99.网络游戏逆向分析与漏洞攻防-ui界面的设计-角色信息显示的界面与功能

本文主要是介绍99.网络游戏逆向分析与漏洞攻防-ui界面的设计-角色信息显示的界面与功能,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

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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,代码看不懂是正常的,只要会抄就行,抄着抄着就能懂了

内容参考于:易道云信息技术研究院

上一个内容:98.创建角色的界面与功能设计

码云版本号:10a152f5377aad62e2989e24995c933030476b21

代码下载地址,在 titan 目录下,文件名为:titan-角色信息显示的界面与功能.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 98.创建角色的界面与功能设计 它的代码为基础进行修改

效果图:

到这就把角色列表、选择角色进入游戏,删除角色、创建角色都给搞完了,然后接下来是角色的信息显示

先观察一下角色信息的数据包,看一看需要展示那些信息

添加一个输入框

输入框的属性

添加变量

然后给窗口添加一个,定时执行事件

然后在 59.角色上线过程数据逻辑分析 分析得到了发送了964数据包之后就表示进入游戏角色初始化完成(表示角色上线)

NetClient.cpp文件的修改:修改了 OnSendCustom函数,新加 OnInited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(const 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);
}bool NetClient::SelectCamp(const char* _campname)
{NET_SEND_BUFF _buff;NET_SEND_CHOOSECAMP _data;_data.opcode.Set(SC_CHOOSECAMP);_data.camps.Set(_campname);/* sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}//性别 0 男 1 女
//
//阵营 1 艾森赫特 2 格兰蒂尔
//
//种族 1 布冯特人 3 格洛玛人 4 尤恩图人 6 喀什人
//
//职业 1 仲裁者 3秘法师 6 猎魔人 8 元素法师
//
//脸型 0 1 2 3
bool NetClient::CreateRole(wchar_t* name, double sex, double camp, double race, double occu, const char* photo, const char* infos, const char* txt, double faceShape)
{// rolecount > 4说明角色的数量够了if (rolecount > 4)return false;int index = 0;bool roleindex[5]{true, true, true, true, true };for (int i = 0; i < rolecount; i++) {roleindex[roles[i].index] = false;}for (int i = 0; i < 5; i++){if (roleindex[i]) {index = i;break;}}// wchar_t _name[] = L"am52111";NS_CREATEROLE_HEAD_BUFF _buff;CREATE_ROLE_DATAS _data;_data.sex.Set(sex);_data.camp.Set(camp);_data.face.Set(race);_data.occu.Set(occu);_data.faceSahpe.Set(faceShape);//_data.Photo.Set("gui\BG_team\TeamRole\Teamrole_zq_humF_001.PNG");_data.Photo.Set(photo);//_data.Infos.Set("Face,0;Hat,0;Eyes,0;Beard,0;Ears,0;Tail,0;Finger,0;Cloth,0;Pants,0;Gloves,0;Shoes,0;Trait,0;HairColor,0;SkinColor,0;SkinMtl,0;Tattoo,0;TattooColor,16777215;");_data.Infos.Set(infos);_data.Txt.Set(txt);short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;_buff.index = index;int lenth = wcslen(name) + 1;lenth = lenth * 2;memcpy(_buff.name, name, lenth);int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEHD_CREATEROLE_HEAD) - 3;return WinSock->OnSend(&_buff.op, ilen);
}bool NetClient::SelectRole(const wchar_t* rolename)
{PROLEDATA roles = GetRoleByName(rolename);if (roles == nullptr)return false;NS_SELECTROLE _data;memcpy(_data.buff, roles->name.value(), roles->name.lenth);return WinSock->OnSend((char*)&_data, sizeof(_data));
}bool NetClient::Fall()
{NET_SEND_BUFF _buff;FALL_DATA_STOP _data2;_data2.opcode.Set(SC_FALL_HEADER);_data2.Mode.Set(0x2);_data2.StartH.Set(Player.h);_data2.NextH.Set(Player.h - 12);_data2.EndH.Set(Player.h - 120);/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data2) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data2.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);}void NetClient::Teleport(float x, float h, float y, float face)
{// 修正坐标//PAIM aim = Client->GetAimByName(L"r");//if (aim == nullptr) {//	return;//}// 目的地坐标//float decX = aim->x;//float decH = aim->h;//float decY = aim->y;/*   float decX = 3843.776123f;float decH = 11.731983f;float decY = -2005.533813f;float face = 0.0f;*/union {unsigned nt = 0xFFC00000;float fNan;}v;/*这里的参数虽然都是无效值,但不见得就非要全部是无效值可能只设置x坐标就可以,可能值设置y坐标就可以,可能要设置x、y坐标就可以。。。现在全部设置成无效值了,如果游戏服务端有这个漏洞,我们角色的坐标就会全部设置成无效值,然后按照逻辑来讲下一次设置坐标的函数可以任意修改然后还可能有的游戏设置NaN不成功,这种的可以多试几个修改坐标或者其它数据的函数如果还都不行那就没办法了*///Client->MoveWJump(v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nan//Client->MoveWalk(v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nanClient->MoveStop(v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nanClient->MoveStop(x, h, y, face);// 利用修正坐标数据包瞬移Client->SetCoord(Client->Player.lId, x, h, y, face);
}bool NetClient::MoveStop(float x, float h, float y, float face)
{NET_SEND_BUFF _buff;MOVE_DATA_STOP _data;_data.opcode.Set(SC_MOVE_HEADER);_data.Mode.Set(0x0);_data.Count.Set(4);_data.x.Set(x);_data.h.Set(h);_data.y.Set(y);_data.face.Set(face);/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}bool NetClient::MoveJump(float x, float h, float y, float face, float oldy, float xNext, float yNext)
{NET_SEND_BUFF _buff;MOVE_DATA_JUMP _data;_data.opcode.Set(SC_MOVE_HEADER);_data.Mode.Set(0x2);_data.Count.Set(9);_data.x.Set(x);_data.h.Set(h);_data.y.Set(y);_data.xNext.Set(xNext);_data.yNext.Set(yNext);_data.MoveSpeed.Set(Player.MoveSpeed);_data.JumpSpeed.Set(Player.JumpSpeed);_data.GSpeed.Set(0.0f);_data.face.Set(face);/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}bool NetClient::MoveWalk(float x, float h, float y, float face, float oldy, float xNext, float yNext)
{NET_SEND_BUFF _buff;MOVE_DATA_WALK _data;_data.opcode.Set(SC_MOVE_HEADER);_data.Mode.Set(0x1);_data.Count.Set(8);_data.x.Set(x);_data.h.Set(h);_data.y.Set(y);_data.xNext.Set(xNext);_data.yNext.Set(yNext);_data.MoveSpeed.Set(Player.MoveSpeed);_data.GSpeed.Set(0.0f);_data.face.Set(face);/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}bool NetClient::MoveWJump(float x, float h, float y, float face, float oldy, float xNext, float yNext)
{NET_SEND_BUFF _buff;MOVE_DATA_WJUMP _data;_data.opcode.Set(SC_MOVE_HEADER);_data.Mode.Set(0x3);_data.Count.Set(7);_data.x.Set(x);_data.h.Set(h);_data.y.Set(y);_data.xNext.Set(xNext);_data.yNext.Set(yNext);_data.MoveSpeed.Set(Player.MoveSpeed);_data.face.Set(face);/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}bool NetClient::UseSkill(const char* _skillName, float x, float h, float y, float face, float xTarget, float hTarget, float yTarget, int rInt1, int rInt2, int rInt3)
{NET_SEND_BUFF _buff;USESKILL_DATA _data;_data.opcode.Set(SC_USESKILL);_data.skillName.Set(_skillName);_data.x.Set(x);_data.h.Set(h);_data.y.Set(y);_data.xTarget.Set(xTarget);_data.hTarget.Set(hTarget);_data.yTarget.Set(yTarget);_data.un0.Set(rInt1);_data.un1.Set(rInt2);_data.un2.Set(rInt3);//_data.face.Set(face);_data.face.Set(0);/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}PROLEDATA NetClient::GetRoleByName(const 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::Talk(wchar_t* txt, int PdId, double un)
{NET_SEND_BUFF _buff;CHAT_PUBLIC _data;_data.opcode.Set(SC_CHAT);_data.ChartId.Set(PdId);_data.txt.Set(txt);_data.un.Set(un);/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}bool NetClient::TalkTo(wchar_t* name, wchar_t* txt, double un)
{NET_SEND_BUFF _buff;CHAT_PRIVATE _data;_data.opcode.Set(SC_CHAT);_data.ChartId.Set(3);_data.txt.Set(txt);_data.name.Set(name);_data.un.Set(un);/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}bool NetClient::HeartBeep()
{NET_SEND_BUFF _buff;HEART_BEEP _data;_data.opcode.Set(SC_BEEP);_data.tick.Set(3);/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}bool NetClient::HeartLoop()
{NET_SEND_BUFF _buff;HEART_LOOP _data;_data.opcode.Set(SC_LOOP);_data.tick.Set(GetTickCount64());_data.txt.Set("");/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}bool NetClient::Backtoroles()
{// 返回角色NET_SEND_BUFF _buff;NSR_CHEAD _data;_data.opcode.Set(SC_REONLINE);/*sizeof(_data) / sizeof(EnCode)的原因NET_SEND_CHOOSECAMP结构体里面,没别 东西全是 EnCode 这个结构*/short count = sizeof(_data) / sizeof(EnCode);_buff.count = count;/*CodeMe函数给 _buff.buff里写数据参数的数据也就是给0A开头数据包里写,数据参数个数后面的内容然后返回值是写了多长的数据也就是给0A开头数据包里的数据参数个数后面的数据写了多长*/int ilen = _data.CodeMe(count, _buff.buff);ilen = ilen + sizeof(NET_SEND_HEAD) - 1;return WinSock->OnSend(&_buff.op, ilen);
}bool NetClient::DelRole(const 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);
}PAIM NetClient::GetAimById(long long lId)
{if (Player.lId == lId)return &Player;for (int i = 0; i < MAX_AIM; i++){if ((Aimlst[i] != nullptr) && (Aimlst[i]->lId == lId)) {return Aimlst[i];}}return CreateAim();
}PAIM NetClient::CreateAim()
{for (int i = 0; i < MAX_AIM; i++){if (Aimlst[i] == nullptr) {Aimlst[i] = new AIM();return Aimlst[i];}else if (Aimlst[i]->Isfree) {return Aimlst[i];}}return nullptr;
}void NetClient::RemoveAimById(long long lId)
{for (int i = 0; i < MAX_AIM; i++){if ((Aimlst[i] != nullptr) && (Aimlst[i]->lId == lId)) {// CString _txt;// _txt.Format(L"附近的 %s 消失", Aimlst[i]->Name);// AfxMessageBox(_txt);Aimlst[i]->Release();}}
}PAIM NetClient::GetAimByName(const wchar_t* name)
{for (int i = 0; i < MAX_AIM; i++){if ((Aimlst[i] != nullptr) && (!Aimlst[i]->Isfree) && (Aimlst[i]->Name == name)) {return Aimlst[i];}}return nullptr;
}// x,y是玩家的坐标,targetX,targetY是目标的坐标
float NetClient::GetFace(float x, float y, float targetX, float targetY)
{// 计算差值x = targetX - x;y = targetY - y;double pi = 3.14159265358979323846;double p = atan2(x, y); // atan2是计算三角形弧度atan2函数返回值-pi ~ pi,负的3.1415926...到正的3.1415926...// 如果x是负数atan2函数返回值必定是在三四象限里,也就是一个负πif (x < 0) {p = pi * 2 + p;}return p;
}void NetClient::FaceTo(const wchar_t* name)
{PAIM _aim = GetAimByName(name);if (_aim) {float _face = GetFace(Player.x, Player.y, _aim->x, _aim->y);MoveStop(Player.x, Player.h, Player.y, _face);}
}void NetClient::Init(GameWinSock* _winSock)
{for (int i = 0; i < 0x100; i++) {SendProc[i] = &NetClient::DefaultProc;RecvProc[i] = &NetClient::DefaultProc;}this->WinSock = _winSock;// 注册登录数据包处理函数SendProc[I_LOGIN] = &NetClient::OnClientlogin;SendProc[I_CREATEROLE_START] = &NetClient::OnClientStartCreateRole;SendProc[I_DELROLE] = &NetClient::OnClientDelRole;SendProc[I_SEND_CUSTOM] = &NetClient::OnClientSendCustom;SendProc[I_CREATEROLE] = &NetClient::OnClientCreateRole;SendProc[I_SELECT_ROLE] = &NetClient::OnClientSelectRole;// 注册数据登录失败数据包处理函数RecvProc[S_TIPS] = &NetClient::OnSvrTips;RecvProc[S_LOGINOK] = &NetClient::OnSvrloginOk;RecvProc[S_CREATEROLE_START] = &NetClient::OnSvrStartCreateRole;RecvProc[S_NOTICE] = &NetClient::OnSverNotice;RecvProc[S_NOTICE_COM] = &NetClient::OnSverNotice;RecvProc[S_OBJECT] = &NetClient::OnSverObject;RecvProc[S_STRUCT] = &NetClient::OnSverStruct;RecvProc[S_OBJECT_INIT] = &NetClient::OnSvrObjectInit;RecvProc[S_OBJECT_INITEX] = &NetClient::OnSvrObjectInitEx;RecvProc[S_OBJECT_INITEX_UCOM] = &NetClient::OnSvrObjectInitEx;RecvProc[S_UPDATECORD] = &NetClient::OnSvrUpdateCord;RecvProc[S_UPDATEPRO] = &NetClient::OnSvrUpdateProperty;RecvProc[S_UPDATEPROMU] = &NetClient::OnSvrUpdatePropertyMu;RecvProc[S_UPDATEPROMU_COM] = &NetClient::OnSvrUpdatePropertyMu;RecvProc[S_OBJECT_REMOVE] = &NetClient::OnSvrRemoveObjectMu;RecvProc[S_UPDATECORDEX] = &NetClient::OnSvrUpdateCordEx;RecvProc[S_GAMEBASE] = &NetClient::OnSvrGameBase;
}bool NetClient::SetCoord(long long lId, float x, float h, float y, float face)
{NR_UPDATECOORD head;head.lId = lId;head.x = x;head.h = h;head.y = y;head.face = face;return WinSock->Recv(&head.op, head.len);
}bool NetClient::SetProperty(long long lId, int ProType, void* value)
{NR_OBJECT_UPDATEPRO head;head.lId = lId;head.itype = ProType;int valueType = ObjectTable[ProType].type;int valueSize = data_desc[2][valueType].lenth;int bufflen = 14;switch (valueType){case 1:case 2:case 3:case 4:case 5:case 6:case 9:memcpy(head.buff, value, valueSize);bufflen = bufflen + valueSize;break;case 7:head.lenth = strlen((char*)value) + 1;memcpy(head.buffEnd, value, head.lenth);bufflen = bufflen + 4 + head.lenth;break;case 8:head.lenth = wcslen((wchar_t*)value) + 1;head.lenth = head.lenth + 2;memcpy(head.buffEnd, value, head.lenth);bufflen = bufflen + 4 + head.lenth;break;default:break;}return WinSock->Recv(&head.op, bufflen);
}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::OnCreateRole(PNS_CREATEROLE _header, PCREATE_ROLE_DATAS _body)
{return true;
}bool NetClient::OnSendCustom(PNET_SEND_CHEAD _coder, char*& buffer, unsigned& len)
{switch (_coder->opcode.value()){case SC_CHOOSECAMP:return OnChooseCamp((PNS_CHOOSECAMP)_coder);case SC_CHAT:return OnChat((PCHAT_DATA)_coder);case SC_BEEP:return OnHeartBeep((PHEART_BEEP)_coder);case SC_LOOP:return OnHeartLoop((PHEART_LOOP)_coder);case SC_INITED:return OnInited();case SC_REONLINE://case SC_INIT_START://case SC_HAND://case SC_HAND_IN://    return false;case SC_MOVE_HEADER:return OnMove((PMOVE_DATA)_coder);case SC_FALL_HEADER:return OnFall((PFALL_DATA_START)_coder);case SC_INWATER:return false;case SC_USESKILL:return OnUseSkill((PUSESKILL)_coder);default:return true;}return true;
}bool NetClient::OnSelectRole(wchar_t* rolename)
{//AfxMessageBox(rolename);return true;
}bool NetClient::OnChooseCamp(PNS_CHOOSECAMP _coder)
{PNS_CHOOSECAMP _p = (PNS_CHOOSECAMP)_coder;return true;
}bool NetClient::OnChat(PCHAT_DATA _coder)
{switch (_coder->ChartId){case 3:// 私聊return OnChatPrivate((PCHAT_PRV)_coder);case 1:// 附近频道case 2:// 区域频道case 6:// 公会频道case 9:// 阵营频道case 21:// 喊话频道return OnChatPublic((PCHAT_PUB)_coder);break;}return true;
}bool NetClient::OnChatPublic(PCHAT_PUB _coder)
{return true;
}bool NetClient::OnChatPrivate(PCHAT_PRV _coder)
{return true;
}bool NetClient::OnHeartBeep(PHEART_BEEP _coder)
{return true; // 返回false会拦截81心跳包不给服务端发送
}bool NetClient::OnHeartLoop(PHEART_LOOP _coder)
{return true; // 返回false会拦截SC_LOOP心跳包不给服务端发送
}bool NetClient::OnMove(PMOVE_DATA _coder)
{switch (_coder->Mode){case 0:return OnMoveStop((PMOVE_DATA_STOP)_coder);case 1:return OnMoveWalk((PMOVE_DATA_WALK)_coder);case 2:return OnMoveJump((PMOVE_DATA_JUMP)_coder);case 3:return OnMoveWJump((PMOVE_DATA_WJUMP)_coder);}return false;
}// 移动中处理函数
bool NetClient::OnMoveWalk(PMOVE_DATA_WALK _coder)
{float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;MoveSpeed[0] = 5.0f;/*   if (HideMode) {float* f = (float*)_coder->h.oldPointer;f[0] = f[0] + 5;}*/return true;
}// 停止移动处理函数
bool NetClient::OnMoveStop(PMOVE_DATA_STOP _coder)
{if (HideMode) {float* f = (float*)_coder->h.oldPointer;f[0] = f[0] + 5;}return true;
}// 跳跃处理函数
bool NetClient::OnMoveJump(PMOVE_DATA_JUMP _coder)
{float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;MoveSpeed[0] = 5.0f;//if(HideMode) {//    float* f = (float*)_coder->h.oldPointer;//    f[0] = f[0] + 5;//}return true;
}// 移动时跳跃
bool NetClient::OnMoveWJump(PMOVE_DATA_WJUMP _coder)
{float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;MoveSpeed[0] = 5.0f;//if(HideMode) {//    float* f = (float*)_coder->h.oldPointer;//    f[0] = f[0] + 5;//}return true;
}bool NetClient::OnFall(PFALL_DATA_START _coder)
{return true;
}bool NetClient::OnSvrChat(PCHAT_PRV _coder)
{//AfxMessageBox(_coder->name);//AfxMessageBox(_coder->txt);//switch (_coder->ChartId)//{//case 3:// 私聊//    return OnChatPrivate((PCHAT_PRV)_coder);//case 1:// 附近频道//case 2:// 区域频道//case 6:// 公会频道//case 9:// 阵营频道//case 21:// 喊话频道//    return OnChatPublic((PCHAT_PUB)_coder);//    break;//}return true;
}bool NetClient::OnUseSkill(PUSESKILL _coder)
{// 无法x坐标无效,会无法释放技能/*float* f = (float*)_coder->x.oldPointer;f[0] = 0;*/return true;
}bool NetClient::OnInited()
{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 if (code == 21101) {txt = L"人物重名!";}else if (code == 21109) {txt = L"名字过长或包含非法字符!";}else {txt.Format(L"未知登录错误:%d", code);}anly->SendData(TTYPE::I_LOG, 0, txt.GetBuffer(), (txt.GetLength() + 1)*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;
}bool NetClient::OnSvrNotice(PNET_SEND_CHEAD _coder, int count, char*& buffer, unsigned& len)
{if (_coder->msgHeader == "chat") {return OnSvrChat((PCHAT_PRV)_coder);}return true;
}bool NetClient::OnRecvData(char*& buff, unsigned& len)
{
#ifdef  Anlyanly->SendData(TTYPE::I_RECV, buff[0], buff, len);
#endifreturn (this->*RecvProc[buff[0]])(buff, len);
}bool NetClient::OnSendData(char*& buff, unsigned& len)
{
#ifdef  Anlyanly->SendData(TTYPE::I_SEND, buff[0], buff, len);
#endifreturn (this->*SendProc[buff[0]])(buff, len);
}bool NetClient::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);
#endifreturn true;
}// 默认的数据处理函数
bool NetClient::DefaultProc(char*&, unsigned&)
{return true;
}// 复制过来的内容
bool NetClient::OnClientlogin(char*& buff, unsigned& len)
{PDATALOGIN _data = (PDATALOGIN)(buff + 1);char* _id = _data->Id;_data = (PDATALOGIN)(buff + 1 + _data->lenId - 0x10);char* _pass = _data->Pass;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 NetClient::OnClientStartCreateRole(char*& buff, unsigned& len)
{// 申请进入创建角色界面int* code = (int*)&buff[1];return OnStartCreateRole(code[0]);
}bool NetClient::OnClientCreateRole(char*& buff, unsigned& len) {PNS_CREATEROLE head = (PNS_CREATEROLE)(buff - 3);int icount = head->count;if (icount < 1)return true;char* buffStart = (char*)head + sizeof(NET_SEHD_CREATEROLE_HEAD);
#ifdef AnlyGameAnlyer->AnlyBuff(buffStart, buff + len, buff[0], 1);// 翻译解析约定数据
#endif // AnlyEnCode codes[sizeof(CREATE_ROLE_DATAS) / sizeof(EnCode)]{};int stDecode = 0;while (stDecode < icount) {codes[stDecode++] = buffStart;}/*Client->OnCreateRole(head, (PCREATE_ROLE_DATAS)codes) 数据包传给虚函数如果想对发送创建角色数据包做些什么直接继承NetClient重写OnCreateRole函数既可以了*/return OnCreateRole(head, (PCREATE_ROLE_DATAS)codes);// 返回false屏蔽05开头的数据包,也就是创建角色发送的数据包
}bool NetClient::OnClientSendCustom(char*& buff, unsigned& len) {PNET_SEND_HEAD head = (PNET_SEND_HEAD)(buff - 1);int icount = head->count;if (icount < 1)return true;char* buffStart = (char*)head + sizeof(NET_SEND_HEAD);if (buffStart[0] != 0x02) {#ifdef  Anlyif (icount < MAX_SEND_COUNT)anly->SendData(TTYPE::I_DIS, I_SEND_CUSTOM, "SEND_CUSTOM MAX_SEND_COUNT 内存解码器空间不足", 46);anly->SendData(TTYPE::I_DIS, I_SEND_CUSTOM, "SEND_CUSTOM 发现异常数据", 25);
#endifreturn true;}#ifdef  AnlyGameAnlyer->AnlyBuff(buffStart, buff + len, buff[0], 1);
#endifint stDecode = 0;EnCode codes[MAX_SEND_COUNT]{};while (stDecode < icount) {codes[stDecode++] = buffStart;}/*Client->OnSendCustom((PNET_SEND_CHEAD)codes, buff, len); 数据包传给虚函数如果想对发送数据的0A开头的据包做些什么直接继承NetClient重写OnSendCustom函数既可以了*/return Client->OnSendCustom((PNET_SEND_CHEAD)codes, buff, len);}bool NetClient::OnClientSelectRole(char*& buff, unsigned& len) {PNS_SELECTROLE p = (PNS_SELECTROLE)buff;return Client->OnSelectRole((wchar_t*)(p->buff));
}bool NetClient::OnClientDelRole(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;
}// 接收数据截取区bool NetClient::OnSvrTips(char*& buff, unsigned& len) {int* code = (int*)&buff[1];return Client->Tips(code[0]);
}bool NetClient::OnSvrloginOk(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);#ifdef AnlyGameAnlyer->AnlyBuff(buffStart, buff + len, buff[0]);
#endif // AnlyroleDatas = new ROLE_DATA[_p->RoleCount];for (int i = 0; i < _p->RoleCount; i++){roleDatas[i].byte.Init(buffStart, 0);roleDatas[i].index.Init(buffStart, 0);roleDatas[i].un1.Init(buffStart, 0);roleDatas[i].name.Init(buffStart, 0);roleDatas[i].infos.Init(buffStart, 0);roleDatas[i].un2.Init(buffStart, 0);roleDatas[i].un3.Init(buffStart, 0);}Client->loginok(roleDatas, _p->RoleCount);}return true;
}bool NetClient::OnSverObject(char*& buff, unsigned& len) {PNR_HEAD head = (PNR_HEAD)(buff - 1);//head->count;if (ObjectTable) {delete[] ObjectTable;}if (ObjectTxt) {delete[] ObjectTxt;}ObjectTable = new OBJECT_DESC[head->count];ObjectTxt = new char[len];memcpy(ObjectTxt, buff, len);// 这里怕 buff 的内容被游戏释放掉,后面我们用的时候没法用,所以把buff的内容复制到我们的变量里char* buffStart = ObjectTxt + sizeof(NR_HEAD)-1;
//#ifdef Anly
//    CStringA szTxtA;
//    CStringA szTmp;
//#endif // Anly
//#ifdef Anly
//    szTmp.Format("[%X]%s:%d\r\n", i, ObjectTable[i].name, ObjectTable[i].type);
//    szTxtA += szTmp;
//#endif // Anly
//#ifdef  Anly
//    anly->SendData(TTYPE::I_DIS, S_OBJECT, szTxtA.GetBuffer(), szTxtA.GetAllocLength() + 1);
//#endif // Anlyfor (int i = 0; i < head->count; i++){ObjectTable[i].name = buffStart;buffStart = buffStart + strlen(ObjectTable[i].name) + 1;ObjectTable[i].type = buffStart[0];buffStart++;}#ifdef AnlyGameAnlyer->CreateObjectfiles(ObjectTable, head->count);
#endif // Anlyreturn true;
}
bool NetClient::OnSverStruct(char*& buff, unsigned& len) {PNR_HEAD head = (PNR_HEAD)(buff - 1);if (StructTable) {delete[] StructTable;}if (StructTxt) {delete[] StructTxt;}StructTable = new STRUCT_DESC[head->count];StructTxt = new char[len];memcpy(StructTxt, buff, len);char* buffStart = StructTxt + sizeof(NR_HEAD) - 1;for (int i = 0; i < head->count; i++){StructTable[i].name = buffStart;buffStart = buffStart + strlen(StructTable[i].name) + 1;short* icount = (short*)buffStart;StructTable[i].count = icount[0];buffStart = buffStart + 2;StructTable[i].buff = buffStart;buffStart = buffStart + icount[0];}#ifdef AnlyGameAnlyer->CreateStructfile(StructTable, head->count);
#endif // Anlyreturn true;
}
bool NetClient::OnSvrObjectInit(char*& buff, unsigned& len)
{/*00 00 00 00 00 00 00 为了内存对齐补充了7个0,也就是 un1[6] 和 len28 opCD 48 00 01 62 A7 DE 04 PNR_OBJINIT:lIdC1 AA FB C3 PNR_OBJINIT:x;3D FF 22 41 PNR_OBJINIT:h;D7 0B 4A 44 PNR_OBJINIT:y;52 B8 06 40 PNR_OBJINIT:face;C1 AA FB C3 PNR_OBJINIT:tx;3D FF 22 41 PNR_OBJINIT:th;D7 0B 4A 44 PNR_OBJINIT:ty;52 B8 06 40 PNR_OBJINIT:tface;00 00 00 00 PNR_OBJINIT:un2[0]00 00 00 00 PNR_OBJINIT:un2[1]00 00 00 00 PNR_OBJINIT:un2[2]00 00 00 00 PNR_OBJINIT:un2[3]00 00 00 00 PNR_OBJINIT:un2[4]61 00       PNR_OBJINIT:icount;1B 00 (char*)head + sizeof(NR_OBNJECT_INIT) - 2;也就是指向到了 PNR_OBJINIT:type 这个位置0C 00 00 00 CA 4E 5A 66 53 62 01 80 4E 86 00 00 1D 00*/// 初始化对象PNR_OBJINIT head = (PNR_OBJINIT)(buff - 7);char* buffStart = (char*)head + sizeof(NR_OBNJECT_INIT) - 2;//int nStart = (int)&Player.lId;//int nEnd = (int)&Player.endclass;//memcpy(&Player.lId, &head->lId, nEnd - nStart);Player.SetHeadDatas(&head->lId);
#ifdef  AnlyGameAnlyer->AnlyData(buffStart, buff + len, head->icount, S_OBJECT_INIT, ObjectTable);
#endifint iProc = 0;while (iProc < head->icount){Player.UpdateData(buffStart);iProc++;}return true;
}
bool NetClient::OnSvrObjectInitEx(char*& buff, unsigned& len)
{// 初始化对象PNR_OBJINITEX head = (PNR_OBJINITEX)(buff - 5);char* buffStart;/*int nStart = (int)&Player.lId;int nEnd = (int)&Player.endclass;memcpy(&Player.lId, &head->lId, nEnd - nStart);*/int iObjectCount = 0;short objCount = head->obj_count; // 可以理解为一共有多少个接收的28数据while (iObjectCount < objCount) {PAIM _paim = GetAimById(head->lId);_paim->SetHeadDatas(&head->lId);buffStart = (char*)head + sizeof(NR_OBNJECT_INITEX) - 2;short refCount = head->icount; // 接收的28数据里的数据参数个数short iref = 0;
#ifdef  AnlyGameAnlyer->AnlyData(buffStart, buff + len, refCount, S_OBJECT_INITEX, ObjectTable);
#endifwhile (iref < refCount) {_paim->UpdateData(buffStart);iref++;}head = (PNR_OBJINITEX)(buffStart - 8);iObjectCount++;}return true;
}
bool NetClient::OnSvrUpdateCord(char*& buff, unsigned& len)
{/*00 00 00 00 00 head21 02 00 CD 14 00 01 CD 14 00 00 第一个坐标数据6D BF 54 43 A6 FA C7 3F 8C 52 A9 C1 CB 30 06 40 00 00 00 00 DB 0F C9 41 00 00 00 00 00 00 00 00 01 00 00 00 StateCD 14 00 01 CD 14 00 00 第二个坐标数据61 41 5B 43 A6 FA C7 3F C5 8A C7 C1 CB 30 06 40 9A 99 99 3E DB 0F C9 40 00 00 00 00 00 00 00 00 01 00 00 00 */// 初始化对象PNR_OBJINITEX head = (PNR_OBJINITEX)(buff - 5);/*int nStart = (int)&Player.lId;int nEnd = (int)&Player.endclass;memcpy(&Player.lId, &head->lId, nEnd - nStart);*/int iObjectCount = 0;short objCount = head->obj_count; // 可以理解为一共有多少个接收的28数据while (iObjectCount < objCount) {PAIM _paim = GetAimById(head->lId);_paim->SetHeadDatas(&head->lId);CStringA txtA;txtA.Format("x:%f h:%f y:%f", head->x, head->h, head->y);
#ifdef  Anlyanly->SendData(TTYPE::I_DIS, S_UPDATECORD, txtA.GetBuffer(), txtA.GetAllocLength() + 1);
#endifhead = (PNR_OBJINITEX)((char*)&head->State - 4);iObjectCount++;}return true;
}
bool NetClient::OnSvrUpdateProperty(char*& buff, unsigned& len)
{// 初始化对象PNR_OBJECT_UP head = (PNR_OBJECT_UP)(buff - 6);PAIM _paim = GetAimById(head->lId);int iref = 0;short refcount = head->icount;
#ifdef  Anlychar* buffStart = (char*)&head->itype;GameAnlyer->AnlyData(buffStart, buff + len, refcount, S_UPDATEPRO, ObjectTable);
#endifwhile (iref < refcount) {_paim->UpdateData(buffStart);iref++;}return true;
}
bool NetClient::OnSvrUpdatePropertyMu(char*& buff, unsigned& len)
{// 初始化对象PNR_OBJECT_UPMU head = (PNR_OBJECT_UPMU)(buff - 5);int iobjCount = 0;short objCount = head->objCount; // 可以理解为一共有多少个接收的28数据char* buffStart;/*数据包是下方的样子,2D 01 00 objCount9B 49 00 01 D5 8C 98 05  GetAimById(head->lId);02 00 25 00 (char*)&head->itype18 00 00 00 29 00 BA 01 00 00 while (iobjCount < objCount) 里获取的是9B 49 00 01 D5 8C 98 0502 0025 00 18 00 00 0029 00 BA 01 00 00 这一块数据while (iref++ < refCount) 里获取的是25 00 18 00 00 00(PNR_OBJECT_UPMU)(buffStart - 8); 移动到下一个9B 49 00 01 D5 8C 98 05  GetAimById(head->lId);02 0025 00 (char*)&head->itype18 00 00 0029 00 BA 01 00 00 这个数据*/while (iobjCount < objCount) {PAIM _paim = GetAimById(head->lId);buffStart = (char*)&head->itype;short refCount = head->icount; // 接收的28数据里的数据参数个数short iref = 0;#ifdef  AnlyGameAnlyer->AnlyData(buffStart, buff + len, refCount, S_UPDATEPROMU, ObjectTable);
#endifwhile (iref++ < refCount) {_paim->UpdateData(buffStart);}head = (PNR_OBJECT_UPMU)(buffStart - 8);iobjCount++;}return true;
}
bool NetClient::OnSvrRemoveObjectMu(char*& buff, unsigned& len)
{// 初始化对象PNR_OBJECT_REMOVEMU head = nullptr;head = (PNR_OBJECT_REMOVEMU)(buff - &head->op);int iobjCount = head->objCount;for (int i = 0; i < iobjCount; i++){RemoveAimById(head->lId[i]);}return true;
}/*1F87 44 00 01 7F B0 D6 05FE AD DE C36C F5 46 4207 FD 36 C490 D9 9C 40
*/
bool NetClient::OnSvrUpdateCordEx(char*& buff, unsigned& len)
{// 初始化对象PNR_UPDATECOORD head = nullptr;head = (PNR_UPDATECOORD)(buff - &head->op);PAIM aim = GetAimById(head->lId);if (aim) {return aim->SetHeadCord(&head->lId);}return true;
}
bool NetClient::OnSvrGameBase(char*& buff, unsigned& len)
{// 初始化对象PNR_GAMEBASE head = nullptr; head = (PNR_GAMEBASE)(buff - &head->op);char* buffStart = (char*)head + sizeof(NR_GAMEBASE);//int nStart = (int)&Player.lId;//int nEnd = (int)&Player.endclass;//memcpy(&Player.lId, &head->lId, nEnd - nStart);//Player.SetHeadDatas(&head->lId);
#ifdef  AnlyCStringA szTxt;szTxt.Format("%X %X", head->type, head->index);anly->SendData(TTYPE::I_DIS, S_GAMEBASE, szTxt.GetBuffer(), szTxt.GetAllocLength() + 1);GameAnlyer->AnlyData(buffStart, buff + len, head->count, S_GAMEBASE, ObjectTable);
#endif/* int iProc = 0;while (iProc < head->icount){Player.UpdateData(buffStart);iProc++;}*/return true;
}
/*OnSverrNotice函数处理的数据包格式如下1E 06 0006 11 00 00 00 70 6C 61 79 5F 70 6F 69 6E 74 5F 73 6F 75 6E 64 0006 01 00 00 00 0004 2C 92 87 C504 FA 03 BF 4204 33 14 BD 4502 00 00 00 001E 06 00 是 PNR_NOTICE_HEAD06 11 00 00 00 70 6C 61 79 5F 70 6F 69 6E 74 5F 73 6F 75 6E 64 00是一个EnCode06 01 00 00 00 00是一个EnCode04 2C 92 87 C5是一个EnCode04 FA 03 BF 42是一个EnCode04 33 14 BD 45是一个EnCode02 00 00 00 00是一个EnCode
*/
bool NetClient::OnSverNotice(char*& buff, unsigned& len) {PNR_NOTICE_HEAD head = (PNR_NOTICE_HEAD)(buff - 1);int icount = head->count;char* buffStart = (char*)head + sizeof(NR_NOTICE_HEAD);if (icount < 1) {return true;}if (icount > MAX_RECV_COUNT) {
#ifdef  Anlyanly->SendData(TTYPE::I_DIS, S_NOTICE, "S_NOTICE 解码器内存不足", 24);
#endifreturn true;}#ifdef  AnlyGameAnlyer->AnlyBuff(buffStart, buff + len, buff[0], 1);
#endifint stDecode = 0;EnCode codes[MAX_RECV_COUNT]{};while (stDecode < icount) {codes[stDecode++] = buffStart;}return Client->OnSvrNotice((PNET_SEND_CHEAD)codes, icount, buff, len);
}
bool NetClient::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);
#endif/*Client->OnSendCustom((PNET_SEND_CHEAD)codes, buff, len); 数据包传给虚函数如果想对0A开头的据包做些什么直接继承NetClient重写OnSendCustom函数既可以了*/return Client->OnScrStartCreateRole(_st[0], _txt);
}

NetClient.h文件的修改:新加 OnInited函数(拦截发送964数据包的函数)

#pragma once
#include "NetClass.h"
#include "GameWinSock.h"
#include "AIM.h"#define CAMP_NAME_QH "xuanrenQH"
#define CAMP_NAME_ZE "xuanrenZQ"#define MAX_AIM 0x200class NetClient // 监视客户端每一个操作
{typedef bool (NetClient::* DATAPROC)(char*&, unsigned&);
public:AIM Player; // 玩家角色/* 怪物列表,最好排序,使用lId排序,然后使用二分查找实现快速查询结构用链表或者数组都可以怪物或附近玩家这种东西不可能会很多如果太多电脑处理不过来,所以数组设置为0x100大小差不多够用*/PAIM Aimlst[MAX_AIM]{};// 用来控制飞天bool HideMode;protected:PSTRUCT_DESC StructTable = nullptr;char* StructTxt = nullptr;POBJ_DESC ObjectTable = nullptr;// 游戏的数据类型表char* ObjectTxt = nullptr;DATAPROC SendProc[0x100];DATAPROC RecvProc[0x100];bool DefaultProc(char*&, unsigned&);
protected: // 消息处理函数-SENDbool OnClientlogin(char*& buff, unsigned& len); // 登录数据包的处理 I_LOGINbool OnClientStartCreateRole(char*& buff, unsigned& len);  // 申请进入创建角色界面 I_CREATEROLE_STARTbool OnClientDelRole(char*& buff, unsigned& len);bool OnClientSendCustom(char*& buff, unsigned& len);bool OnClientCreateRole(char*& buff, unsigned& len);bool OnClientSelectRole(char*& buff, unsigned& len);
protected: // 消息处理函数-RECVbool OnSvrTips(char*& buff, unsigned& len);bool OnSvrloginOk(char*& buff, unsigned& len);bool OnSvrStartCreateRole(char*& buff, unsigned& len);bool OnSverNotice(char*& buff, unsigned& len);bool OnSverObject(char*& buff, unsigned& len);bool OnSverStruct(char*& buff, unsigned& len);bool OnSvrObjectInit(char*& buff, unsigned& len);bool OnSvrObjectInitEx(char*& buff, unsigned& len);bool OnSvrUpdateCord(char*& buff, unsigned& len);bool OnSvrUpdateProperty(char*& buff, unsigned& len);bool OnSvrUpdatePropertyMu(char*& buff, unsigned& len);bool OnSvrRemoveObjectMu(char*& buff, unsigned& len);bool OnSvrUpdateCordEx(char*& buff, unsigned& len);bool OnSvrGameBase(char*& buff, unsigned& len);
public:PROLEDATA roles;unsigned rolecount;bool logined = false;
private:GameWinSock* WinSock;bool DelRole(const wchar_t* rolename, unsigned _len);PAIM GetAimById(long long lId);PAIM CreateAim();void RemoveAimById(long long lId);
public:// 通过角色名获取附近角色的信息PAIM GetAimByName(const wchar_t* name);// 获取面向float GetFace(float x, float y, float targetX, float targetY);// 通过附近角色名获取它的信息,然后通过它的信息里的坐标,再通过我们角色坐标计算面向,效果就是面向 GetAimByName(name); 这个角色void FaceTo(const wchar_t* name);
public:void virtual Init(GameWinSock * _winSock);// 模拟接收的数据包bool SetCoord(long long lId, float x, float h, float y, float face);bool SetProperty(long long lId, int ProType, void* value);/*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(const wchar_t* rolename);bool StartCreateRole();// 用于创建角色bool SelectCamp(const char* _campname);// 选择阵营/*性别 0 男 1 女阵营 1 艾森赫特 2 格兰蒂尔种族 1 布冯特人 3 格洛玛人 4 尤恩图人 6 喀什人职业 1 仲裁者 3秘法师 6 猎魔人 8 元素法师脸型 0 1 2 3*/bool CreateRole(wchar_t* name,double sex, double camp, double face, double occu, const char* photo, const char*infos, const char* txt, double faceShape);// 角色创建// 选择角色并且登录进游戏bool SelectRole(const wchar_t* rolename);// 坠落bool Fall();// 瞬移void Teleport(float x, float h, float y, float face);// 模拟停止bool MoveStop(float x, float h, float y, float face);// 原地跳bool MoveJump(float x, float h, float y, float face, float oldy, float xNext, float yNext);// 移动开始bool MoveWalk(float x, float h, float y, float face, float oldy, float xNext, float yNext);// 应该是移动时跳跃bool MoveWJump(float x, float h, float y, float face, float oldy, float xNext, float yNext);// 使用技能bool UseSkill(const char* _skillName, float x, float h, float y, float face, float xTarget = 0, float hTarget = 0, float yTarget = 0, int rInt1 = 0, int rInt2 = 0, int rInt3 = 0);// 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(const wchar_t* rolename);bool Talk(wchar_t* txt, int PdId = 1, double un = 0.0);bool TalkTo(wchar_t* name, wchar_t* txt, double un = 0.0);bool HeartBeep();// 心跳数据包(5秒)bool HeartLoop();// 延迟心跳数据包(20秒)bool Backtoroles(); // 返回到选择角色界面
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);// 拦截创建角色bool virtual OnCreateRole(PNS_CREATEROLE _header, PCREATE_ROLE_DATAS _body);// 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(PNET_SEND_CHEAD _coder, char*& buffer, unsigned& len);// 拦截0xA开头发送的数据包bool virtual OnSelectRole(wchar_t* rolename);
public:// 针对SendCustom的单独处理bool virtual OnChooseCamp(PNS_CHOOSECAMP _coder);bool virtual OnChat(PCHAT_DATA _coder);bool virtual OnChatPublic(PCHAT_PUB _coder);bool virtual OnChatPrivate(PCHAT_PRV _coder);bool virtual OnHeartBeep(PHEART_BEEP _coder);bool virtual OnHeartLoop(PHEART_LOOP _coder);// 分发移动处理函数bool virtual OnMove(PMOVE_DATA _coder);// 移动中处理函数bool virtual OnMoveWalk(PMOVE_DATA_WALK _coder);// 停止移动处理函数bool virtual OnMoveStop(PMOVE_DATA_STOP _coder);// 跳跃处理函数bool virtual OnMoveJump(PMOVE_DATA_JUMP _coder);// 移动时跳跃bool virtual OnMoveWJump(PMOVE_DATA_WJUMP _coder);//  分发坠落函数bool virtual OnFall(PFALL_DATA_START _coder);// 针对Notice的单独处理bool virtual OnSvrChat(PCHAT_PRV _coder);bool virtual OnUseSkill(PUSESKILL _coder);bool virtual OnInited(); // 发送完了964数据包,表示角色上线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);bool virtual OnSvrNotice(PNET_SEND_CHEAD _coder, int count, char*& buffer, unsigned& len);
public:bool virtual OnRecvData(char*& buff, unsigned& len);bool virtual OnSendData(char*& buff, unsigned& len);bool virtual OnConnect(char*& ip, unsigned& port);};

CUI.cpp文件的修改:新加 OnInited函数(拦截发送964数据包的函数)、OnTimer函数(上图添加的定时执行函数,它的定时执行是通过OnInited函数里写的SetTimer函数触发)

// CUI.cpp: 实现文件
//#include "pch.h"
#include "htdMfcDll.h"
#include "CUI.h"
#include "afxdialogex.h"
#include "extern_all.h"// CUI 对话框IMPLEMENT_DYNAMIC(CUI, CDialogEx)CUI::CUI(CWnd* pParent /*=nullptr*/): CDialogEx(IDD_MAIN, pParent), txtDetails(_T(""))
{}CUI::~CUI()
{
}void CUI::SetListView(CListCtrl* lst)
{auto lStyle = GetWindowLongPtr(lst->m_hWnd, GWL_STYLE); // 获取窗口样式lStyle |= LVS_REPORT; // 设置为报表模式SetWindowLongPtr(lst->m_hWnd, GWL_STYLE, lStyle);// 给窗口设置样式auto dStyle = lst->GetExtendedStyle(); // 获取扩展样式dStyle |= LVS_EX_FULLROWSELECT; // 设置选择时选择一行dStyle |= LVS_EX_GRIDLINES; // 画网格线lst->SetExtendedStyle(dStyle); // 设置扩展样式
}void CUI::DoDataExchange(CDataExchange* pDX)
{CDialogEx::DoDataExchange(pDX);DDX_Control(pDX, IDC_TAB1, mTab);DDX_Control(pDX, IDC_LIST1, lstlog);DDX_Text(pDX, IDC_EDIT1, txtDetails);
}BOOL CUI::OnInitDialog()
{CDialogEx::OnInitDialog();SetListView(&lstlog);InstallPage(new CUIWnd_0(this), IDD_PAGE_0, L"角色", TRUE);InstallPage(new CUIWnd_1(this), IDD_PAGE_1, L"信息");lstlog.InsertColumn(0, L"消息", 0, 70);lstlog.InsertColumn(1, L"内容", 0, 700);lstlog.InsertColumn(2, L"时间", 0, 200);//PageINJ.Init(wAppPath);//PageRAN.SetAppPath(wAppPath);return TRUE;
}bool CUI::InstallPage(CDialogEx* wnd, int IDD_WND, CString&& _Name, BOOL IsShow)
{if (CurPage >= (sizeof(WNDS) / sizeof(CDialogEx*))) return false;Pages[CurPage] = wnd;Pages[CurPage]->Create(IDD_WND, this);//Pages[CurPage]->SetParent(this);Pages[CurPage]->ShowWindow(IsShow);CRect rect;mTab.GetClientRect(&rect);rect.top += 32;rect.left += 5;rect.bottom -= 4;rect.right -= 5;Pages[CurPage]->MoveWindow(&rect);mTab.InsertItem(CurPage, _Name);CurPage++;return true;
}BEGIN_MESSAGE_MAP(CUI, CDialogEx)ON_NOTIFY(TCN_SELCHANGE, IDC_TAB1, &CUI::OnTcnSelchangeTab1)ON_WM_TIMER()
END_MESSAGE_MAP()// CUI 消息处理程序void CUI::OnTcnSelchangeTab1(NMHDR* pNMHDR, LRESULT* pResult)
{// TODO: 在此添加控件通知处理程序代码*pResult = 0;int n = mTab.GetCurSel();for (int i = 0; i < CurPage; i++){Pages[i]->ShowWindow(i == n);}
}PTextManger CUI::getTxtManger()
{if (!txtManger)txtManger = new TextManger("F:\\语言包.txt");return txtManger;
}void CUI::loginok(ROLE_DATA* _roles, int count)
{PushLog(LOGTYPE::SYS, L"账号登录成功");NetClient::loginok(_roles, count);wnds.wndRole->lstRole.DeleteAllItems();CString txtInfos;for (int i = 0; i < count; i++){txtInfos = _roles[i].infos.value();txtInfos = txtInfos + L";";CString txtIndex, txtSex, txtMap, txtJob, txtCamp, txtRace, txtLv;CStringA stxtMap, stxtJob, stxtCamp, stxtRace;txtSex = ReadValue(txtInfos, L"1,", L";");txtMap = ReadValue(txtInfos, L"56,", L";");txtJob = L"job_" + ReadValue(txtInfos, L"37,", L";");txtCamp = L"camp_" + ReadValue(txtInfos, L"35,", L";");txtRace = L"race_" + ReadValue(txtInfos, L"36,", L";");txtLv = ReadValue(txtInfos, L"38,", L";");txtIndex.Format(L"%d", _roles[i].index.value());stxtMap = txtMap;stxtJob = txtJob;stxtCamp = txtCamp;stxtRace = txtRace;txtSex = SexName[txtSex == L"1"];wnds.wndRole->lstRole.InsertItem(0, txtIndex);wnds.wndRole->lstRole.SetItemText(0, 1, _roles[i].name);wnds.wndRole->lstRole.SetItemText(0, 2, txtLv);wnds.wndRole->lstRole.SetItemText(0, 3, txtSex);wnds.wndRole->lstRole.SetItemText(0, 4, getTxtManger()->ReadTextById(stxtCamp.GetBuffer()));wnds.wndRole->lstRole.SetItemText(0, 5, getTxtManger()->ReadTextById(stxtMap.GetBuffer()));wnds.wndRole->lstRole.SetItemText(0, 6, getTxtManger()->ReadTextById(stxtRace.GetBuffer()));wnds.wndRole->lstRole.SetItemText(0, 7, getTxtManger()->ReadTextById(stxtJob.GetBuffer()));}
}bool CUI::Tips(int code)
{CString logName;logName.Format(L"服务器提示:%d", code);PushLog(LOGTYPE::TIPS, logName.GetBuffer());// NetClient::Tips(code);return true;
}bool CUI::OnInited()
{SetTimer(0x10001, 50, NULL);return true;
}CString CUI::ReadValue(CString& txt, wchar_t* key, wchar_t* endStr)
{CString result = L"";int iStart = txt.Find(key);if (iStart > -1) {iStart = iStart + wcslen(key);int iend = txt.Find(endStr, iStart);if (iend > -1)result = txt.Mid(iStart, iend - iStart);}return result;
}void CUI::PushLog(LOGTYPE type, wchar_t* txt)
{struct tm newtiem {};time_t t;time(&t);localtime_s(&newtiem, &t); // 获取时间CString logName;logName.Format(L"%.4d-%.2d-%.2d %.2d:%.2d:%.2d", newtiem.tm_year + 1900, newtiem.tm_mon + 1, newtiem.tm_mday, newtiem.tm_hour, newtiem.tm_min, newtiem.tm_sec);lstlog.InsertItem(0, MsgName[(int)type]);lstlog.SetItemText(0, 1, txt);lstlog.SetItemText(0, 2, logName);
}void CUI::OnTimer(UINT_PTR nIDEvent)
{CStringA tmp;tmp.Format("%d", Player.CurArea);txtDetails.Format(L"lv.%d.%s 生命值[%d/%d] 经验值[%d/%d] 当前所在场景[%s](%.2f|%.2f|%.2f)", Player.Level, Player.Name,  Player.HP, Player.MaxHP + Player.MaxHPAdd, Player.PlayerExp, Player.PlayerUpgradeExp, getTxtManger()->ReadTextById(tmp.GetBuffer()), Player.x, Player.h, Player.y);UpdateData(FALSE);__super::OnTimer(nIDEvent);
}

CUI.h文件的修改:新加 OnInited函数(拦截发送964数据包的函数)、OnTimer函数(上图添加的定时执行函数,它的定时执行是通过OnInited函数里写的SetTimer函数触发)、txtDetails变量(显示角色信息的输入框添加的变量)

#pragma once
#include "afxdialogex.h"
#include "NetClient.h"
#include "TextManger.h"
//增加页面头文件
#include "CUIWnd_0.h"
#include "CUIWnd_1.h"
//游戏辅助UI类
// CUI 对话框enum class LOGTYPE {TIPS = 0,SYS = 1,MAX
};typedef struct WNDS {CUIWnd_0* wndRole;CUIWnd_1* wndInfo;
};// #define MAX_PAGE_MAIN 3// 这里用了多重继承,这回有一个问题,函数名一样的会发生冲突
// 所以在继承的时候要注意函数名
class CUI : public CDialogEx,public NetClient
{DECLARE_DYNAMIC(CUI)public:CUI(CWnd* pParent = nullptr);   // 标准构造函数virtual ~CUI();// 对话框数据
#ifdef AFX_DESIGN_TIMEenum { IDD = IDD_MAIN };
#endifprotected:virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV 支持DECLARE_MESSAGE_MAP()union {CDialogEx* Pages[sizeof(WNDS)/sizeof(CDialogEx*)];WNDS wnds;};short      CurPage = 0;
public:CTabCtrl mTab;virtual BOOL OnInitDialog();bool    InstallPage(CDialogEx* wnd, int IDD_WND, CString&& _Name, BOOL IsShow=FALSE);afx_msg void OnTcnSelchangeTab1(NMHDR* pNMHDR, LRESULT* pResult);
public:void SetListView(CListCtrl* lst);PTextManger getTxtManger();CListCtrl lstlog;
protected:CString MsgName[(unsigned int)LOGTYPE::MAX]{L"错误",L"系统"};CString SexName[2]{L"男",L"女"};void PushLog(LOGTYPE type, wchar_t* txt);
protected:void virtual loginok(ROLE_DATA* _roles, int count);bool virtual Tips(int code);bool virtual OnInited();// 解析角色的信息,性别、种族、阵营等CString ReadValue(CString&txt, wchar_t* key, wchar_t* endStr);
public:CString txtDetails;afx_msg void OnTimer(UINT_PTR nIDEvent);
};

这篇关于99.网络游戏逆向分析与漏洞攻防-ui界面的设计-角色信息显示的界面与功能的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



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