Luigi Auriemma

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 Post subject: [ventrilofp] Ping/Pong loop
PostPosted: 14 Aug 2008 00:01 

Joined: 01 May 2008 15:44
Posts: 9
Hello, it is possible to implement a ping/pong loop using current release of ventrilofp (I mean using those all crypt functions). I need a ping/pong because status scripts show pings of my bots as "-1". I have tried to write a simple proxy using Luigi's algorithm to get some packet structures of ventrilo protocol. I couldn't get decryped packets after a 0x34 packet - after client and server are changing their crypt_table (if im not wrong).


It is possible to get an decryped packets (and sending encryped) using algorithm from ventrilofp ?


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 Post subject:
PostPosted: 14 Aug 2008 00:08 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
uhmmm I don't know if I have understood correctly anyway the latest version of ventrilo_proxy released some days ago has full support to server 3.x and so is able to decrypt anything.

ventrilofp has a -x option for showing the dumped packets in case it helps


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 Post subject:
PostPosted: 14 Aug 2008 00:22 

Joined: 01 May 2008 15:44
Posts: 9
I need it to my "anty-status-script", I want to mask some info that you can get form a status script (online members count), but my pings at status script are "-1" so i still don't mask anyhing. Thats i need "ping/pong" loop.

Thanks for tip :)


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 Post subject:
PostPosted: 14 Aug 2008 00:31 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
uhmmm, the status informations work on the UDP query port which uses encrypted packets (naturally all the algorithm has been reversed, take a look to ventstat in the Research section of my website), anyway I don't know how much simple can be the masking made through an external program.
probably a modification of the server's executable (for example setting these pings to 0, 1 or what you want) is a better and faster solution although I'm talking about something on which I have not put the hands.


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 Post subject:
PostPosted: 14 Aug 2008 00:34 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
ok, just modified in this moment and works perfectly


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 Post subject:
PostPosted: 14 Aug 2008 00:38 

Joined: 01 May 2008 15:44
Posts: 9
I wanted to mask a status info by join for example 20 bots, and status script will give me a result 20 + rl_client_count. I don't have access to a server executeable so I can't patch the server.


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 Post subject:
PostPosted: 14 Aug 2008 00:43 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
so do you talk about an udp proxy solution which gets the incoming packets (like the reply from a ventrilo server) and adds the additional informations to it?


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 Post subject:
PostPosted: 14 Aug 2008 00:51 

Joined: 01 May 2008 15:44
Posts: 9
No, no !

For example, we got a ventrilo server where we got onlnie 5 people - so status script will give me a :

Code:
Client Count: 5/70

                 //Thats the rl members
Name: XXXXXXXXX  Ping: 90
Name: XXXXXXXXX  Ping: 239
Name: XXXXXXXXX  Ping: 46
Name: XXXXXXXXX  Ping: 30
Name: XXXXXXXXX  Ping: 112


I wanna fill some slots on my ventrilo server (connect fake players) and status script will give me:

Code:
Client Count: 10/70

            //Thats the rl members
Name: XXXXXXXXX  Ping: 90
Name: XXXXXXXXX  Ping: 239
Name: XXXXXXXXX  Ping: 46
Name: XXXXXXXXX  Ping: 30
Name: XXXXXXXXX  Ping: 112

            //Thats the bots
Name: XXXXXXXXX  Ping: -1
Name: XXXXXXXXX  Ping: -1
Name: XXXXXXXXX  Ping: -1
Name: XXXXXXXXX  Ping: -1
Name: XXXXXXXXX  Ping: -1



All nice, but when we got those pings "-1" we see that those players are bots.


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 Post subject:
PostPosted: 14 Aug 2008 00:54 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
ahhh, in short you want that the players added by ventrilofp have a real ping and not -1.
this is something to which I have never thought... at the moment the tool can't support the sending of keep-alive packets for returning a real ping value


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 Post subject:
PostPosted: 14 Aug 2008 13:48 

Joined: 01 May 2008 15:44
Posts: 9
Ok, it works ;] It is my simple packetloop.

Code:
     for(;;)
      {
             len = recv_ventrilo(sd[i], &server, buff);
              if(buff[0] == 0x34 && buff[1] == 0x00 && buff[2] == 0x00)
              {
                  ventrilo3_algo_scramble(&client, v3handshake_key);
                  ventrilo3_algo_scramble(&server, v3handshake_key);
              }
              if(buff[0] == 0x37 && buff[1] == 0x00 && buff[2] == 0x00 && buff[3] == 0x00)
              {
                    send_ventrilo(sd[i], &client, buff, len);
              }
       }


Maybe it will helps someone.


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