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";
}