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Questions about Proxy
Discussion on Questions about Proxy within the CO2 Programming forum part of the Conquer Online 2 category.
08/21/2010, 22:55
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#31
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Quote:
Originally Posted by Ian*
Botcheck packets are for clientless bots. On a proxy you can completely ignore the fact they're there. The client will handle all of it for you.
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So clientless botting is completely traceable?
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08/21/2010, 23:26
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#32
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Unless you handle the botcheck packets, yeah. If you don't you can remain clientless for a good 5 to 10 minutes until your character is botjailed.
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08/22/2010, 01:34
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#33
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Quote:
Originally Posted by fm_sparkart
So clientless botting is completely traceable?
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No, just more complicated. In a proxy, if you don't know what to do with a packet, the client still does. With standalone clientless botting you need to send valid responses to EVERY packet the server sends w/o any mistakes to cause tq to realize it's a fake client.
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08/22/2010, 04:00
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#34
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No more info on clientless botting :P It's not that hard of a thing to figure out, just requires a lot of documenting packets and yeah, like pro4never said. Sending valid replies.
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08/22/2010, 11:16
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#35
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Quote:
Originally Posted by Ian*
No more info on clientless botting :P It's not that hard of a thing to figure out, just requires a lot of documenting packets and yeah, like pro4never said. Sending valid replies.
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And a **** LOAD of time.
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08/24/2010, 02:57
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#36
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Quote:
Originally Posted by gabrola
And a **** LOAD of time.
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Bot check is fairly easy to figure out,And all the packets are pretty well out there,there are A few things that are A real *****,like the **** packet changes for RB char. had me stumped for A while till somone explained what the problem was and why I kept getting jailed.
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09/15/2010, 12:52
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#37
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I have a quick question. The encryption I am using comes from the code that tanelipe posted:
I've rewritten my code from scratch and ran into a small problem with the encryption. There was no need for me to modify the "initial packet" and the "authentication request" so I skipped decryption/encryption. The first would be the "authentication response" from the server. But the decryption goes wrong (wrong values).
After some fiddling, I decrypt/encrypt the "initial packet" (no modification), decrypt/encrypt the "authentication response" and the decryption works.
Could anyone explain this?
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09/15/2010, 16:22
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#38
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sorry having a bit of trouble understanding what you mean here... what initial packet? the password seed?
For the entire auth server section of the proxy you want to be using login encryption which requires no dhkey configuration or anything fancy. Simple .encrypt .decrypt functionality in most versions of it.
In your packet handler I'd suggest decrypting the packet, checking the type and modifying if necessary.
Then in your send function, re-encrypt it and you're good to go.
for the auth response you need to modify the server ip so that it will loop back and connect to you on the game server port.
If you don't modify this packet you will have to use a loader to force the game connection to loop back around.
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09/16/2010, 08:57
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#39
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Okay, I'll try to explain it more clear.
I don't need to modify the "initial packet" and the "authentication request". So I simply relay those packets.
I receive the "authentication response" and I need to modify it so I decrypt and encrypt. I am certain I am decrypting correctly. The problem is... it gets decrypted wrong.
After fiddling around, I decrypted and encrypted the "initial packet" but didn't modify it. I simply relayed it, doing a useless decrypt/encrypt. Then the "authentication response" gets decrypted correctly.
The encryption code I am using is the one tanelipe gave me.
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09/16/2010, 09:18
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#40
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Quote:
Originally Posted by fm_sparkart
Okay, I'll try to explain it more clear.
I don't need to modify the "initial packet" and the "authentication request". So I simply relay those packets.
I receive the "authentication response" and I need to modify it so I decrypt and encrypt. I am certain I am decrypting correctly. The problem is... it gets decrypted wrong.
After fiddling around, I decrypted and encrypted the "initial packet" but didn't modify it. I simply relayed it, doing a useless decrypt/encrypt. Then the "authentication response" gets decrypted correctly.
The encryption code I am using is the one tanelipe gave me.
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You can't simply relay a packet even if you're not going to modify it, the whole encryption relies on the count of bytes decrypted/encrypted so you can't ignore some packets and try to decrypt/encrypt others.
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09/16/2010, 10:33
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#41
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Quote:
Originally Posted by Nullable
You can't simply relay a packet even if you're not going to modify it, the whole encryption relies on the count of bytes decrypted/encrypted so you can't ignore some packets and try to decrypt/encrypt others.
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Thank you for the clarification. I suspected this but just wanted verification.
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