Diep.io-Protocol
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Is this still being worked on?
Hey there! Is this project still being worked on? It looks amazing and sounds cool! One of the main problems I'm getting with this project is the game client popup. I'd like to help out figuring out what is causing it. (It's worth a try, :P) https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/caller Seems interesting. >_>
Unfortunately, the creator of the game pushes out frequent updates that entirely rejig the protocol, and make keeping up-to-date protocol information difficult. Also, it is getting harder to use extensions with the game (he has started checking for them).
On Nov 13, 2016, at 6:13 PM, dapersonmgn [email protected] wrote:
Hey there! Is this project still being worked on? It looks amazing and sounds cool!
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Dang, it seemed like a really awesome project. I'd like to revive the project though, just parsing server packets or something once I figure out how it detects extensions. I'm interesting in seeing what server packets there are. I'm guessing the protocol tells how the game works right?
and how exactly would users connect to this custom server if the project was done? Would they have to go to another website other then diep.io? Or would they install a extension which changes the packets they recieve?
That's correct, and the extension was used for sniffing the packets.
Sent from my iPhone
On Nov 13, 2016, at 8:19 PM, dapersonmgn [email protected] wrote:
Dang, it seemed like a really awesome project. I'd like to revive the project though, just parsing server packets or something once I figure out how it detects extensions. I'm interesting in seeing what server packets there are. I'm guessing the protocol tells how the game works right?
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Whoops, posted my results on my personal account. VVV The msg
I think I just made the extension work. lol. Removing
Function.prototype.toString = function(){
if(this === Function.prototype.toString) return _toString.call(_toString);
if(this === window.WebSocket.prototype.send) return _toString.call(proxiedSend);
return _toString.call(this);
}
makes it work.
I suspect that doing that may break some sniffing functionality (since we are intercepting Websocket sends). If it does work however, it would be awesome if you could make a pull request with those changes :smiley.
On Nov 14, 2016, at 2:56 PM, dapersonmgn [email protected] wrote:
Whoops, posted my results on my personal account. VVV The msg
I think I just made the extension work. lol. Removing
Function.prototype.toString = function(){ if(this === Function.prototype.toString) return _toString.call(_toString); if(this === window.WebSocket.prototype.send) return _toString.call(proxiedSend); return _toString.call(this); }
makes it work.
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https://github.com/firebolt55439/Diep.io-Protocol/pull/30
It might be breaking sniffing functionality. Should it show Killed by a yellow square with packet: PACKET DATA msgs in the console even if I'm alive?
I'm not sure - if it is able to sniff packets though (both sending and receiving), then you're probably safe.
On Mon, Nov 14, 2016 at 4:04 PM, dapersonmgn [email protected] wrote:
It might be breaking sniffing functionality. Should it show Killed by a yellow square with packet: PACKET DATA msgs in the console even if I'm alive?
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-Sumer
Function.prototype.toString = function(){
if(this === Function.prototype.toString) return _toString.call(_toString);
if(this === window.WebSocket.prototype.send) return _toString.call(proxiedSend);
return _toString.call(this);
}
That's the part of the code which was used to protect proxiedSend.toString()
from detection since the developer was checking toString values.
I'm guessing the developer is no longer checking them then.