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  1. #1
    Zenga's Avatar
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    Question I may be on an trail of something

    So the game communicates with the server with encrypted packets that every x send your speed,ammo,fuel and position
    The only thing you need to do is waylay thoose packets, block them and send the edited ones but there would be no problem if they weren't encrypted and if the delay between the packets is even 1 second the game would start complaining about lag/bad intenet connection so has anybody an idea what to do and anybody got expirience with encrypting/decrypting?

    Another thing: If somebody could/know's how to decompile the game and get the protocol or algorythm post as reply
    (And i doubt it can because nobody is stupid to leave the whole decrypting protocol/algorythm on the computer, like ore obusfucator for minecraft)

    -- English not my native language sorry for typo's

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  3. #2
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    I suspect that the encryption methods today are too good.. I myself created an encryption that changes every time I start the program and it only took me a week :|
    Decryption isn't really an option so I'd better focus on what's going on before the encryption.. We should focus on the time between the user's input in the game and when the new values are encrypted and sent to the server.. I'm learning C# and assembly ATM, so those two should help me achieve what I'm looking for :P



  4. #3
    Zenga's Avatar
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    Well what if input is encrypted and sent as raw data?
    That it doesn't encrypt but gets certain codes from the server and allocates them as keys
    EXAMPLE: The german Enigma machine?
    (Look on the wiki the concept of it)
    Last edited by Zenga; 07-08-2013 at 12:22 PM. Reason: Forgot to add

  5. #4
    TheFlyingDutchman''s Avatar
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    Quote Originally Posted by Zenga View Post
    Well what if input is encrypted and sent as raw data?
    That it doesn't encrypt but gets certain codes from the server and allocates them as keys
    EXAMPLE: The german Enigma machine?
    (Look on the wiki the concept of it)
    Interesting theory
    "People don't change.
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  6. #5
    xXsc00pedXx's Avatar
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    well the encryption scheme needs to be hard coded in the game, so a few debug tools should be enough to find out the encryption scheme, anyways the problem still persists if war thunder checks if the data in the packets matches with heuristics in the game, aka if ur speed goes from 500km/h up to 10k km/h they would know :P

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    Zenga's Avatar
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    Well they wouldn't if u masked the packets and send them "corrupted" so the game keeps trying, that's only few seconds of advantage tho :/

  8. #7
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    Well shit, at least it's something!

  9. #8
    Zenga's Avatar
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    Well only if you could lag the "Lobby" or something but for that packet thing, did some resarch u need like 5-6 people doing it so it doesn't have the power to check everything because their packet assembler is powerfull :P

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