Thursday, November 1, 2012

A momentary lapse of progress

So, what's that running through your head right now? something on the lines of "Hey, Bmanatee, you haven't updated this blog in a while... are you dead? What's happening with BPE?" I bet. No? well, why the hell isn't it?

Anyway, BPE has been put on hold while I study for exams (I'll continue working on it near the end of November).
With any luck, strait IP hooks will be added next release (in the form of my pre-hook system). And hopefully I'll do some more work on PEW files, too.
When that's all done and dusted, and I feel the plugin system has been developed enough, I'll move from Pre-Apha phase to Alpha phase and start working on the analyzer part of BPE.

I'm also going to try and write some more complicated plugins for games when I get the time, maybe even a packet-based aimbot. Maybe I'll write a plugin for a game with some basic connection security (eg. data + hash, which would conventionally be nigh impossible to edit using a packet editor without completely replacing the packet).

Monday, October 8, 2012

BPE Plugin Writing Tutorial #1 (Writing your first plugin)

So, I thought it was about damn time I wrote a tutorial on writing plugins for BPE (Mostly because currently I'm the only person who knows how).
Firstly, I've been updating the Wiki, so hopefully between this tutorial and the Wiki, there should be enough information for people to start writing plugins.
 and now the tutorial:

Writing your first plugin.

So, we're  gonna make a nice, simple plugin that simply outputs everything happening on the servers/ports being listened to.
It'll do the following:
Properly set up it's window
Output all sent/recieved packets
Output when connections are opened/closed

Now, let me explain a little about the hook system BPE uses. there are two kinds of hooks:
Hooks called by BPE, and
Hooks called by the plugin.

Hooks called by BPE are utilized by creating a public function in the document class of the plugin.
eg:

 public function sendPacketHook(packet:ByteArray,socketID:int):ByteArray  
 {  
     output.appendText("["+socketID+"] Sent:"+packet+"\n")  
     return packet;  
 }  

That above code would be called every time a packet is sent by the client. the variable "packet" contains the payload (data) from the packet in the form of a ByteArray. socketID is an integer containing the ID of the socket. The function returns the unmodified packet, so no modification is made.

Hooks called by the plugin are utilized by creating a public Function variable in the document class of the plugin, and then calling that variable/Function when you need to.
eg:

 public var updateWindow:Function;  
 public function someFunction():void  
 {  
     updateWindow(550,400,"Debug");  as
     return;
 }  

That above code (when someFunction is called) will scale the size of the window so that the stage is 550 pixels wide and 400 pixels high, then set the plugins window title to say "Debug".

Also note that all used hooks must be specified in the .pep file that goes with the plugin (more on that later, though).

Anyways, I hope that's enough explanation for understanding the hooking system for now. let's get on to making the actual plugin!
I'm going to assume you know your way around Flash and know a little AS3 at this point.
So, create a new AS3 project and a document class called "BPEDebugPlugin".
now, we're gonna be using ByteArray's (for the sent and received data) and TextFields (for the output), so go ahead and add these lines to the includes:

     import flash.text.TextField;  
     import flash.utils.ByteArray;  

Now, we're gonna need to declare a couple variables in the class.
Firstly, since we want to set the window size and title, we want to use the updateWindow hook, so we need to add a Function variable with the name updateWindow.
Secondly, we want a TextField that we can write our outputted data to.
so, add these lines to your class variable declarations

         public var updateWindow:Function;  
         private var output:TextField = new TextField();  

we're gonna make use of the finishPluginSetup hook. this simple hook function is called after your plugins hooks have been set up and your plugin has been added to the stage. it basically tells you it is now safe to use hooks and access the stage.
Chuck this code right after the end of your constructor function:

         public function finishPluginSetup()  
         {  
             updateWindow(550,400,"Debug");  
             output.x = 20;  
             output.y = 20;  
             output.width = 510;  
             output.height = 360;  
             output.background = true;  
             output.backgroundColor = 0xAAAAAA;  
             output.text = "Output\n";  
             this.addChild(output);  
         }  

As stated before, this function will be called once, when BPE has added it to the stage and set up all it's hooks. it calls the updateWindow hook and changes the window size and label. it will then set up the output TextField for use.

Now, let's get to the actually useful hooks. We'll start with the send and receive hooks, since they're super-similar, and quite simple.

         public function recievePacketHook(packet:ByteArray,socketID:int):ByteArray  
         {  
             output.appendText("["+socketID+"] Recieved:"+packet+"\n")  
             return packet;  
         }  
         public function sendPacketHook(packet:ByteArray,socketID:int):ByteArray  
         {  
             output.appendText("["+socketID+"] Sent:"+packet+"\n")  
             return packet;  
         }  

These functions will be called by BPE every time a packet is sent by the client or received by the client. packet is the ByteArray containing the data payload of the packet, and socketID is the ID number for the socket. We'll output the data being sent in the packet.
This is probably a good time to introduce you to BPE's socket ID system. each socket that connects to BPE is given an ID to make them easy to keep track of.
The first socket to connect is given the ID 0
the second 1
the third 2
ect.
The functions then output the sent/recieved data along with the socket ID.
The ByteArray returned by these functions is then run through any remaining plugins and either sent to the client or server depending on whether the packet is being received or sent.
Since we're returning the same, unmodified ByteArray that was the input of the function, the packet is left untouched. if you return an empty ByteArray, the packet is dropped.

Onto the socketOpen and socketClose hooks.

         public function socketOpenHook(socketID:int,address:String,port:int):void  
         {  
             output.appendText("["+socketID+"] Connected to:"+address+":"+port+"\n")  
             return;  
         }  

The socketOpenHook is run every time a socket connects to BPE. it gives you the new socket's ID, the address it's attempting to connect to and the port on which it's attempting to connect to. We'll output the address and port on the server it's attempting to connect to.

Next is the socketCloseHook.

           public function socketCloseHook(socketID:int,closeSocket:Boolean):Boolean  
           {  
                output.appendText("["+socketID+"] Disconnected, "+closeSocket+"\n")  
                return closeSocket;  
           }  

The socketCloseHook is called when the server disconnects the client. The Boolean closeSocket tells you whether BPE plans on disconnecting the client. if true, the socket is to be disconnected, if false, the socket connected to the client will stay connected. We'll return the closeSocket value given to us to let the other plugins or BPE decide what to do with the socket connected to the client.

Now, compile that sucker and we're up to creating the .pep file to load our plugin.

PEP files are like an external header for the plugin. it tells BPE everything it needs to know to run your plugin.
I created a simple little tool making it easy to generate the .pep file for your plugin. you can get it here or on the downloads page.
Open the PEP Builder up (do it in your browser if you have to).
For plugin name, type "BPEDebug".
For SWF Filename, write the name of your SWF (mine is "BPEDebug.swf")
and we need to tick the box next to each hook we used
tick the box next to hookUpdateWindow, hookFinishPluginSetup, hookRecievePacket, hookSendPacket, hookSocketOpen and hookSocketClose.
Once you've done that, click the "Save PEP File" button, and save it to the same location as your plugin SWF.

You're done!
Load your plugin with BPE, hook a server and port (web servers are the easiest for testing),  and if it works, give yourself a pat on the back.
If it doesn't work, try again or  leave a comment.

Here's a link to my finished source.

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

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.

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...

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).

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...