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Pro4Never's project tracking thread of ultimate goodness

Discussion on Pro4Never's project tracking thread of ultimate goodness within the Conquer Online 2 forum part of the MMORPGs category.

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Pro4Never's project tracking thread of ultimate goodness

<REVISED AGAIN>

Ok, figured I'd update this thread with what I'm working on.

I finally have net at home again after a few months going without and have gotten back into the private server community. My proxy still works (last I checked) with some minor upgrades I did. I used it to log some more packets but no serious botting (that got boring and it would have taken too much work to make it a marketable thing... i still have it around though so that's cool)

So, using the experience with packets I gained from working on my proxy, I'm finally back onto Hellmouth! We are reviving (slowly) with a CUSTOM 5299 source (current tq patch).

Things will be moving slowly because we are going for stability and a properly planned out server before we ever worry about actual features and go online.

I estimate at LEAST a month for BASE game features, then at LEAST a month of closed/semi public beta testing during which point we will be adding content (events, pvp systems, custom content, etc) followed by a grand roll out of the playable server.

This is a big project, it may not make it to maturity but we are gonna give it one hell of a shot (especially if... certain things happen )


The tracking thread for the project can be found:

So far there is only basic functionality (logging in, creating a character, moving around and chatting)

I have fully structured the item info packet for the current patch and arco was going to be writing the proper item systems for the game (database, inventory, equipment, adding, removing and updating items)


Also, just to keep you guys tantalized, an old friend of mine has joined the project and is going to be working on something VERY special for the server... He will be referred to as a "content creation tools creator".

For now we're going to leave Project Indigo (his offshoot of the server) as a mystery until we have something worth while to show for it.

Our channel will be updated with videos as we add more things.


I will also start up the twitter feed again. Follow for updates ^^



<REVISED>

So I'm back into coding again! Due to quite a bit of spare time, I've started coding some random things and developed an interest in creating my own pserver source. As part of that project I decided to make my own proxy to help with logging/decrypting packets required (I plan to run the current tq patch).

So far I'm still mostly working on the proxy simply because I'm finding it ooh so much fun. I hadn't worked with making hacks/bots before really and my limited packet experience makes this all rather new for me.

The proxy has made some significant progress and for the hell of it I'm coding some simple botting/hacking features to it. I MAY release a public test of it in the future, lemme know in the thread if you may be interested (note: It won't be anything as complex as many of the payed proxies in development atm. That's not my goal)


Anyways so without delay, here's my projects I'm working on currently.



Project 1: Hellmouth revision.

I'm going to be (slowly) working on a fully custom 5250+ source to support the new version of the server. In fact i plan on just jumping to the latest official tq patch. I've gotten a bunch of example sources from all over and immune's new one which has lent a huge hand in it so far. The custom source will be coming together slowly and in stages. So far i'm semi stuck with the new 5250 login stuff (some undocumented packet during login plus the new entity packet structure means i got alot to do before it goes anywhere). which leads into the need for project 2.


Project 2: Alchemy Online.

Named after my first learning project, it is a proxy I'm working on that is going to serve the function of logging current packets for use in my server. I'm planning though to add some basic botting functionality to it as a further learning project and to provide the possibility for future server revenue (if it's made i can always advance it to a payable version rather than just ditching a perfectly good proxy).

Very new thing for me to be working on but having lots of fun.

For example... here is me crashing a client with attacking too fast with my fatal strike bot lol (paths coming soon to remove the stupid random jumps)




Backburner projects:

LogicServer:

Still on hold as it's pointless to code before i have a fairly complete server to use it with. I'm considering hooking it up to the proxy to alllow for a proper artificial inteligence bot for hunting/looting rather than dull calculations. That's down the road though. Still... bot/companion system structure and calcs are all in place. Just need to write the logic server and handlers for it still...


CoEmu:

I like working with it so people can still expect some releases and tutorials related to it.. just less of them (although most of my new stuff isn't public)


Anyways, i'll be updating as things progress. Lots of lovely videos and pics to be expected ^^
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Old 06/15/2010, 11:38   #2
 
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Good luck!
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Old 06/15/2010, 14:07   #3
 
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So I woke up early and got bored...

Wrote the basic connections to handle communication between the game server and logic server as well as the structure for the actual logic threads. No actual advanced stuff yet, just the connections done.

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Old 06/15/2010, 22:27   #4
 
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So working on proxy again. I got everything working really nicely for the one way communication now. Doing other direction now... although my *** it's getting messy when I try to do it. I need to re-do stuff cause as it is right now it's basically two distinct threads/sets of data that don't exactly work well together... and they are trying to pass stuff between them and not doing a good job of it.



Was using 5095 as a test base but it will work with any source in it's current format.
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Old 06/15/2010, 22:34   #5
 
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This is awsome.
Again seeing some good things from you
Goodluck with this
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Old 06/16/2010, 01:23   #6
 
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Proxy now working in both directions.

Note: The invalid password is just cause I was tving someone so I could run a login server to connect to on an external ip and I didn't care to go trampling through their databases.



Now to test it for official Tq servers (should work seeing as it's still blowfish, this is just login sequence and there are no modified packets being sent yet)


<edit>

tested on some ****** 5095 binary server.




Also tested Official tq servers (latest patch) and it works just fine for login part. Working on proper game server port handling now.

Does anyone know the Ip for the official tq servers? I logged some network traffic and it looked like 216.93.175.204 is where everything was being sent but when I try to send a connection with my sockets to 216.93.175.204:5816 it was causing problems... or did they go ahead and change the ports again? I forget these things lol
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Old 06/16/2010, 02:27   #7
 
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Old 06/16/2010, 08:32   #8
 
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Quote:
Originally Posted by pro4never View Post
Does anyone know the Ip for the official tq servers? I logged some network traffic and it looked like 216.93.175.204 is where everything was being sent but when I try to send a connection with my sockets to 216.93.175.204:5816 it was causing problems... or did they go ahead and change the ports again? I forget these things lol
Auth server isn't the same as game server, connect to the ip that you read in packet 0x41F sent by the server.
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Old 06/16/2010, 19:58   #9
 
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Originally Posted by Nullable View Post
Auth server isn't the same as game server, connect to the ip that you read in packet 0x41F sent by the server.
Thanks... I actually knew about that but for some reason it never occurred to me to check when I connected to tq servers.

One of the many, many problems I'm sure to be having with this seeing as almost my entire programing history is server side CO... Almost never occurs to me the RETURNED data (well.. it does but I'm so used to having dealt with it server side)


Gonna have to revise the socket system to handle switching to game port next so I can actually manage the switch.

Dumb question (one you may not be able to really answer seeing as the way I'm writing this probably is really stupid of me).

When I receive the 0x41F packet (1055) should I just use the same client socket but shut down the thread that's listening on old port and start up the same thing all over again on the new port?

I already wrote the basic listener to detect the connection request coming from client to login to game server but I'm half drawing a blank how to incorperate the received socket into an already existing/running ClientSocket and it's associated threads.

The way I'm doing it currently is:

AuthSocket: Listens for request on proxy auth port (1025 in this example)

- On Client connection it creates a new client socket and then does a few different things..

1: Starts a new thread to receive packets from the client (on port 1025) so in this case that would just be the login request.

2: Connects to tq server on AuthIp/Port

-- On successfully connecting to tq server it starts a ServerReceive thread which then handles the return of packets Server>Proxy (on auth port)



So yah... Socket per client model using sync sockets (only because I have very little exp working with async sockets) which may run into problems later but w/e..

I'm basically thinking:

Should I leave the ClientSocket intact but shut down the current threads/create new connection once the GameSocket request is sent? or should I just make a new one such as GameSocket which will then handle the game socket side of things (and shut down the auth socket connection obviously to reduce wasted threads)

I'm sure it will make SO much more sense once I actually start coding that side of things but for now it's just kinda stumping me.


Ooh: also something that I'm sure I'll figure out when I get back into trying it...

When connecting to the game server I just need to send the received client packet.. correct? Aka when I send the client the 1055 packet it should automatically connect to the gamesocket port/ip and then send the packet to continue?


Thanks... long rant mostly just me being confused lastnight when I was literally falling asleep at my computer looking into it. I have a bad habit of trying to research things first so I know what to expect when I should really just get back into trying shit and seeing what happens.

I'll work on that side of things tonight but can't really spend time coding today sadly.
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Old 06/16/2010, 20:10   #10
 
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i want the old HCO back (
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Old 06/16/2010, 20:43   #11
 
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i want the old HCO back (
:O you do realize that the new source (once done) will be INFINITELY better than the old server.

Hell even just my crappy coemu source is 10x better and has more features lol.
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Old 06/16/2010, 21:11   #12
 
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Quote:
Originally Posted by pro4never View Post
...
Alright, here is a proxy design:
1. Proxy listens on auth port for clients(1025 here), and on game port for clients as well.

2. Proxy issues a connection to the auth server and acts as a middle man between the client/server ( basically reading all data in/out and probably modifying such data to do some stuff ).

3.Release all the resources not needed anymore due to the client's disconnection from the auth server.

4.Accept client's connection over game server, and issue a connection to the returned ip from tq's server at auth stage, then act as a middle man between both for the whole game session, either logging packets, botting, whatever you want.

Make sure you test new stuff on new accounts, a packet of an invalid size WILL get your character botjailed.
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Old 06/16/2010, 22:34   #13
 
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:O you do realize that the new source (once done) will be INFINITELY better than the old server.

Hell even just my crappy coemu source is 10x better and has more features lol.
than i`ll wait for you to finish the server so i can play i`m so **** bored of this stupid new servers full of +15 , level 200+ etc .
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Old 06/16/2010, 23:59   #14
 
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Ok null... time for me to pick your mind a bit more..

I'm having a ***** of a time with encryption...

Is it that there is a different encryption for information being sent from the server>client or something? cause using login encryption OR blowfish encryption... Encrypt/Decrypt are not giving me my original packet.


I was testing using a generic coemu login server (with game encryption thrown into it) and I would then create a packet (auth response in this case) and then once finished building packet what I did was

A: spit out the packet to console for reference (pre-encryption right after building)

B: encrypted it (using login encryption, i also tested game crypt), spit it out again for reference

C: Decrypted it (using login encryption, i also tested game crypt), spit it out again for reference.

And of course I end up with something different.... The entire point of encryption is being reversible and it works just fine decrypting Client>server data but Server>client seems to be using something else and it's driving me nuts.

I assume it just needs some sort of encryption key but holy *** it's ******* me off.


<edit>

For ***** and giggles I logged the proper server ip/port for official tq and tested that way... it gets part way through game server login and just stops... seeing as the packets should be being sent (unaltered) through the proxy I'm not sure why this would be happening...




<edit x2>

So encryption I've taken half a step forward.. was messing around more with it and at least game encryption is reversing properly... not that it really helps much right now but I'll work on other stuff now
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Old 06/17/2010, 08:09   #15
 
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I know cryptography can be a ***** sometimes, but i'm guessing you're using the same cipher object for both (client/server), also remember that the encryption/decryption is reversed both ways (other words, server doesn't encrypt data like a client does, and a client doesn't decrypt data like a server does).


So here is a really basic proxy which anyone could've built better than what i did, just does nothing but logging in and reading auth data correctlyv then keeps a connection between gameserver and client, you can build up blowfish and gameserver encryption from there.
Attached Files
File Type: rar ProxyExample.rar (33.9 KB, 187 views)
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