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Messages - Varlock

#1
Thanks for the info.
#2
Has anyone looked into the game protocol rather than bnet? Is it encrypted? UDP or TCP? Peer-to-peer or client/server or both like Warcraft III? I'm not in the beta so I don't have any idea how it works and if any of these questions have obvious answers.

I'd be curious to look at a dump of a game if it wasn't encrypted.
#3
Battle.net Bot Development / Replay Stitching
September 11, 2009, 10:10 PM
I've done some research into stitching together Warcraft 3 replays from before and after a game is saved and resumed. It doesn't seem to work. Anyone interested in more information can read the following topic:

http://forum.codelain.com/index.php?topic=8311.0

You will find the C++ source code for the project in the GHost++ SVN (revision 318 is current and it is likely the code will be removed in future revisions):

http://code.google.com/p/ghostplusplus/

I just thought I would post this in case someone finds it interesting or decides to try it for themselves. This should serve as a pretty good starting point.

EDIT: It might actually still be possible. I've updated the linked topic with some new ideas.
#4
There is some fairly significant demand for this because I've already added the necessary client code to GHost++. I have very little motivation to continue porting the VB modWarden.bas code to C/C++ and unfortunately I don't know VB well enough and I also don't know Windows programming well enough to interface with your modWarden code from C/C++.

I'm sure someone will create an easy to use Warden library at some point, but it would be very nice to have a workaround for GHost++ in the meantime. It's not really necessary to have the source code, just a binary since it's likely there would be several thousand users wanting to use the BNLS server and many of them would want to run their own server.

Thanks again.
#5
I've written a client to use your BNLS server protocol for handling the warden packets. At the moment I've only written the "stupid" version (e.g. sending you the seed + the raw warden packets) because my client is not able to handle the 0x02 packets at the moment. I will likely use the "smart" version in the future but for me it's secondary to getting a working bot at the moment.

I was able to connect to your BNLS server and relay the packets to battle.net. I wasn't kicked after the usual 2 minutes so it appears to be working. Are you planning to release your server code and/or binaries?

Thanks for all the work you guys have done on breaking Warden, I really appreciate it.