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A friend asked me to poke around the client to look into packets for this game and I found a small discrepancy with the "CryptoKey (0x22)" packet that may be of interest.
The client disassembly shows the data being read as a string (4 byte size followed by string text) followed by an int16 (build according to your code)
Here is a sample packet, 0x22 opcode followed by the packet data.
` 0000: 00 0D 22 07 00 00 00 31 2E 31 32 37 64 00 7D 05 .."....1.127d.}...
After these elements are read the client appears to generate some sort of random key, I'm assuming for crypto.
However if you send the same data above as packet 0x23 it saves the string/build without generating the key. I'm not sure if this string/build is useful but it might make getting around crypto simpler.
EDIT: I made this post late last night but just to add, there is actually 1 byte (bool) before the string32 in the 0x23 version.
The text was updated successfully, but these errors were encountered:
A friend asked me to poke around the client to look into packets for this game and I found a small discrepancy with the "CryptoKey (0x22)" packet that may be of interest.
The client disassembly shows the data being read as a string (4 byte size followed by string text) followed by an int16 (build according to your code)
Here is a sample packet, 0x22 opcode followed by the packet data.
` 0000: 00 0D 22 07 00 00 00 31 2E 31 32 37 64 00 7D 05 .."....1.127d.}...
After these elements are read the client appears to generate some sort of random key, I'm assuming for crypto.
However if you send the same data above as packet 0x23 it saves the string/build without generating the key. I'm not sure if this string/build is useful but it might make getting around crypto simpler.
EDIT: I made this post late last night but just to add, there is actually 1 byte (bool) before the string32 in the 0x23 version.
The text was updated successfully, but these errors were encountered: