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[DEVELOPMENT] Warrock Emulator

Discussion on [DEVELOPMENT] Warrock Emulator within the WarRock forum part of the Shooter category.

View Poll Results: How should I continue this project?
Open-Source (using SVN) 72 70.59%
Only share progress and functions 16 15.69%
Only share bits and pieces (concepts, implementations) 4 3.92%
Other, post your idea 10 9.80%
Voters: 102. You may not vote on this poll

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Old 10/07/2013, 19:28   #16
 
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^ Packets are encrypted using the XOR-Technique. Google for it
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Old 10/07/2013, 19:44   #17
 
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Technic ? ^^ no its a simple operator

var[i]=var[i]^key;

you can find the key if you do a bruteforce attack from 0 to 255 with the original crypted string... the last symbole is a endline (enter/return)

10 sec. than u´ve the key

it gives 4:
client->gameserver
gameserver->client
client->loginserver
loginserver->client
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Old 10/07/2013, 19:44   #18
 
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*bruteforce
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Old 10/07/2013, 19:46   #19
 
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stimmt danke war abgelenkt ^^
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Old 10/07/2013, 19:56   #20
 
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is possible make it compatible with chapter 1-2-3?
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Old 10/07/2013, 21:54   #21
 
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Quote:
Originally Posted by Sax_93 View Post
is possible make it compatible with chapter 1-2-3?
No it is not possible if you don't use a costumized DLL
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Old 10/07/2013, 22:06   #22
 
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Quote:
Originally Posted by Tibolus_ View Post
Technic ? ^^ no its a simple operator
#kein bock mehr auf englisch

Tatsache ist, dass du einen ganzen String ent/ver-schlüsselst und somit kann man es durchaus Technik nennen, da man ja logischerweise mehrmals Operatoren verwenden muss (auch wenns der gleiche ist). Soweit meine Auffassung, jedenfalls.
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Old 10/07/2013, 22:32   #23
 
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Quote:
Originally Posted by .BlackHat View Post
#kein bock mehr auf englisch

Tatsache ist, dass du einen ganzen String ent/ver-schlüsselst und somit kann man es durchaus Technik nennen, da man ja logischerweise mehrmals Operatoren verwenden muss (auch wenns der gleiche ist). Soweit meine Auffassung, jedenfalls.
I would appreciate if you used English in this thread.

@Thread:

I am making progress fast (for now), what I am doing is creating a server that does all things globally / static. This means it won't be an actual server (for that I need a working database, proper packet structures, etc.) yet. Just to see whether I can get the connections going and data receivable and ‘sendable’. This seems to work now (excluding packet structures, I only implemented a couple).

I will now start focusing on things like database management, packet structures and adding features.

I am considering making this project closed-source (during development), as little help has been offered (code-wise), and the help that is offered isn't influenced by the accessibility of the server's source.
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Old 10/08/2013, 00:13   #24
 
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All the help I can offer you is vast knowledge about the game itself rather than its code. That might come in handy if you got to the point where the base has been established, though for now, knowing this community and its selfish ways, I fear you stand by your own.
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Old 10/08/2013, 01:18   #25


 
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That's why he has some support hope this will work out good, as it looks good though!
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Old 10/08/2013, 09:39   #26
 
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I'll dedicate some work to this thread, I'll send you a PM with my Skype details.

I've taken a look at your source, you can change this in PacketBuilder.cs:

Code:
        [DllImport("winmm.dll")]
        private static extern long timeGetTime();

        private readonly StringBuilder _builder;

        public PacketBuilder(PacketType type)
        {
            _builder = new StringBuilder();
            Append(timeGetTime());
            Append((uint) type);
        }
To:

Quote:
[DllImport("winmm.dll")]
private static extern long timeGetTime();


private readonly StringBuilder _builder;

public PacketBuilder(PacketType type)
{
_builder = new StringBuilder();
Append(Environment.TickCount);
Append((uint) type);
}
Environment.TickCount does the same function and is already included into the .NET framework so it doesn't require an import. PS the red can be removed.
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Old 10/08/2013, 22:30   #27
 
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This project will stop being open-source.

This community definitely isn't ready / interested for a project of this kind. I will continue working on this source, but the SVN will not be updated any more.

-

Authentication is completely finished.
For the database management I have decided to use NHibernate.
Player's are now loaded, created, etc.

NOTE: A player can register through the client, using the prefix NEW in front of it's desired username.
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Old 10/12/2013, 13:54   #28
 
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Quote:
Originally Posted by Basser View Post
Authentication is completely finished.
For the database management I have decided to use NHibernate.
Player's are now loaded, created, etc.

NOTE: A player can register through the client, using the prefix NEW in front of it's desired username.
apologize for my obsessive question, but no one would answer. This emulator can make it compatible for chapter 1?
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Old 10/12/2013, 14:09   #29
 
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Quote:
Originally Posted by Sax_93 View Post
apologize for my obsessive question, but no one would answer. This emulator can make it compatible for chapter 1?
I'm creating this for Chapter 3. Not sure how much the network structure changes since chapter 1. I might make it compatible (you would have to download a different source!) with Chapter 1 when it works. Don't get your hopes up though, that is a long time from now!
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Old 10/12/2013, 14:49   #30
 
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ok, thanks for answer me
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