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如果看不懂、不知道现在做的什么,那就跟着做完看效果
现在的代码都是依据数据包来写的,如果看不懂代码,就说明没看懂数据包
内容参考于: 易道云信息技术研究院VIP课
上一个内容:44.角色创建服务器反馈数据包分析
码云地址(master 分支):https://gitee.com/dye_your_fingers/titan
码云版本号:75c763a02e224b8d293d71284044da98f53e2c19
代码下载地址,在 titan 目录下,文件名为:titan-解码发送数据内容输出到日志.zip
链接:https://pan.baidu.com/s/1W-JpUcGOWbSJmMdmtMzYZg
提取码:q9n5
--来自百度网盘超级会员V4的分享
HOOK引擎,文件名为:黑兔sdk升级版.zip
链接:https://pan.baidu.com/s/1IB-Zs6hi3yU8LC2f-8hIEw
提取码:78h8
--来自百度网盘超级会员V4的分享
以 44.角色创建服务器反馈数据包分析 它的代码为基础进行修改
根据上一个内容游戏登录之后的操作基本上都是0A开头,然后里面有数据参数个数,其中数据参数里就有02开头的数据,现在做的是把这些数据参数全部解读出来,打印到一个文件里,这样将来看这个文件的时候就能知道有多少种规则,大概都是怎样的
效果图:
阵营选择的数据包,解读,591就是阵营选择的操作码(也就是591表示阵营选择这个操作)
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登录进游戏也可以正常解析发送0A开头的数据包
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游戏进入游戏,然后返回到选择角色界面之后,会频繁发送一个0A开头的数据包,经过数据解码可以看出这个数据包的内容是GetTickCount函数的返回值,也就是系统启动以来经过的毫秒数,这个数据包应该是一个心跳包,所以现在就把心跳包顺便解决了
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然后GetTickCount函数返回的是一个long long类型,从心跳包里看,03表示long long类型
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然后心跳的时间大概5秒一次
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然后这个心跳有时间间隔,可以通过两个心跳包的时间间隔来检测游戏是否被调试,如果被调试执行的时候必然会增加,所以通过心跳包做调试检测是可行的,但是这个东西要加密,如果不加密就跟现在一样让我们轻而易举的就知道了
效果图:
拦截591操作码,也就是拦截阵营选择操作
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EnCode.h文件的修改:修改了 EnCode结构体
#pragma once/*EnCode结构体 un[6]、index、op是8字节union里也是8字节pointer、back它俩虽然是char类型,但它俩是指针类型,所以它们一共是8字节EnCode结构体一共是24字节
*/
class EnCode// 用于表示数据解析约定的数据
{
private:char un[6]{};//
public:char index = 0;// op + un[3]是四字节,op与buffer是6字节,如果自动内存对齐op与buffer可能不会挨在一起char op = 0;union{char dataPool[0x8];int lenth;char byte;short stval;int val;float fval;double dbval;long long lval = 0;};char* pointer = 0;char* back = 0;
public:EnCode();EnCode(char*& buff, unsigned int& _len, char ExIndex = 0);EnCode& operator=(char*& buff);int Init(char*& buff, char EnIndex = 0);~EnCode();
};class GBYTE :public EnCode {
public:using EnCode::EnCode;using EnCode::operator=;operator char();char value();
};
class GSHORT :public EnCode {
public:using EnCode::EnCode;using EnCode::operator=;operator short();short value();
};
class GINT :public EnCode {
public:using EnCode::EnCode;using EnCode::operator=;operator int();int value();
};
class GFLOAT :public EnCode {
public:using EnCode::EnCode;using EnCode::operator=;operator float();float value();
};
class GINT64 :public EnCode {
public:using EnCode::EnCode;using EnCode::operator=;operator long long();long long value();
};
class GDOUBLE :public EnCode {
public:using EnCode::EnCode;using EnCode::operator=;operator double();double value();
};
class GCHAR :public EnCode {
public:using EnCode::EnCode;using EnCode::operator=;operator const char*();const char* value();
};
class GUTF16 :public EnCode {
public:using EnCode::EnCode;using EnCode::operator=;operator const wchar_t*();const wchar_t* value();
};
NetClass.h文件的修改:新加 SC_CHOOSECAMP宏
#pragma once
#include "EnCode.h"
// 发送数据操作码定义
#define SC_CHOOSECAMP 591 // 阵营选择操作码
// 发送数据标准头
typedef struct NET_SEND_HEAD {// 为了内存对齐,当前结构不可能超过255,所以这样写是没问题的char len = sizeof(NET_SEND_HEAD) - 1;char op = 0x0A;short unst = 0;int unnt[4]{};short unst1 = 0;short count = 0;
}*PNET_SEND_HEAD;// 申请创建角色结构体
typedef struct NET_CREATEROLE_START {char un[0x02];// 用来做内存对齐char len = sizeof(NET_CREATEROLE_START) - 3;// 用来做内存对齐char op = 0x03;int code = 0x01;
}*PNET_CREATEROLE_START;// 删除角色数据结构
typedef struct DATA_DELROLE {char op;char buff[0x1F];int len;int un[8] = { 0x01 , 0x03};}*PDATADELROLE;/*数据包还原结构体要注意内存对齐,如果数据不满4字节,它字段会补齐比如结构体里有一个char变量,它是1字节,在内存里它可能会为了内存对齐让它变成4字节,所以这要注意
*/
// 登录数据
typedef struct DATA_LOGIN {int op = 0x0300;char buff[0x10]{};int lenId = 0x10;/*这个是登录的账号,它可能会变成0x20或更长,现在默认让它0x10读的时候以长度为准就好了*/char Id[0x10]{};int lenPass = 0x10;/*这个是登录的密码,它可能会变成0x20或更长,现在默认让它0x10读的时候以长度为准就好了*/char Pass[0x10]{};int lenCode = 0x10;char Code[0x10]{};int eop = 0x01;
}*PDATALOGIN;
typedef struct DATA_LOGIN_OK {// 登录成功数据包头int un[8] = { 0, 0, 0x76B, 0x0C, 0x1E,0, 0, 0 };int index = 0;int RoleCount = 0;
}*PDATALOGINOK;
typedef class ROLE_DATA {// 登录成功数据包
public:GBYTE byte;GINT un;GINT un1;GUTF16 name;GUTF16 infos;GINT un2;GINT64 un3;
}*PROLEDATA;
NetClient.h文件的修改:新加 OnSendCustom函数、DecodeChooseCamp函数
#pragma once
#include "NetClass.h"
class NetClient // 监视客户端每一个操作
{
private:PROLEDATA roles;unsigned rolecount;bool logined = false;bool DelRole(wchar_t* rolename, unsigned _len);
public:/*模拟登陆的方法Id是账号Pass是密码它要基于发送的方法实现,因为我们没有连接socket的操作*/bool login(const char* Id, const char* Pass);bool DelRole(wchar_t* rolename);bool StartCreateRole();// 用于创建角色// 根据角色名字获取一个登录成功数据包(选择角色列表里的一个数据)PROLEDATA GetRoleByName(wchar_t* rolename);
public:// 用于拦截游戏删除角色功能bool virtual OnDelRole(wchar_t* rolename, unsigned _len);// 用于拦截游戏登录功能void virtual Onlogin(const char* Id, const char*Pass);// 用于拦截游戏创建角色功能bool virtual OnStartCreateRole(int code);// opcode意思是操作码,count意思是数量,buffStart意思是解码的内容开始,buffend意思是解码的内容结束,buffer是原始的数据,len是原始数据的长度// char& buffer, int& len这俩参数带&的原因是,在 OnSendCustom 里进行修改之后,通过&的方式传递回去bool virtual OnSendCustom(int opcode, short count, char* buffStart, char* buffend, char*& buffer, unsigned& len);
public:bool virtual DecodeChooseCamp(char* buffStart, char* buffend, short count);
public:// 处理失败,参数是错误码bool virtual Tips(int code);void virtual loginok(ROLE_DATA* _roles, int count);bool virtual OnScrStartCreateRole(short code,wchar_t* _txt);
};
NetClient.cpp文件的修改:新加 OnSendCustom函数、DecodeChooseCamp函数
#include "pch.h"
#include "NetClient.h"
#include "extern_all.h"bool NetClient::login(const char* Id, const char* Pass)
{const int bufflen = sizeof(DATA_LOGIN) + 1;char buff[bufflen];DATA_LOGIN data;// 有些操作系统这样写会报错,因为内存不对齐,现在Windows下没事//PDATALOGIN _data = (PDATALOGIN)(buff + 1);// 这样写就能解决内存对齐问题PDATALOGIN _data =&data;int len = strlen(Id);memcpy(_data->Id, Id, len);len = strlen(Pass);memcpy(_data->Pass, Pass, len);memcpy(buff+1, _data, sizeof(DATA_LOGIN));buff[0] = I_LOGIN;return WinSock->OnSend(buff, sizeof(buff));}bool NetClient::DelRole(wchar_t* rolename)
{PROLEDATA _role = GetRoleByName(rolename);if (_role == nullptr) {return false;}else {return DelRole(rolename, _role->name.lenth);}return false;
}bool NetClient::StartCreateRole()
{NET_CREATEROLE_START _data;return WinSock->OnSend(&_data.op, _data.len);
}PROLEDATA NetClient::GetRoleByName(wchar_t* rolename)
{//PROLEDATA result = nullptr;for (int i = 0; i < rolecount; i++){// StrCmpW判断两个字符串是否相同// 比较时区分大小写,如果字符串相同返回0if (StrCmpW(roles[i].name.value(), rolename) == 0) {return &roles[i];}}return nullptr;
}bool NetClient::DelRole(wchar_t* rolename, unsigned _len)
{DATA_DELROLE _data;_data.op = 0x06;_data.len = _len;memcpy(_data.buff, rolename, _len);return WinSock->OnSend((char*)&_data, sizeof(DATA_DELROLE) - 1);
}bool NetClient::OnDelRole(wchar_t* rolename, unsigned _len)
{AfxMessageBox(rolename);return true;
}void NetClient::Onlogin(const char* Id, const char* Pass)
{/*const int bufflen = sizeof(DATA_LOGIN) + 1;char buff[bufflen];DATA_LOGIN data;// 有些操作系统这样写会报错,因为内存不对齐,现在Windows下没事//PDATALOGIN _data = (PDATALOGIN)(buff + 1);// 这样写就能解决内存对齐问题PDATALOGIN _data =&data;int len = strlen(Id);memcpy(_data->Id, Id, len);len = strlen(Pass);memcpy(_data->Pass, Pass, len);memcpy(buff+1, _data, sizeof(DATA_LOGIN));buff[0] = I_LOGIN;return WinSock->OnSend(buff, sizeof(buff));*/
}bool NetClient::OnStartCreateRole(int code)
{return true;
}bool NetClient::OnSendCustom(int opcode, short count, char* buffStart, char* buffend, char*& buffer, unsigned& len)
{switch (opcode){case SC_CHOOSECAMP:return DecodeChooseCamp(buffStart, buffend, count);break;default:break;}return true;
}bool NetClient::DecodeChooseCamp(char* buffStart, char* buffend, short count)
{GCHAR coder;coder.Init(buffStart, 1);return true;
}bool NetClient::Tips(int code)
{
#ifdef AnlyCString txt;if (code == 51001) {txt = L"登陆失败,易道云通行证不存在!";}else if (code == 51002) {txt = L"登录失败,密码错误!";}else {txt.Format(L"未知登录错误:%d", code);}anly->SendData(TTYPE::I_LOG, 0, txt.GetBuffer(), txt.GetLength()*2);
#endifreturn true;
}void NetClient::loginok(ROLE_DATA* _roles, int count)
{logined = true;if(roles) delete[] roles;roles = _roles;rolecount = count;
}bool NetClient::OnScrStartCreateRole(short code, wchar_t* _txt)
{return true;
}
GameWinSock.cpp文件的修改:修改了 OnSendCustom函数、AnlyBuff函数
#include "pch.h"
#include "GameWinSock.h"
#include "extern_all.h"
#include "NetClass.h"
#include "EnCode.h"typedef bool(*DealProc)(char*&, unsigned&);DealProc SendDealProc[0x100];
DealProc RecvDealProc[0x100];GameWinSock::PROC GameWinSock::_OnConnect{};
GameWinSock::PROC GameWinSock::_OnSend{};
GameWinSock::PROC GameWinSock::_OnRecv{};bool DeafaultDeal(char*&, unsigned&) { return true; }// 登录数据包的处理
bool Onlogin(char*& buff, unsigned& len) {PDATALOGIN _data = (PDATALOGIN)(buff + 1);char* _id = _data->Id;_data = (PDATALOGIN)(buff + 1 + _data->lenId - 0x10);char* _pass = _data->Pass;Client->Onlogin(_id, _pass);/* 修改账号密码len = sizeof(DATA_LOGIN) + 1;buff = new char[len];DATA_LOGIN data;PDATALOGIN _data = &data;buff[0] = 0x2;CStringA _id = "";// 补充账号CStringA _pass = "";// 补充密码memcpy(_data->Id, _id.GetBuffer(), _id.GetLength());memcpy(_data->Pass, _pass.GetBuffer(), _pass.GetLength());memcpy(buff + 1, _data, len - 1);*//* 监控登录数据PDATALOGIN _data = (PDATALOGIN)buff;CStringA _id = _data->Id;_data = (PDATALOGIN)(buff + _data->lenId - 0x10);CStringA _pass = _data->Pass;CStringA _tmp;// 请求登录 账号[% s]密码[% s] 这个内容别人在逆向的时候就会看到// 所以这种东西需要自己搞个编码来代替它_tmp.Format("请求登录 账号[%s]密码[%s]", _id, _pass);
#ifdef Anlyanly->SendData(TTYPE::I_DIS, 1, _tmp.GetBuffer(), _tmp.GetAllocLength());
#endif*//*返回false,游戏无法发送数据包原因看调用此此函数的位置 OnSend 函数(if (SendDealProc[buff[0]]((buff + 1), len - 1)))*/return true;
}bool OnTips(char*& buff, unsigned& len) {int* code = (int*)&buff[1];return Client->Tips(code[0]);
}bool OnDelRole(char*& buff, unsigned& len) {PDATADELROLE p = (PDATADELROLE)buff;return Client->OnDelRole((wchar_t*)(p->buff), p->len);// 返回值改为false将拦截发送的删除角色数据包// 详情看注册 OnDelRole 函数的位置,Init函数// return true;
}bool OnloginOk(char*& buff, unsigned& len) {PDATALOGINOK _p = (PDATALOGINOK)&buff[1];ROLE_DATA* roleDatas = nullptr;if (_p->RoleCount > 0) {char* buffStart = buff + 1 + sizeof(DATA_LOGIN_OK);WinSock->AnlyBuff(buffStart, buff + len);roleDatas = new ROLE_DATA[_p->RoleCount];for (int i = 0; i < _p->RoleCount; i++){roleDatas[i].byte = buffStart;roleDatas[i].un = buffStart;roleDatas[i].un1 = buffStart;roleDatas[i].name = buffStart;roleDatas[i].infos = buffStart;roleDatas[i].un2 = buffStart;roleDatas[i].un3 = buffStart;}Client->loginok(roleDatas, _p->RoleCount);}return true;
}bool OnStartCreateRole(char*& buff, unsigned& len){// 申请进入创建角色界面int* code = (int*)&buff[1];return Client->OnStartCreateRole(code[0]);
}bool OnSendCustom(char*& buff, unsigned& len) {PNET_SEND_HEAD head = (PNET_SEND_HEAD)(buff - 1);int icount = head->count;char* buffStart = (char*)head + sizeof(NET_SEND_HEAD);if (buffStart[0] != 0x02) {#ifdef Anlyanly->SendData(TTYPE::I_DIS, I_SEND_CUSTOM, "SEND_CUSTOM 发现异常数据", 25);
#endifreturn true;}// 解析一个长度后面的数据EnCode coder(buffStart, len, 1);GINT* intCoder = (GINT*)&coder;// 得到数据int opcode = intCoder->value();
#ifdef AnlyWinSock->AnlyBuff(buffStart, buff + len, 1);
#endifreturn Client->OnSendCustom(opcode, icount - 1, buffStart, buff + len, buff, len);}bool OnSvrStartCreateRole(char*& buff, unsigned& len) {short* _st = (short*)&buff[1];wchar_t* _txt = (wchar_t*)&buff[3];
#ifdef AnlyCString txt;CStringA txtA;txt.Format(L"code:%d\r\n%s", _st[0], _txt);txtA = txt;//AfxMessageBox(txtA);anly->SendData(TTYPE::I_DIS, S_CREATEROLE_START, txtA.GetBuffer(), txt.GetAllocLength() + 1);
#endifreturn Client->OnScrStartCreateRole(_st[0], _txt);
}// 这个函数拦截了游戏的连接
bool GameWinSock::OnConnect(char* ip, unsigned port)
{
#ifdef Anly// 长度24的原因,它是宽字节要,一个文字要2个字节,一共是10个文字加上结尾的0是11个// 所以 11 乘以2,然后再加2 anly->SendData(TTYPE::I_LOG, 0, L"服务器正在连接。。。", 24);
#endif// this是ecx,HOOK的点已经有ecx了WinSock = this;bool b = (this->*_OnConnect)(ip, port);// 下方注释的代码时为了防止多次注入,导致虚函数地址不恢复问题导致死循环,通过一次性HOOK也能解决/*unsigned* vtable = (unsigned*)this;vtable = (unsigned*)vtable[0];union {unsigned value;bool(GameWinSock::* _proc)(char*, unsigned);} vproc;vproc._proc = _OnConnect;DWORD oldPro, backProc;VirtualProtect(vtable, 0x10x00, PAGE_EXECUTE_READWRITE, &oldPro);vtable[0x34 / 4] = vproc.value;VirtualProtect(vtable, 0x10x00, oldPro, &backProc);*/return b;
}bool GameWinSock::OnSend(char* buff, unsigned len)
{/*这里就可以监控游戏发送的数据了*/#ifdef Anlyanly->SendData(TTYPE::I_SEND, buff[0], buff, len);
#endif/*数据包的头只有一字节所以它的取值范围就是0x0-0xFF*/if (SendDealProc[buff[0]]((buff), len)) {// 执行失败不让游戏发送数据包return (this->*_OnSend)(buff, len);}else {// 发送失败屏蔽消息return true;// 屏蔽消息}}bool GameWinSock::OnRecving(char* buff, unsigned len)
{// MessageBoxA(0, "11111111111111", "0", MB_OK);/*监控游戏接收的数据包*/
#ifdef Anlyanly->SendData(TTYPE::I_RECV, buff[0], buff, len);
#endifreturn RecvDealProc[buff[0]](buff, len);
}bool GameWinSock::OnRecv(char* buff, unsigned len)
{
//#ifdef Anly
// anly->SendData(1, buff, len);
//#endifreturn (this->*_OnRecv)(buff, len);
}void GameWinSock::Init()
{for (int i = 0; i < 0x100; i++) {SendDealProc[i] = &DeafaultDeal;RecvDealProc[i] = &DeafaultDeal;}// 注册登录数据包处理函数// SendDealProc[I_LOGIN] = &Onlogin;SendDealProc[I_DELROLE] = &OnDelRole;SendDealProc[I_CREATEROLE_START] = &OnStartCreateRole;SendDealProc[I_SEND_CUSTOM] = &OnSendCustom;// 注册数据登录失败数据包处理函数RecvDealProc[S_TIPS] = &OnTips;RecvDealProc[S_LOGINOK] = &OnloginOk;RecvDealProc[S_CREATEROLE_START] = &OnSvrStartCreateRole;
}// 它会生成一个结构体,详情看效果图
void GameWinSock::AnlyBuff(char* start, char* end, char index)
{
#ifdef AnlyCStringA txt;CStringA tmp;CString utmp;EnCode _coder;GBYTE* _bytecoder;GSHORT* _shortcoder;GINT* _intcoder;GFLOAT* _floatcoder;GDOUBLE* _doublecoder;GCHAR* _asccoder;GUTF16* _utfcoder;GINT64* _int64coder;CStringA _opname = data_desc[_coder.index][_coder.op].name;while (start < end) {_coder.Init(start, index);// _opname.MakeLower()是变为小写字母,会影响 _opname它的值// 所以又写了一边 data_desc[_coder.index][_coder.op].nametmp.Format("%s %s;//", data_desc[_coder.index][_coder.op].name, _opname.MakeLower());txt = txt + tmp;if (_coder.index == 0) {switch (_coder.op){case 1:_shortcoder = (GSHORT*)&_coder;tmp.Format("%d\r\n", _shortcoder->value());txt = txt + tmp;break;case 2:_intcoder = (GINT*)&_coder;tmp.Format("%d\r\n", _intcoder->value());txt = txt + tmp;break;case 4:_floatcoder = (GFLOAT*)&_coder;tmp.Format("%f\r\n", _floatcoder->value());txt = txt + tmp;break;case 6:_bytecoder = (GBYTE*)&_coder;tmp.Format("%d\r\n", _bytecoder->value());txt = txt + tmp;break;case 7:_utfcoder = (GUTF16*)&_coder;utmp.Format(L"[%s]\r\n", _utfcoder->value());tmp = utmp;txt = txt + tmp;break;// 5号之前分析的忘记截图了,现在找不到它的数据包了,如果后面再见到05的时候再详细补充说明// 之前的分析05就是double类型case 5:_doublecoder = (GDOUBLE*)&_coder;tmp.Format("%lf\r\n", _doublecoder->value());txt = txt + tmp;break;case 8:case 3:_int64coder = (GINT64*)&_coder;tmp.Format("%l64d\r\n", _int64coder->value());txt = txt + tmp;break;default:break;}}if (_coder.index == 1) {switch (_coder.op){case 1:_shortcoder = (GSHORT*)&_coder;tmp.Format("%d\r\n", _shortcoder->value());txt = txt + tmp;break;case 2:_intcoder = (GINT*)&_coder;tmp.Format("%d\r\n", _intcoder->value());txt = txt + tmp;break;case 4:_floatcoder = (GFLOAT*)&_coder;tmp.Format("%f\r\n", _floatcoder->value());txt = txt + tmp;break;case 6:_asccoder = (GCHAR*)&_coder;tmp.Format("%s\r\n", _asccoder->value());txt = txt + tmp;break;case 7:_utfcoder = (GUTF16*)&_coder;utmp.Format(L"[%s]\r\n", _utfcoder->value());tmp = utmp;txt = txt + tmp;break;case 5:_doublecoder = (GDOUBLE*)&_coder;tmp.Format("%lf\r\n", _doublecoder->value());txt = txt + tmp;break;case 8:case 3:_int64coder = (GINT64*)&_coder;tmp.Format("%l64d\r\n", _int64coder->value());txt = txt + tmp;break;default:break;}}} anly->SendData(TTYPE::I_DIS, 0, txt.GetBuffer(), txt.GetAllocLength() + 1);
#endif
}