Scenexe Socket Fiddler. Modify incoming and outgoing packets by writing functions for incoming and outgoing.
Este script no debería instalarse directamente. Es una biblioteca que utilizan otros scripts mediante la meta-directiva de inclusión // @require https://update.greasyfork.org/scripts/457775/1135865/Scenexe%20Socket%20Fiddler.js
// ==UserScript==
// @name Scenexe Socket Fiddler
// @namespace ScenexeSocketFiddler
// @version 0.4
// @description Scenexe socket fiddler. Modify incoming and outgoing packets by writing functions for incoming and outgoing.
// @author discordtehe
// @match https://*.scenexe.io
// @grant none
// ==/UserScript==
window.MSG_TYPES = {
INCOMING: {
GAME_UPDATE: 0,
ADD_UPGRADE_POINT: 1,
SET_STAT_UPGRADES: 2,
ON_KILL: 3,
RECEIVE_ANNOUNCEMENT: 4,
RECEIVE_TIMER: 5,
RECEIVE_NOTIFICATION: 6,
RECEIVE_BODY_UPGRADES: 7,
RECEIVE_WEAPON_UPGRADES: 8,
PING: 9,
RECEIVE_DIMENSION_ATTRIBUTES: 16,
RECEIVE_CLASS_TREE: 17,
COPY_TEXT: 32,
ON_DEATH: 33,
RENDER_ENTITY: 34,
RECEIVE_TANK: 35,
GATES_UPDATE: 36,
EDITMODE: 37,
SEND_TO_SERVER: 39,
POPUP: 40,
INIT_LEADERBOARD: 41,
KICK_REASON: 42,
ADD_STARS: 43,
COMPLETE_ACHIEVEMENT: 44,
CHANGE_ACHIEVEMENT_COMPLETION: 45
},
OUTGOING: {
ROTATION_INPUT: 0,
MOVEMENT_INPUT: 1,
SHOOTING_INPUT: 2,
PASSIVE_MODE: 3,
SEND_CHAT_MESSAGE: 4,
UPGRADE_STAT: 5,
UPGRADE_BODY: 6,
UPGRADE_WEAPON: 7,
CHANGE_CONTROL_STATE: 8,
PING: 9,
CHANGE_CONTROL_POSITION: 10,
SET_TYPING: 11,
LOAD_WEAPON_UPGRADE: 16,
LOAD_BODY_UPGRADE: 17,
CHANGE_WEAPON: 18,
CHANGE_BODY: 19,
JOIN_GAME: 20,
SESSION_ID: 21
}
}
window.incoming = (data)=>{return data};
window.outgoing = (data)=>{return data};
WebSocket.prototype.addEventListener = new Proxy(WebSocket.prototype.addEventListener, {
apply: function (target, scope, args) {
if (args[0] === 'message') {
args[1] = new Proxy(args[1], {
apply: function(ftarget, fscope, fargs) {
var decoded = decode(new Uint8Array(fargs[0].data));
decoded = incoming(decoded);
if (decoded != undefined)
fargs[0] = new MessageEvent('message', {data: encode(decoded)})
if (decoded != 'discard') {
let fdata = ftarget.apply(fscope, fargs);
return fdata;
}
return;
}
})
}
let data = target.apply(scope, args);
return data;
}
})
WebSocket.prototype.send = new Proxy(WebSocket.prototype.send, {
apply: function (target, scope, args) {
var decoded = decodeInverse(new Uint8Array(args[0])); //decodeInverse because this data has been already encoded by scenexe's main.js
decoded = outgoing(decoded);
if (decoded != undefined)
args[0] = encodeInverse(decoded);
if (decoded != 'discard') {
let data = target.apply(scope, args);
return data;
}
return;
}
})