// 这里是游戏界面的加解密
__declspec(naked) VOID EnDePackEx(PBYTE pbyBuffer, int nLen, PBYTE pbyKEY, int nKeyLen)
{
__asm
{
mov eax, dword ptr [esp+8]
xor ecx, ecx
xor edx, edx
test eax, eax
jbe RETURN
push ebx
push ebp
mov ebp, dword ptr [esp+0x14]
push esi
mov esi, dword ptr [esp+0x10]
push edi
mov edi, dword ptr [esp+0x20]
lea esp, dword ptr [esp]
LABEL:
mov bl, byte ptr [ecx+ebp]
xor byte ptr [edx+esi], bl
add ecx, 1
cmp ecx, edi
jb LABEL1
xor ecx, ecx
LABEL1:
add edx, 1
cmp edx, eax
jb LABEL
pop edi
pop esi
pop ebp
pop ebx
RETURN:
retn
}
}
// 这里是登录界面的加解密
__declspec(naked) VOID EnDePack(PBYTE pbyBuffer, int nLen, PBYTE pbyKEY, int nKeyLen)
{
__asm
{
push esi
mov esi, dword ptr [esp+0xC]
shr esi, 1
mov eax, 0
mov ecx, eax
je RETURN
mov edx, dword ptr [esp+8]
push ebx
mov ebx, dword ptr [esp+0x14]
push ebp
push edi
mov edi, dword ptr [esp+0x20]
shr edi, 1
LABLE:
mov bp, word ptr [ebx+eax*2]
xor word ptr [edx+ecx*2], bp
add eax, 1
cmp eax, edi
jb LABLE1
xor eax, eax
LABLE1:
add ecx, 1
cmp ecx, esi
jb LABLE
pop edi
pop ebp
pop ebx
RETURN:
lea eax, dword ptr [esi+esi]
pop esi
retn
}
}
// 效验封包头
DWORD WINAPI GetCheckPack(PBYTE pbyBuffer)
{
DWORD dwResult = 0;
WORD nLen = *(PWORD)ULongToPtr(&pbyBuffer[0]);
int i = 0;
if ( nLen > 0 )
{
do
{
dwResult += *(PBYTE)ULongToPtr(&pbyBuffer[i]);
--nLen;
i ++;
} while (nLen);
}
return dwResult;
}
// 修改KEY
VOID WINAPI ChangeKEY(PBYTE pbyKEY)
{
for ( int i = 0; i < 0x10; i ++ )
pbyKEY[i] = pbyKEY[i] + i;
}
// 加密发送封包
VOID CGameSend::EnSend(PSOCKET_ENGINE pSE, PBYTE pbyBuffer, int nLen)
{
DWORD dwResult = GetCheckPack(pbyBuffer);
*(PWORD)ULongToPtr(&pSE->bySendBuffer[0]) = nLen + 8;
*(PWORD)ULongToPtr(&pSE->bySendBuffer[2]) = 0x0007;
*(PDWORD)ULongToPtr(&pSE->bySendBuffer[4]) = dwResult;
memcpy(&pSE->bySendBuffer[8], pbyBuffer, nLen);
((VOID (*)(PBYTE, int, PBYTE, int))ULongToPtr(pSE->pEnDeCode))(&pSE->bySendBuffer[4], nLen + 4, pSE->bySendKEY, 0x10);
pSE->nSendLen = nLen + 8;
send(pSE->Socket, (const char *)pSE->bySendBuffer, pSE->nSendLen, 0);
ChangeKEY(pSE->bySendKEY);
}
// 发送加密解密KEY
VOID CGameSend::OnSendKEY(PSOCKET_ENGINE pSE)
{
#pragma pack(1)
typedef struct
{
WORD wSize;
WORD wHead;
BYTE byKEY[0x10];
DWORD dwUnknow;
} SEND_ENDEKEY, *PSEND_ENDEKEY;
#pragma pack()
SEND_ENDEKEY SENK;
SENK.wSize = 0x0018;
SENK.wHead = 0x0008;
// 自己创建一个KEY发送给服务器
for ( int i = 0; i < 0x10; i ++ )
{
SENK.byKEY[i] = 1;
}
SENK.dwUnknow = 0x01010101;
// 记录这个KEY
memcpy(pSE->bySendKEY, (BYTE *)&SENK, 0x10);
send(pSE->Socket, (const char *)&SENK, 0x18, 0);
}
// 发送心跳包
VOID CGameSend::OnKeepLive(PSOCKET_ENGINE pSE, PPACK_INFOEX pPI)
{
#pragma pack(1)
typedef struct
{
WORD wSize;
WORD wHead;
WORD wNum;
WORD wUnknow;
} SEND_DATA, *PSEND_DATA;
#pragma pack()
SEND_DATA SD;
SD.wSize = 0x0008;
SD.wHead = 0x000B;
SD.wNum = (WORD)pPI->dwPackCheck;
SD.wUnknow = 0;
send(pSE->Socket, (const char *)&SD, sizeof(SD), 0);
}
// 发送登录帐号包
VOID CGameSend::OnSendAccount(PSOCKET_ENGINE pSE)
{
#pragma pack(1)
typedef struct
{
WORD wSize;
WORD wHead;
DWORD dwVersion;
char szAccount[51];
char szPassword[21];
} SEND_ACCOUNT_PACK, *PSEND_ACCOUNT_PACK;
#pragma pack()
SEND_ACCOUNT_PACK SAP;
memset(&SAP, 0, sizeof(SAP));
SAP.wSize = 0x0050;
SAP.wHead = 0x0201;
SAP.dwVersion = m_dwVersion;
memcpy(SAP.szAccount, m_LC.szName, lstrlen(m_LC.szName));
memcpy(SAP.szPassword, m_LC.szPass, lstrlen(m_LC.szPass));
EnSend(pSE, (PBYTE)&SAP, sizeof(SAP));
}
// 选择线路
VOID CGameSend::OnSelectLine(PSOCKET_ENGINE pSE)
{
// 0x05, 0x00, 0x07, 0x02, 0x09
#pragma pack(1)
typedef struct
{
WORD wSize;
WORD wHead;
BYTE byLine;
} SEND_DATA, *PSEND_DATA;
#pragma pack()
SEND_DATA SD;
SD.wSize = 0x0005;
SD.wHead = 0x0207;
SD.byLine = m_LC.bySelectLine;
EnSend(pSE, (PBYTE)&SD, sizeof(SD));
}
// 开始游戏
VOID CGameSend::OnStartGame(PSOCKET_ENGINE pSE, PPACK_INFO pPI)
{
#pragma pack(1)
typedef struct
{
WORD wLen;
WORD wHead;
DWORD dwUnknow1;
DWORD dwUnknow2;
WORD wUnknow3;
WORD wNum;
struct
{
DWORD dwAccID;
DWORD dwSID;
char szName[24];
DWORD dwUnknow4;
DWORD dwProfessional; // 职业
BYTE byUnknow5[59];
} LIST[8]; // 最多8个人物
} RECV_DATA, *PRECV_DATA;
#pragma pack()
#pragma pack(1)
typedef struct
{
WORD wLen;
WORD wHead;
DWORD dwAccID1;
DWORD dwAccID2;
} SEND_DATA, *PSEND_DATA;
#pragma pack()
PRECV_DATA pRD = (PRECV_DATA)pPI;
SEND_DATA SD;
SD.wLen = sizeof(SD);
SD.wHead = 0x030A;
SD.dwAccID1 = pRD->LIST[m_LC.bySelectPlayerLocation].dwAccID;
SD.dwAccID2 = pRD->LIST[m_LC.bySelectPlayerLocation].dwSID;
EnSend(pSE, (PBYTE)&SD, sizeof(SD));
}
// 进入游戏
VOID CGameSend::OnEnterGame(PSOCKET_ENGINE pSE)
{
#pragma pack(1)
typedef struct
{
WORD wSize;
WORD wHead;
DWORD dwEnterID1;
DWORD dwEnterID2;
DWORD dwVersion;
BYTE byGMID[16];
} SEND_DATA, *PSEND_DATA;
#pragma pack()
SEND_DATA SD;
SD.wSize = 0x0020;
SD.wHead = 0x0301;
SD.dwEnterID1 = m_dwEnterID1;
SD.dwEnterID2 = m_dwEnterID2;
SD.dwVersion = m_dwVersion;
// 这个是进入游戏包,版本更新也得更新
BYTE byBuffer[16] = { 0xC4, 0x75 ,0x29, 0xF0, 0xB2, 0x76, 0x24, 0x81, 0xE2, 0x21,
0x01, 0x5F, 0x84, 0xB0, 0x70, 0x2A};
memcpy(SD.byGMID, byBuffer, 16);
EnSend(pSE, (PBYTE)&SD, sizeof(SD));
}
VOID CGameRecv::DeRecvPack(PSOCKET_ENGINE pSE, PPACK_INFOEX pPIEX)
{
switch ( pPIEX->wTag + -1 )
{
// 5的标志不用解密,用于心跳
case 0x0005:
{
OnKeepLive(pSE, pPIEX);
}
break;
// 接收验证KEY
case 0x0007:
{
memcpy(pSE->byRecvKEY, (PBYTE)pPIEX, 0x10);
// 发送加解密KEY给游戏
OnSendKEY(pSE);
}
break;
// 只需要解密
case 0x0006:
{
((VOID (*)(PBYTE, int, PBYTE, int))ULongToPtr(pSE->pEnDeCode))((BYTE *)&pPIEX->dwPackCheck, pPIEX->wSize - 4, pSE->byRecvKEY, 0x10);
ChangeKEY(pSE->byRecvKEY);
OnRecv(pSE, (PPACK_INFO)&pPIEX->wLen);
}
break;
// 需要解密并解压缩
case 0x000D:
{
((VOID (*)(PBYTE, int, PBYTE, int))ULongToPtr(pSE->pEnDeCode))((BYTE *)&pPIEX->dwPackCheck, pPIEX->wSize - 4, pSE->byRecvKEY, 0x10);
PBYTE pbyBuffer = new BYTE[pPIEX->wLen];
uncompress(pbyBuffer, (ULONG *)&pPIEX->wLen, (LPVOID)&pPIEX->wHead, pPIEX->wSize - 0xA);
ChangeKEY(pSE->byRecvKEY);
OnRecv(pSE, (PPACK_INFO)pbyBuffer);
delete pbyBuffer;
}
break;
}
}
// 获得进入游戏ID
VOID CGameRecv::OnGetEnterID(PSOCKET_ENGINE pSE, PPACK_INFO pPI)
{
m_dwEnterID1 = *(PDWORD)(&pPI->byBuffer[8]);
m_dwEnterID2 = *(PDWORD)(&pPI->byBuffer[0]);
}
VOID CGameRecv::OnRecv(PSOCKET_ENGINE pSE, PPACK_INFO pPI)
{
//ClientMain->PackPrint("接收", (PBYTE)pPI, pPI->wLen);
switch (pPI->wHead)
{
// 登录状态处理
case 0x0202:
// 数据开始 作为标识
// C 代表线路堵塞?
// D 代表版本好错误
// 2 代表密码错误
// 6 代表人物还在游戏中
break;
// 发送帐号进入消息
case 0x0206:
OnSendAccount(pSE);
break;
// 选择线路
case 0x0205:
OnSelectLine(pSE);
break;
// 开始游戏
case 0x0208:
OnGetEnterID(pSE, pPI);
break;
// 进入游戏
case 0x0302:
OnEnterGame(pSE);
break;
// 开始游戏
case 0x0307:
OnStartGame(pSE, pPI);
break;
// 开始游戏成功
case 0x0303:
break;
// 初始化人物数据
case 0x0310:
break;
// 自身或周围玩家信息
case 0x1501:
break;
}
}
具体登录流程
连接服务器->接收服务器发来的解密KEY->本地生成一个解密KEY(用于服务器解密客户发送过去的封包)->发送给服务器->发送登录包(上面代码里有)->服务器返回人物信息(部分封包都采用压缩函数去压缩的,所以还需要解压缩封包才能使用,使用"zlib1.dll"的"uncompress"函数)->然后就各显神威吧.
搞这游戏真是觉得有点耐不住性子了..
希望这些代码对有些人有用..
准备过年了...祝大家虎年行大运,财源滚滚,虎气冲天,天天开心!
[注意]APP应用上架合规检测服务,协助应用顺利上架!