void ClientData(IAsyncResult R)//Client socket receives data from SERVER
{//Server -> Client Soc -> Client()
try
{
StateObj S = (StateObj)R.AsyncState;
SocketError SE;
int Len = S.MySock.EndReceive(R, out SE);
if (S.MySock.Connected)
{
if (SE == SocketError.Success && Len != 0)
{
byte[] data = new byte[Len];
fixed (byte* p1 = data, p2 = S.Buffer)
Native.memcpy(p1, p2, (uint)Len);
if (ClientDataHandler != null)
ClientDataHandler.Invoke(S, data);
}
else
if (ClientDCHandler != null)
ClientDCHandler.Invoke(S);
}
else
if (ClientDCHandler != null)
ClientDCHandler.Invoke(S);
try
{
S.MySock.BeginReceive(S.Buffer, 0, 1024, SocketFlags.None, new AsyncCallback(ClientData), S);
}
catch { }
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
public void ServerConnection(IAsyncResult R)//Server gets new connection
{//Client -> Server Soc -> Server(Client Socket's remote address)
StateObj S = (StateObj)R.AsyncState;
try
{
S.MySock = Server.EndAccept(R);
Soc = S.MySock;
if (ServerConnHandler != null)
ServerConnHandler.Invoke(S);
Server.BeginAccept(new AsyncCallback(ServerConnection), new StateObj());
}
catch (Exception Exc) { Console.WriteLine(Exc); }
try
{
S.MySock.BeginReceive(S.Buffer, 0, 1024, SocketFlags.None, new AsyncCallback(ServerReceive), S);
}
catch { }
}
public unsafe void ServerReceive(IAsyncResult R)//Server socket receives data from CLIENT
{
StateObj S = (StateObj)R.AsyncState;
try
{
SocketError SE;
int Len = S.MySock.EndReceive(R, out SE);
if (S.MySock.Connected)
{
if (SE == SocketError.Success && Len != 0)
{
byte[] data = new byte[Len];
fixed (byte* p1 = data, p2 = S.Buffer)
Native.memcpy(p1, p2, (uint)Len);
if (ServerDataHandler != null)
ServerDataHandler.Invoke(S, data);
}
else
if (ClientDCHandler != null)
ClientDCHandler.Invoke(S);
}
else
if (ClientDCHandler != null)
ClientDCHandler.Invoke(S);
}
catch (Exception Exc) { Console.WriteLine(Exc); }
try
{
S.MySock.BeginReceive(S.Buffer, 0, 1024, SocketFlags.None, new AsyncCallback(ServerReceive), S);
}
catch { }
}
}
}
[How To] Proxy use/ Proxy Lists (~10k)!!! 08/26/2010 - Tutorials - 3 Replies hey Com,
ich wurde letztens gefragt ob ich ein paar proxys habe und wie er sie benutzen kann.
Ok, dachte ich mir machs public:
Was braucht ihr?
-Proxifier
-Proxies
Proxy geht nicht/Proxy doesn´t work 08/10/2010 - Metin2 Private Server - 0 Replies Folgendes Problem:
Squid ist installiert.
Startet anscheinend nicht richtig, funktioniert einfach nicht.
Die Meldung welche kommt, wenn man startet:
2010/08/10 17:02:26| Starting Squid Cache version 2.7.STABLE9 for i386-portbld-freebsd7.1...
2010/08/10 17:02:26| Process ID 1952
2010/08/10 17:02:26| With 11095 file descriptors available
2010/08/10 17:02:26| Using kqueue for the IO loop
Wer will ne Proxy ? Ja genau du willst ne Proxy xD ! 07/23/2010 - Metin2 Private Server - 11 Replies Moin,
Wer hat einen Root-Server und will eine Proxy ?
Proxy:
Proxy ermöglicht dir deine IP zu ändern die dan auch die selbe bleibt.
Dadurch hast du auf einem DynDNS oder Root-Server 24/7 GM-Rechte.....
Ich hab nen Install script das ich den auch Pub machen werde
Aber davor testen möchte.
4326 PROXY FIX Post All Proxy Fixes Here 11/26/2006 - CO2 Exploits, Hacks & Tools - 22 Replies post only the fixes for proxy here plz dont post original file. NO QUESTIONS PLZ. DONT ASK FOR ORIGINAL QOPROXY. just search and hope u dont get the keylogged version :P
Fix for patch4326 (not really an intentional patch for proxy. required little editing ;))
replace old ini in qoproxy folder with this one