Changing gameguard send/response packets?

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Szponiasty
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Changing gameguard send/response packets?

Post by Szponiasty »

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I have a question that for some may be silly. But would want to know an answer before I spent many hours on implementing just to know it :) I wan't to know if there won't be any problem if I'll change gameguards packets sent to gameclients, with my own randomly generated? Basically I wan't to use GG send/receive features to work on better antiibot/antihack protection. How "unknown" GG packets will affect for example L2.NET?

Lets skip questions about that I would need client moddin, since it's illegal ;) and assume that my client will accept different packets and will be able to answer for them with correct ones. One more question, little off the topic: L2.NET is using build in GG routines or looks for gameclient and uses ones there?

One more question in the mean time: did anyone tried playing with servers revision changing during runtime? If I'll do so, will it recheck clients rev automatically or I will have to implement it coreside myself?

Again lets assume that proper client can properly react to that. Serv would send some custom packet, with data "i'm gonna switch revision to xxx now" (unknown packet for bots). Will that kind of confusion will be enough to make bots disconnect as often as I wan't?

My another idea and possibility is to make additional software that would be launched client-side, and communicate with gameserver using custom packets (in this case I'm assuming that normal client would be used). This soft would do some checks to detect if bot is running on the machine. So my question is: how good nowadays bots hide themselves from other soft?

Or maybe sth little less complicated? Like (assuming that client has support) changing logoff packet to custom one and send it to all with some interval. Will it force to logoff bots (especially L2.NET, since its last one I'm having trouble protecting from)?

Sry so for many questions, which some I could check myself pretty easy, but maybe someone tried that already and will spare me some time of trying. Or maybe someone experienced have its own good idea? I'm not experienced too well yet with messing in l2 client/server communication protocol, but I'm pretty skilled in programming, so worst part is getting to know answers :( Ofc I would share antibot with everyone interested and I'm going to make it easy to customise to your servers, to make bot devs work harder on going around it too easy :)

Is it worth even trying to make that? Or force on working on yet another, not 100% effective and harder to implement idea: server side detection based on watching char movement (L2.NET controlled chars move pretty differently, not like most of the other "live" controlled, and when forced to go around some specially preparred obstacles, tend to got stuck for a minute or so, and have problem going around - that would happend probably only to blind players).

Best regards
And in the next chronicle they went into space, fighting the evil empire... In a galaxy far, far away xD
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