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  1. #11
    pkedpker
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    It could mean many things most likely it means your game probably uses UDP socket

    try bp sendto and bp recvfrom

    but your lucky UDP games are usually use a very cheap packet encryption due to the have it has a high drop rate of packets and if they use anything complicated it will mismatch.

    UDP is highly unreliable and will be dropping/re-ordering packets no matter how good your internet connection is and in turn will screw up your packets

  2. #12
    explosionsinthe
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    I actually set a breakpoint on every function the game calls from within the winsock dll and still olly doesn't break when I login :/

  3. #13
    makradesh
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    Show me a bit of the code, maybe u made a small mistake..

    PS: pkedpkr and explosion, if you guys want the advanced auto clicker leave me a pm
    Stewie kills the world in 2012.

  4. #14
    explosionsinthe
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    What kind of code would you want to see mkd ?
    What I did is right clicked on the disassembler while in the game client's main thread and searched for all intermodular calls. I then looked for any call that went to WS2_32.dll and wherever I saw anything like send, rec, connect, socket etc I right clicked and selected set breakpoint on all calls like this one. Still I dont see how olly is supposed to break since WPE Pro never showed anything in the packets with all kinds of winsock functions available ticked.
    One thing I noticed is that a while after logging in I saw that one of the threads' last error was WSAECONNRESET which I looked up on the MSDN library and thought it could somehow be relevant but meh. I also thought of searching for the username I typed into the login screen and then to set an access breakpoint on the data in olly so I could find which routine sends it along with the password to the server but all I found is a heavily used routine which I am guessing was used to draw text on there since I saw some japanese characters instead of english ones when I filled it with nops.
    After some google research I found there is software which shows what ports are occupied by applications, so if I found the port the game is using I could sniff packets using wireshark but apart from the fact that I can't be bothered to use such programs I don't even know if it's a viable tactic.
    So to sum the current status up I am still trying to find a way to locate and log whatever encrypted keys the server sends to the game client (which are then sent to GameMon by the client) so I can later write the emulator's key encryption routine which GameMon has. I have run out of ideas at the moment but I promised myself I wouldn't give up, at least on this part.

    Thanks for the offer mkd, currently I have decided to focus on this task. If I in the future decide to study your auto clicker I will let you know

    EDIT: I decided to reinstall the whole game because all I had was the files from my own computer which is back at my apartment. So after properly installing the game on this laptop I gave it another try and now WPE Pro finds a 26 byte long packet received with WSARecv each time I login. It is strange that no outgoing packets were caught when logging but at least this gives me something to look up in olly.
    Last edited by explosionsinthe; 2011-04-19 at 10:46 PM.

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