gskw
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| Joined: 05 Jan 2013 |
| Total Posts: 1364 |
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| 25 Jul 2017 11:55 PM |
See GitHub: Gskartwii/roblox-dissector
Notice: actual replication/physics packets not supported yet. I'm in the process of reverse engineering those right now. |
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gskw
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| Joined: 05 Jan 2013 |
| Total Posts: 1364 |
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| 26 Jul 2017 08:10 AM |
bump
Also, Anaminus is working on a similar project: twitter.com/Anaminus |
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gskw
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| Joined: 05 Jan 2013 |
| Total Posts: 1364 |
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| 27 Jul 2017 02:26 AM |
| bump. I want to know if you guys would find this useful in practice once it's done, and what sorts of features you need. Also, at the moment, the UI for sorting the packets is kind of broken. I will fix that soon. |
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gskw
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| Joined: 05 Jan 2013 |
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| 28 Jul 2017 01:57 PM |
Wow. Really glad I randomly decided to go into Scripters today. This looks very cool.
Also... "Code for 0x8A packets exists, but not publicly due to security reasons. This may change in the future."
gskw, please. You've made me all too curious now. I've never actually looked at Roblox's traffic from outside the application itself and now you've piqued my interest. Does 0x8A have to do with join? I see you have Descriptors in there... |
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gskw
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| Joined: 05 Jan 2013 |
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| 28 Jul 2017 02:00 PM |
| 0x8A packets contain data that is encrypted, but only weakly enough to be decrypted by any eavesdropper with ease. This data contains the script bytecode encryption key and the client AuthTicket. I haven't found practical applications for this data as of now (I can't decode script replication yet), but I thought I would rather be safe than sorry. |
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| 28 Jul 2017 02:06 PM |
| I've always wondered if it would be possible to replicate bytecode to the server as a Source replication. Granted, under normal circumstances the server doesn't accept any Source property replication, if it *would* for some reason be accepted, would the server accept and run received bytecode? Or is this only a one-way, server-to-client thing? I guess booing would be the person to ask. |
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gskw
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| Joined: 05 Jan 2013 |
| Total Posts: 1364 |
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| 28 Jul 2017 02:09 PM |
| That is something I would be glad to know, but I'm still quite far away from decoding replication packets (see the ########## ######## I must also admit that I don't actually know how the Roblox bytecode format works; I have only looked at networking. Also, feel free to contribute. |
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gskw
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| Joined: 05 Jan 2013 |
| Total Posts: 1364 |
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| 29 Jul 2017 01:14 AM |
| Okay, I don't know what I was thinking yesterday, but bytecode most definitely can't be replicated to the server, because the server's encryption key is never sent (0x8A packets only come from the client). Also, in the above post the censored part is "branch packet0x83" |
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gskw
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| Joined: 05 Jan 2013 |
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| 14 Aug 2017 05:24 AM |
I have now implemented 0x83 packets (replication). The code may still be buggy, and won't support some data types (ParticleEmitter stuff for example), but joining a baseplate works fine.
Next I will be implementing the missing data types, then I will try to add a way to filter the packet list, then I will look into physics packets.
Also, a binary release for Windows is available under the "releases" link on GitHub. |
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