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Scenexe Socket Fiddler

Scenexe Socket Fiddler. Modify incoming and outgoing packets by writing functions for incoming and outgoing.

Skrip ini tidak untuk dipasang secara langsung. Ini adalah pustaka skrip lain untuk disertakan dengan direktif meta // @require https://update.greasyfork.org/scripts/457775/1135865/Scenexe%20Socket%20Fiddler.js

Penulis
discordtehe
Versi
0.4
Dibuat
07 Januari 2023
Diperbarui
07 Januari 2023
Lisensi
N/A

Scenexe Socket Fiddler

Allows you to log, modify, or remove incoming and outgoing packets by writing functions for window.incoming and window.outgoing.

Usage

To use this library, include the following 2 lines in your userscript header:

// @require https://greasyfork.org/scripts/457386-scenexeutils/code/ScenexeUtils.js?version=1135843
// @require https://greasyfork.org/scripts/457775-scenexe-socket-fiddler/code/Scenexe%20Socket%20Fiddler.js?version=1135837

The 1st adds basic scenexe utils like encode, decode, encodeInverse, decodeInverse, etc.
The 2nd is this library.

Also, scripts using these libraries should not be run at document-start.

Packet Logging

A simple function you can write is a simple socket logger:

window.incoming = (data) => {
    console.log('incoming:', data);
}
window.outgoing = (data) => {
    console.log('outgoing:', data);
}

The incoming data is an array where the 1st item is an opcode and the 2nd item contains the packet data.

Packet Modification

If you need to modify incoming and outgoing packets, just return the modified data.

Here's an example for removing bullets from incoming GAME_UPDATE packets.

window.incoming = (data) => {
    if (data[0] == window.MSG_TYPES.INCOMING.GAME_UPDATE)
        data[1][3] = [];
    return data;
}

Packet Deletion

If you need to prevent certain packets from being processed or sent, return "discard".

Here's an example for preventing the client from processing a SEND_TO_SERVER packet. You receive this packet before you get teleported to another server and it tells your client which server to connect to next. By removing it, we prevent our client from going to another server.

window.incoming = (data) => {
    if (data[0] == window.MSG_TYPES.INCOMING.SEND_TO_SERVER)
        return "discard";
}