With this release comes good news and bad news.
The bad news is my prehook system doesn't work, so I'm going to have to find a new way of adding IP hooks. I've looked at several alternatives and found that I could quite easily make a cross-platform hook for Linux/Mac, but Windows doesn't like letting anyone do any low-ish level network hacks.
The good news is that PEW support has been added, which is a pretty big thing.
I've actually fixed the multiple server hook bug this time - connections now go to where they're meant to go.
I've also done a little more work on the GUI, adding the ability to actually remove port hooks and plugins.
It also no longer saves which hooks you were using. Now that Workspaces are implemented, it no longer needs to.
I'll update the Wiki with some documentation on Workspace files since to load plugins you have to edit the Workspace file via text editor.
I'd also like to point out that now Workspace files have been implemented, BPE is much more friendly towards having complete game hacks released on it since all an end-user needs to do to use a properly set up plugin-based hack is double click a Workspace file.
Feel free to spread this around.
People should use this.
DOWNLOAD
Changelog:
*BPE Pre-Alpha V1.2 (PEPAPI V1.1) (PEWVer 1.0)
- added PEW/Workspace support
- added "resetWorkspace", "hookServer", "hookPort" and "loadPlugin" Workspace commands
- added save & load workspace buttons
- save function saves server hooks and plugin hooks but not plugin configuration
- GUI improvements
- added ability to unload plugins via "Plugin Options" menu
- added ability to unhook ports via "Port Options" menu
- fixed bug where BPE would sometimes not close properly and hang in memory
- BPE now removes server hooks on close, use workspaces to save them
- made BPE the default file opener for .pew files (secretly done in V1.1)
- fixed bug where if more than one server was hooked all connections were routed to the first server in the list
- cleaned up shit tons of code
Showing posts with label AIR. Show all posts
Showing posts with label AIR. Show all posts
Tuesday, January 29, 2013
Monday, January 28, 2013
Packet Editor Progress #7
It's been a while since I gave a progress update on BPE.
IP hooks (in the form of PreHook) are being added next release. unfortunately, for both hooks to work simultaneously, I have to re-design the entire hook system, which is why this release has been taking quite some time.
Since BPE was originally designed to only have one hook system, it makes things difficult because the server hooks and the port hooks were effectively the same body of code, and now need to be completely separated and mostly re-written (I'm splitting one class into about five to make it work).
There will be a "Server Manager" class that acts as an interface for the different hooks (including plugin interaction, which is controlled by the "Plugin Manager"), and a "Master Server" class that will organize the serversockets and pass connections through the different hooks as they come.
So, next release should fix the two most significant limitations of BPE: the multiple server hook bugs and not being able to hook IPs.
PEW files will probably start being implemented in the release after this next one. I'm focusing on fixing major bugs/limitations before adding new features.
And yes, I still need a Mac tester.
I'd also appreciate a Linux tester.
IP hooks (in the form of PreHook) are being added next release. unfortunately, for both hooks to work simultaneously, I have to re-design the entire hook system, which is why this release has been taking quite some time.
Since BPE was originally designed to only have one hook system, it makes things difficult because the server hooks and the port hooks were effectively the same body of code, and now need to be completely separated and mostly re-written (I'm splitting one class into about five to make it work).
There will be a "Server Manager" class that acts as an interface for the different hooks (including plugin interaction, which is controlled by the "Plugin Manager"), and a "Master Server" class that will organize the serversockets and pass connections through the different hooks as they come.
So, next release should fix the two most significant limitations of BPE: the multiple server hook bugs and not being able to hook IPs.
PEW files will probably start being implemented in the release after this next one. I'm focusing on fixing major bugs/limitations before adding new features.
And yes, I still need a Mac tester.
I'd also appreciate a Linux tester.
Tuesday, September 18, 2012
BROPlugin release
Made a new plugin. BROPlugin, a hack for XGen's game Blast Rage Online.
you can download it here or from the Downloads page.
Currently, it only has Godmode. I might add my reload and wall hack at a later date.
To run this, you'll need Adobe Air and BPEV1.1.
you need to hook www.xgenstudios.com on port 80 to make this work.
Here's a quick video tut on how to set it up.
It's not open-source cause that would make it too easy to patch
you can download it here or from the Downloads page.
Currently, it only has Godmode. I might add my reload and wall hack at a later date.
To run this, you'll need Adobe Air and BPEV1.1.
you need to hook www.xgenstudios.com on port 80 to make this work.
Here's a quick video tut on how to set it up.
It's not open-source cause that would make it too easy to patch
Friday, September 14, 2012
BPE Pre-Alpha V1.1
It's finally here!
BPE Pre-Alpha V1.1 and HTTPlugin are done.
I'm tired from programming and testing, so I'm not gonna write much.
Read the readme if you want more.
Find HTTPlugin and the latest version of BPE on the Downloads page.
get BPE Pre-Alpha V1.1 here.
I'm gonna spend any upcoming spare time to write tutorials and update the wiki.
Changelog:
- changed updateWindowHook
- added socket ID system
- updated sendPacketHook
- updated recievePacketHook
- added forceRecieveHook
- added forceSendHook
- added forceCloseHook
- added socketOpenHook
- added socketCloseHook
- removed PEPAPI V1 support, mostly
- attempted to make work on Linux and Mac (untested)
- GUI improvements
- added "Server Options" window
- added "Plugin Options" window (incomplete)
- added "Port Options" window (incomplete)
- fixed bugs
- possibly fixed the "multiple hooked servers" bug? (not sure how, might be black magic. the bug should theoretically still be there, but tests indicate it's fixed)
- fixed problem with data not being sent when a connection was still being fowarded
- misc other bugs
If I get a Mac tester, I'll try and get Linux and Mac support into the next release.
BPE Pre-Alpha V1.1 and HTTPlugin are done.
I'm tired from programming and testing, so I'm not gonna write much.
Read the readme if you want more.
Find HTTPlugin and the latest version of BPE on the Downloads page.
get BPE Pre-Alpha V1.1 here.
I'm gonna spend any upcoming spare time to write tutorials and update the wiki.
Changelog:
- changed updateWindowHook
- added socket ID system
- updated sendPacketHook
- updated recievePacketHook
- added forceRecieveHook
- added forceSendHook
- added forceCloseHook
- added socketOpenHook
- added socketCloseHook
- removed PEPAPI V1 support, mostly
- attempted to make work on Linux and Mac (untested)
- GUI improvements
- added "Server Options" window
- added "Plugin Options" window (incomplete)
- added "Port Options" window (incomplete)
- fixed bugs
- possibly fixed the "multiple hooked servers" bug? (not sure how, might be black magic. the bug should theoretically still be there, but tests indicate it's fixed)
- fixed problem with data not being sent when a connection was still being fowarded
- misc other bugs
If I get a Mac tester, I'll try and get Linux and Mac support into the next release.
Tuesday, September 11, 2012
Packet Editor Progress #6
Things are going well towards the release. probably only about a week remaining.
I have some pretty heavy stuff going on in my life right now, so progress will probably slow down. however, HTTPlugin is working almost perfectly. just one or two small features to implement and then I'll release it with BPE Pre-Alpha V1.1.
Here's a pretty pic of HTTPlugin:
It can redirect HTTP requests to any location (online or offline). it has many uses, one of which being working as a more advanced version of my sitelocked game loader.
Hopefully I can get BPE running on Linux and Mac before the release...
I have some pretty heavy stuff going on in my life right now, so progress will probably slow down. however, HTTPlugin is working almost perfectly. just one or two small features to implement and then I'll release it with BPE Pre-Alpha V1.1.
Here's a pretty pic of HTTPlugin:
It can redirect HTTP requests to any location (online or offline). it has many uses, one of which being working as a more advanced version of my sitelocked game loader.
Hopefully I can get BPE running on Linux and Mac before the release...
Saturday, September 1, 2012
Packet Editor Progress #5
So, it's been a few weeks. I'm starting to get near the next release. about time, too.
Fixing the multiple server hooks bug may have to be postponed, but I've added many more hooks which should hopefully be operational by the next release. Currently, all the plugin hooks are:
(Current, PEPAPI v1)
updateWindow (Called by the plugin, changes window width, height and title)
sendPacketHook (Called by the Core, every time the client sends a packet, allows viewing and modification of the sent data)
recievePacketHook (Called by the Core, called every time the client receives a packet, allows viewing and modification of the received data)
finishPluginSetup (Called by the Core, called after the plugin has been set up, when it is safe for it to start using hooks)
(New, PEPAPI v1.1)
forceRecieveHook (Called by the plugin, allows the plugin to force the client to receive data, crafts a packet sent to the client)
forceSendHook (Called by the plugin, allows the plugin to force the client to send data, crafts a packet sent to the server)
forceCloseHook (Called by the plugin, forces a socket to close)
socketOpenHook (Called by the Core, called every time a socket is opened)
socketCloseHook (Called by the Core, called every time a socket is closed)
Several old PEPAPI v1 hooks will be changed to use the new SocketID system. all hooks are currently in flux, and may very well be drastically changed several times over the next few releases.
Oh, and there's a Wiki now:
http://bpe.wikia.com/wiki/Bmanatee%27s_Packet_Editor_Wiki
Hopefully, I'll do some work on the wiki after this next release, since there should be enough hooks now to make some useful plugins.
Also, if there are any Linux or Mac users who would like to become testers, please contact me.
*edit*
today's one of those days where everything works.
Fixed a dozen bugs. Got my HTTPlugin proof-of-concept working. looks like I'm almost ready for the next release (although, I'd prefer to finish HTTPlugin first, so that there's some example code for the new hooks).
Fixing the multiple server hooks bug may have to be postponed, but I've added many more hooks which should hopefully be operational by the next release. Currently, all the plugin hooks are:
(Current, PEPAPI v1)
updateWindow (Called by the plugin, changes window width, height and title)
sendPacketHook (Called by the Core, every time the client sends a packet, allows viewing and modification of the sent data)
recievePacketHook (Called by the Core, called every time the client receives a packet, allows viewing and modification of the received data)
finishPluginSetup (Called by the Core, called after the plugin has been set up, when it is safe for it to start using hooks)
(New, PEPAPI v1.1)
forceRecieveHook (Called by the plugin, allows the plugin to force the client to receive data, crafts a packet sent to the client)
forceSendHook (Called by the plugin, allows the plugin to force the client to send data, crafts a packet sent to the server)
forceCloseHook (Called by the plugin, forces a socket to close)
socketOpenHook (Called by the Core, called every time a socket is opened)
socketCloseHook (Called by the Core, called every time a socket is closed)
Several old PEPAPI v1 hooks will be changed to use the new SocketID system. all hooks are currently in flux, and may very well be drastically changed several times over the next few releases.
Oh, and there's a Wiki now:
http://bpe.wikia.com/wiki/Bmanatee%27s_Packet_Editor_Wiki
Hopefully, I'll do some work on the wiki after this next release, since there should be enough hooks now to make some useful plugins.
Also, if there are any Linux or Mac users who would like to become testers, please contact me.
*edit*
today's one of those days where everything works.
Fixed a dozen bugs. Got my HTTPlugin proof-of-concept working. looks like I'm almost ready for the next release (although, I'd prefer to finish HTTPlugin first, so that there's some example code for the new hooks).
Sunday, August 12, 2012
Packet Editor Progress #4 and other things
It's been nearly a month since my last post, so I thought I'd update you all on my progress.
Things have been slow. I've had stuff on. Should be getting some time soon, though.
I'm thinking I'll get multiple server hooks operating then release the next version.
ETA: 1 month +- 2 weeks
I've fleshed out some more of the GUI.
I also started setting up PEW support. might take a version or two for it to be released;
I've also planned a few plugins for it, including an HTTP server re-director (making certain directory's on chosen servers redirect elsewhere, including to the local filesystem, I.E. making everything in www.example.com/dir/ redirect to c:\server\).
I've had some issues with modifying it to run on Linux and Mac, but hopefully I can get it going before next release.
In other news, I've been doing more work on 3D stuff. I'd post more about it, but I'm too short on time. I'm hoping to get my FPS running on a Commodore 64. That should still be within it's limits. I've never written anything for a C64 before... so that'll be interesting.
Also, turns out my "Universal SWF Decryptor" has bugs (I've known about them for a while, but tried to hide them so people didn't exploit them to make "un-decryptable" SWF's) that make it slightly less "Universal". I'll try and fix them when I get a spare moment...
I need more spare time...
Things have been slow. I've had stuff on. Should be getting some time soon, though.
I'm thinking I'll get multiple server hooks operating then release the next version.
ETA: 1 month +- 2 weeks
I've fleshed out some more of the GUI.
I also started setting up PEW support. might take a version or two for it to be released;
I've also planned a few plugins for it, including an HTTP server re-director (making certain directory's on chosen servers redirect elsewhere, including to the local filesystem, I.E. making everything in www.example.com/dir/ redirect to c:\server\).
I've had some issues with modifying it to run on Linux and Mac, but hopefully I can get it going before next release.
In other news, I've been doing more work on 3D stuff. I'd post more about it, but I'm too short on time. I'm hoping to get my FPS running on a Commodore 64. That should still be within it's limits. I've never written anything for a C64 before... so that'll be interesting.
Also, turns out my "Universal SWF Decryptor" has bugs (I've known about them for a while, but tried to hide them so people didn't exploit them to make "un-decryptable" SWF's) that make it slightly less "Universal". I'll try and fix them when I get a spare moment...
I need more spare time...
Wednesday, July 18, 2012
Packet Editor Progress #3
Did some more work on it today. Hopefully, I can add Mac and Linux support next release (installing AIR on Linux is a pain in the ass, though).
I just passed the 1,000 line mark for it (1,011 right now, split between 12 classes).
Next release will have various GUI improvements (server options and possibly port options and plugin options windows, adding the ability to remove hooks).
I might fix some of the glitches with having multiple server hooks (currently, all hooked connections are routed to whichever IP is at the top of the list).
I need to add .PEW file loading at some point too, considering that PEW files will make things vastly easier for newbies trying to set up hooks for specific plugins.
I'll probably release some tutorials around the end of this week,
I just passed the 1,000 line mark for it (1,011 right now, split between 12 classes).
Next release will have various GUI improvements (server options and possibly port options and plugin options windows, adding the ability to remove hooks).
I might fix some of the glitches with having multiple server hooks (currently, all hooked connections are routed to whichever IP is at the top of the list).
I need to add .PEW file loading at some point too, considering that PEW files will make things vastly easier for newbies trying to set up hooks for specific plugins.
I'll probably release some tutorials around the end of this week,
Tuesday, July 17, 2012
BPE Pre-Alpha V1.0
Here it finally is!
The first public release of my packet editor!
Currently, it comes with no plugins and is windows only, so it will only be useful to those who can program in AS3.
I'm going to be posting tutorials on using and writing plugins for it in the near future, so stay tuned!
In the meantime, you can download the source for a simple Stick Arena Dimensions plugin I made and edit that to work for whatever uses you have.
To use the plugin, hook these servers:
ballistick1.xgenstudios.com
ballistick2.xgenstudios.com
ballistick3.xgenstudios.com
ballistick4.xgenstudios.com
ballistick5.xgenstudios.com
ballistick6.xgenstudios.com
ballistick7.xgenstudios.com
ballistick8.xgenstudios.com
ballistick9.xgenstudios.com
Or add this to your hosts file:
127.0.0.2 ballistick1.xgenstudios.com #CoreHook IP 67.19.138.234
127.0.0.2 ballistick2.xgenstudios.com #CoreHook IP 67.19.138.235
127.0.0.2 ballistick3.xgenstudios.com #CoreHook IP 67.19.138.236
127.0.0.2 ballistick4.xgenstudios.com #CoreHook IP 74.86.43.8
127.0.0.2 ballistick5.xgenstudios.com #CoreHook IP 74.86.43.9
127.0.0.2 ballistick6.xgenstudios.com #CoreHook IP 74.86.43.10
127.0.0.2 ballistick7.xgenstudios.com #CoreHook IP 74.86.3.220
127.0.0.2 ballistick8.xgenstudios.com #CoreHook IP 74.86.3.221
127.0.0.2 ballistick9.xgenstudios.com #CoreHook IP 74.86.3.222
And hook port 1138.
Currently, you have to manually remove server hooks by editing your hosts file (C:\windows\system32\drivers\etc\hosts).
Anyway, here's the download link for the packet editor.
Current features:
Working plugin system
Working hooking system
Loads previous server hooks when it opens
Probably undetected by most/all current games and anti-cheat systems
Current known bugs:
Too many to list...
Also: Android has been added to the list of OS's I plan to develop my packet editor for. Support will probably be added for it during Beta.
Linux (and possibly Mac) support will hopefully be added in the next few releases.
I've also updated the downloads page with BPE and the plugin.
The first public release of my packet editor!
Currently, it comes with no plugins and is windows only, so it will only be useful to those who can program in AS3.
I'm going to be posting tutorials on using and writing plugins for it in the near future, so stay tuned!
In the meantime, you can download the source for a simple Stick Arena Dimensions plugin I made and edit that to work for whatever uses you have.
To use the plugin, hook these servers:
ballistick1.xgenstudios.com
ballistick2.xgenstudios.com
ballistick3.xgenstudios.com
ballistick4.xgenstudios.com
ballistick5.xgenstudios.com
ballistick6.xgenstudios.com
ballistick7.xgenstudios.com
ballistick8.xgenstudios.com
ballistick9.xgenstudios.com
Or add this to your hosts file:
127.0.0.2 ballistick1.xgenstudios.com #CoreHook IP 67.19.138.234
127.0.0.2 ballistick2.xgenstudios.com #CoreHook IP 67.19.138.235
127.0.0.2 ballistick3.xgenstudios.com #CoreHook IP 67.19.138.236
127.0.0.2 ballistick4.xgenstudios.com #CoreHook IP 74.86.43.8
127.0.0.2 ballistick5.xgenstudios.com #CoreHook IP 74.86.43.9
127.0.0.2 ballistick6.xgenstudios.com #CoreHook IP 74.86.43.10
127.0.0.2 ballistick7.xgenstudios.com #CoreHook IP 74.86.3.220
127.0.0.2 ballistick8.xgenstudios.com #CoreHook IP 74.86.3.221
127.0.0.2 ballistick9.xgenstudios.com #CoreHook IP 74.86.3.222
And hook port 1138.
Currently, you have to manually remove server hooks by editing your hosts file (C:\windows\system32\drivers\etc\hosts).
Anyway, here's the download link for the packet editor.
Current features:
Working plugin system
Working hooking system
Loads previous server hooks when it opens
Probably undetected by most/all current games and anti-cheat systems
Current known bugs:
Too many to list...
Also: Android has been added to the list of OS's I plan to develop my packet editor for. Support will probably be added for it during Beta.
Linux (and possibly Mac) support will hopefully be added in the next few releases.
I've also updated the downloads page with BPE and the plugin.
Thursday, June 14, 2012
Packet Editor Progress #2
I've been pretty busy this last week or two, but I think It's about time I posted another progress update.
I've been working on the hook, Core API's and plugin integration recently.
I figured out a better way of dealing with multiple servers (and ports) and in the final version, you will be able to hook up to 256 different servers and any number of ports on each server.
I've also fleshed out the plugin file (which will be Packet Editor Plugin files, or .pep files). I'll eventually make a program to quickly and easily make .pep files for plugins. I might post some more details on them soon.
When I get around to implementing it, I'll add Packet Editor Workspace (.pew) files , which will be written in some simple language (currently probably BASIC like) that will be able to do things like:
Unload plugins
Load plugins
Unhook servers
Hook servers
Unhook ports
Hook ports
Change various settings
This will mean that cheats for games can simply be made as one or more plugins and a PEW file so that all the end-user has to do is open the PEW file and use the plugins GUI to select options to use it. they wouldn't need to know how to use the packet editor at all. Hell, they wouldn't even need to know what a "packet" is.
Also, I installed Ubuntu on my laptop's second HDD so, the Linux version's priority has increased a bit. expect a Linux release at the same time (or before) the Mac release (probably about a month from now).
Here's a pretty picture of the current version:
I'll release a pre-alpha version in a couple weeks, probably.
It'll only be useful to programmers as it won't come with the analyzer or manipulator/filterer/editor plugins (which I haven't even started making yet), but you will be able to make and release your own.
And for those who care about open source stuff, all the plugins I make for it (including the anazyer and the manipuator) will be open source. the Core won't be, but I probably won't encrypt or obfuscate it. So, if you're desperate for the source you will probably be able to decompile it. But everyone knows that's not cool.
I think I was gonna say some other stuff, but it's getting late and I've forgotten. I might edit this if/when I remember.
14/6/12
Core: 60% - Core GUI: 70%, Core API: 50%, Core Hook: 70%
Plugins: 18% - Plugin integration: 70%, Packet Analyzer Plugin: 0%, Packet Manipulator Plugin: 0%
I've been working on the hook, Core API's and plugin integration recently.
I figured out a better way of dealing with multiple servers (and ports) and in the final version, you will be able to hook up to 256 different servers and any number of ports on each server.
I've also fleshed out the plugin file (which will be Packet Editor Plugin files, or .pep files). I'll eventually make a program to quickly and easily make .pep files for plugins. I might post some more details on them soon.
When I get around to implementing it, I'll add Packet Editor Workspace (.pew) files , which will be written in some simple language (currently probably BASIC like) that will be able to do things like:
Unload plugins
Load plugins
Unhook servers
Hook servers
Unhook ports
Hook ports
Change various settings
This will mean that cheats for games can simply be made as one or more plugins and a PEW file so that all the end-user has to do is open the PEW file and use the plugins GUI to select options to use it. they wouldn't need to know how to use the packet editor at all. Hell, they wouldn't even need to know what a "packet" is.
Also, I installed Ubuntu on my laptop's second HDD so, the Linux version's priority has increased a bit. expect a Linux release at the same time (or before) the Mac release (probably about a month from now).
Here's a pretty picture of the current version:
I'll release a pre-alpha version in a couple weeks, probably.
It'll only be useful to programmers as it won't come with the analyzer or manipulator/filterer/editor plugins (which I haven't even started making yet), but you will be able to make and release your own.
And for those who care about open source stuff, all the plugins I make for it (including the anazyer and the manipuator) will be open source. the Core won't be, but I probably won't encrypt or obfuscate it. So, if you're desperate for the source you will probably be able to decompile it. But everyone knows that's not cool.
I think I was gonna say some other stuff, but it's getting late and I've forgotten. I might edit this if/when I remember.
14/6/12
Core: 60% - Core GUI: 70%, Core API: 50%, Core Hook: 70%
Plugins: 18% - Plugin integration: 70%, Packet Analyzer Plugin: 0%, Packet Manipulator Plugin: 0%
Sunday, June 3, 2012
Packet Editor Progress #1
So, I've spent the last couple weeks working on my packet analyzer/manipulator, hence why it's been so long since the last update here.
Here's an update on the packet analyzer/manipulator's progress:
All the Core's GUI's components are pretty much done. I decided to program the GUI from scratch and have everything be drawn dynamically, so all the graphics are drawn using AS.
I'm going to add options that allow you to change setting on a per-socket basis (for if you have more than one socket connected to it at a time)
The Core GUI's far from finished, but here's a sneak preview of the current system:
Plugins are SWF's (there'll be a custom file type for them when I get around to it containing important information like which functions to hook, which Core variables it needs access to, title, ect) so are easy and quick to program. Each plugin will run within it's own window and by default will not be able to access other plugins.
Plugins will by default be able to do the following:
Change their window size, change their window title, have their flash code do whatever they want within their window.
Manipulate incoming/outgoing packets
Send packets and simulate receiving packets
Things that will probably require extra permissions for plugins are:
Adding servers and ports to the "hooked servers/ports" list
Stop other plugins having access to specific packets (i.e stopping another plugin editing a packet it doesn't want it to edit)
Changing run order of plugins
Loading other plugins
Changing other plugins settings
Accessing/overriding other plugins
I might add more stuff in the future, but that's how I see it now.
The socket hook it uses will be cross-platform (However, Linux uses an outdated version of AIR, so a Linux version might not happen but I can confirm is possible) and works by hooking individual servers/ports. And since it's AIR and plugins are written in flash, it's 100% cross-platform allowing the Core and all plugins to work on Windows, Mac and Linux (when I get around to it), making it one of the few (if not only?) cross-platform packet analyzer/manipulators. But the hook does have some downsides.
To take a look at the hook objectively:
Pros:
Cross-platform (Windows, Mac, Linux)
Easy to program
Harder for anti-hack/cheat programs to detect as it doesn't involve modifying programs to hook sockets
Not many (if any) anti-hack/cheat programs check for this specific type of hook
No need to piss around with "socket ID's"
Cons:
Still possible to detect
Works per-server instead of per-program, so can pick up unwanted connections from other programs trying to access the hooked server
Also works per-port and any connections to unhooked ports on the hooked server will be dropped/time out.
I'm expecting the first release to come out in about a month from now.
here's the gist of my progress including percentage completes:
3/6/12
Core: 30% - Core GUI: 60%, Core API: 30%, Core Hook: 30%
Plugins: 15% - Plugin integration: 60%, Packet Analyzer Plugin: 0%, Packet Manipulator Plugin: 0%
Here's an update on the packet analyzer/manipulator's progress:
All the Core's GUI's components are pretty much done. I decided to program the GUI from scratch and have everything be drawn dynamically, so all the graphics are drawn using AS.
I'm going to add options that allow you to change setting on a per-socket basis (for if you have more than one socket connected to it at a time)
The Core GUI's far from finished, but here's a sneak preview of the current system:
Plugins are SWF's (there'll be a custom file type for them when I get around to it containing important information like which functions to hook, which Core variables it needs access to, title, ect) so are easy and quick to program. Each plugin will run within it's own window and by default will not be able to access other plugins.
Plugins will by default be able to do the following:
Change their window size, change their window title, have their flash code do whatever they want within their window.
Manipulate incoming/outgoing packets
Send packets and simulate receiving packets
Things that will probably require extra permissions for plugins are:
Adding servers and ports to the "hooked servers/ports" list
Stop other plugins having access to specific packets (i.e stopping another plugin editing a packet it doesn't want it to edit)
Changing run order of plugins
Loading other plugins
Changing other plugins settings
Accessing/overriding other plugins
I might add more stuff in the future, but that's how I see it now.
The socket hook it uses will be cross-platform (However, Linux uses an outdated version of AIR, so a Linux version might not happen but I can confirm is possible) and works by hooking individual servers/ports. And since it's AIR and plugins are written in flash, it's 100% cross-platform allowing the Core and all plugins to work on Windows, Mac and Linux (when I get around to it), making it one of the few (if not only?) cross-platform packet analyzer/manipulators. But the hook does have some downsides.
To take a look at the hook objectively:
Pros:
Cross-platform (Windows, Mac, Linux)
Easy to program
Harder for anti-hack/cheat programs to detect as it doesn't involve modifying programs to hook sockets
Not many (if any) anti-hack/cheat programs check for this specific type of hook
No need to piss around with "socket ID's"
Cons:
Still possible to detect
Works per-server instead of per-program, so can pick up unwanted connections from other programs trying to access the hooked server
Also works per-port and any connections to unhooked ports on the hooked server will be dropped/time out.
I'm expecting the first release to come out in about a month from now.
here's the gist of my progress including percentage completes:
3/6/12
Core: 30% - Core GUI: 60%, Core API: 30%, Core Hook: 30%
Plugins: 15% - Plugin integration: 60%, Packet Analyzer Plugin: 0%, Packet Manipulator Plugin: 0%
Monday, May 14, 2012
Sitelocked SWF Loader
I just finished my SWF sitelock tool for loading sitelocked swfs offline.
This project is the precursor to the packet editor I'm going to make (vast quantities of this projects code can be recycled into my packet editor).
This loader should be able to load ~95% of sitelocked games. it has one or two limitations though:
It's currently windows only (I might make a linux option in the future. wouldn't be too hard. mac would be possible too).
Generally speaking, it can only load games held in a single .swf file. and it tends to break multiplayer games. Both of those are fixable, but it's probably not worth the effort.
Anyways, here's how you use it:
if for example, you wanted to load a sitelocked swf offline from www.example.com/folder/test.swf you would set "Server" to "www.example.com" and "Path" to "/folder/test.swf"
after you've set that up, just drag-and-drop the swf onto the loader to load it.
Note: most games only need to be loaded from the correct server and you can usually leave Path blank.
Here's a picture of me loading an unmodified, sitelocked Stick RPG Complete while not connected to the internet:
Note that Path doesn't actually have to be set to anything, I just did that to show it worked.
Download my SWF Sitelock Tool here:
Download
Also, it's an AIR application, so you need AIR installed to run it.
Labels:
actionscript,
adobe,
AIR,
AS3,
AVM1,
AVM2,
flash,
loader,
lock,
mochicrypt,
offline,
programming,
site,
sitelock,
swf
Friday, March 23, 2012
Getting around SecurityError #2070
So, today I started playing with some SWF loading code in Flash Builder, and I ran into a common sandbox problem.
You get Error #2070 when a loaded swf in another directory tries to access the stage.
I couldn't get around it by using Security.allowDomain("*") either, because it was an AIR application.
So, to get around this problem I decided instead of directly loading the file using Loader.load() I'd load it by loading the file into a byteArray and useing Loader.loadBytes() instead. and guess what? it works.
It completely gets around the sandbox issue.
Have some code:
There's probably a better, simpler way to get around this sandbox issue, but at least this works.
You get Error #2070 when a loaded swf in another directory tries to access the stage.
I couldn't get around it by using Security.allowDomain("*") either, because it was an AIR application.
So, to get around this problem I decided instead of directly loading the file using Loader.load() I'd load it by loading the file into a byteArray and useing Loader.loadBytes() instead. and guess what? it works.
It completely gets around the sandbox issue.
Have some code:
private function loadSwfFromUrl(url:String):void{
var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
var ldr:Loader = new Loader();
var swf:ByteArray = new ByteArray();
var fs:FileStream = new FileStream();
fs.open(new File(url), FileMode.READ);
fs.readBytes(swf);
fs.close();
context.allowCodeImport = true;
ldr.loadBytes(swf,context);
stage.addChild(ldr);
}
There's probably a better, simpler way to get around this sandbox issue, but at least this works.
Labels:
2070,
actionscript,
adobe,
AIR,
AS3,
AVM2,
programming,
sandbox,
securityerror
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