View Full Version : Sending packets to server
gggmaster
29th July 2007, 23:18
hi all,
does anyone have a program/source code that sends none encrypted packets to mu global server that works without a proxy?
ty
soulmaster123
30th July 2007, 16:29
1) read about raw sockets - quite easy but won't work in WinXp sp2, coz M$ blocked raw packet sending. You can put other socket into "sniffer" mode, to get info about what's going on in game :)
2) read about protocol/intermediate network drivers - hard stuff but really pays off in the end, coz it gives you full control over network packets in your PC ;)
gggmaster
31st July 2007, 20:22
and does it works if i use this method to send packets to mu global? cause when i try to connect to a global server i get "An existing connection was forcibly closed by the remote host"
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nvm, i got it. reading about it now :)
ty dude
ban.k
31st July 2007, 23:05
Maybe WPE PRO or Ethereal can do this job, but i'm not sure.
gggmaster
3rd August 2007, 22:22
when i send a hand craft raw packet to global mu online server, do i need to change something in the packet header after i copy a header from a sniffed packet that was send from my client to the server?
ty
soulmaster123
4th August 2007, 01:48
Yes. After second thought I think raw socket isn't going to work, sorry. But if you wanna try:
1) capture some easy outgoing MU packet (maybe hit packet C1 07 11)
2) don't change anything except 3 fields of tcp header: ack number, seq number and tcp checksum. Set them all to 0.
3) try to send that packet and see if it works. If not, zero-out also the ip_id and ip checksum of ip header.
Main problem here is sequence number of tcp header. Unfortunately you don't know the amount of data sent by MU client, so you can't put valid seq and calculate tcp checksum. But maybe windows tcp stack gonna fill these fields for you when it sees zeros, that's the only hope :)
I myself use custom ndis driver, so I didn't try raw socket method. It was just an idea, sorry :)
spezi
4th August 2007, 14:47
i tried this before, i calculated the right checksums and seq numbers... it may work for some time, but then the tcp connection gets out of sync... soon dc ^^ Problem is, you dont know when your client sends a packet that is same lenght as ur packet. You can only put the sequence number it would have with your packet, but the client/server expects some other numbers, because he only knows what packets he have sent.
So, just forget your idea, its a big waste of time.
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