does anybody knows how to generate the server seed? menu

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  1. #1
    elfalcon's Avatar Private
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    does anybody knows how to generate the server seed?

    header.please help me ... my emulator recieves the clientseed and then what..how should i generate the serverseed? i have the whole communication sniffed in wireshark but i cant just copypaste it cause its dynamic right? please help im sure someone of you know this

    does anybody knows how to generate the server seed?
  2. #2
    WOST's Avatar Member
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    Ah, if you're going to developing gw2 emulator and you've already stuck here, I don't know how you're going to do it...

    1) After generating of the shared key, the server generates a random seed and xors it with the shared key;
    2) The server sends SS (= serverseed) to the client;
    3) Both the client and the server hashes this SS with a hash custom function;
    4) Using rc4 for cryptography... etc

    If you've more questions, then ask me here.
    P.S. Sorry for d-posting.
    Last edited by WOST; 02-12-2013 at 09:15 AM.

  3. #3
    WOST's Avatar Member
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    Ah, if you're going to developing gw2 emulator and you've already stuck here, I don't know how you're going to do it...

    1) After generating of the shared key, the server generates a random seed and xors it with the shared key;
    2) The server sends SS (= serverseed) to the client;
    3) Both the client and the server hashes this SS with a hash custom function;
    4) Using rc4 for cryptography... etc

    If you've more questions, then ask me here.

  4. #4
    elfalcon's Avatar Private
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    Originally Posted by WOST View Post
    Ah, if you're going to developing gw2 emulator and you've already stuck here, I don't know how you're going to do it...

    1) After generating of the shared key, the server generates a random seed and xors it with the shared key;
    2) The server sends SS (= serverseed) to the client;
    3) Both the client and the server hashes this SS with a hash custom function;
    4) Using rc4 for cryptography... etc

    If you've more questions, then ask me here.

    thanks for the reply ...i started to think that this thread is dead... so the serverseed is the shareedkey xored with a random value? it must be something specific? or anything 20byte long will do? i mean... will the client reply?..cause i dont know how to get the shared key.. im developing it with my friend and hes the reverse engineer but he is low on time :/

  5. #5
    WOST's Avatar Member
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    Gw2 client use RC4 encryption and Diffie-Hellman key exchange. So, I tell you about this crypto system.

    1) At the server side:
    a_server - (random) server private key;
    g ^ (a_server) mod prime - server public key;

    2) At the client side (the moment of exchange):
    private - client private key;
    public ^ private mod prime - shared key(Diffie-Hellman);
    y_client (g ^ private mod prime) - client public key;

    3) Client send y_client to the server;

    4) At the server side (the moment of exchange):
    y_client^x_server mod prime - shared key(Diffie-Hellman).

    The size of public, prime and private key is 64 byte(512bit).
    Prime is the constant of this schema, public key is static and private key is generating at process run.

    There you go.
    Last edited by WOST; 02-12-2013 at 12:36 PM.

  6. #6
    WOST's Avatar Member
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    It's hard to understand you. Please, write correctly.

  7. #7
    Analhammer's Avatar Member
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    Originally Posted by WOST View Post
    Gw2 client use RC4 encryption and Diffie-Hellman key exchange. So, I tell you about this crypto system.

    1) At the server side:
    a_server - (random) server private key;
    g ^ (a_server) mod prime - server public key;

    2) At the client side (the moment of exchange):
    private - client private key;
    public ^ private mod prime - shared key(Diffie-Hellman);
    y_client (g ^ private mod prime) - client public key;

    3) Client send y_client to the server;

    4) At the server side (the moment of exchange):
    y_client^x_server mod prime - shared key(Diffie-Hellman).

    The size of public, prime and private key is 64 byte(512bit).
    Prime is the constant of this schema, public key is static and private key is generating at process run.

    There you go.
    x_server should be a_server

    I guess the shared key is the RC4 crypto key?
    Seems not too difficult.

  8. #8
    WOST's Avatar Member
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    Doesn't matter, I showed you the scheme. Right, you need to get all the keys, then you can calculate the shared key.
    Yep, it isn't too difficult, but your ASM should be an excelent to find the keys, replace, decrypt etc.
    By the way, I've already reversed the client.

  9. #9
    WOST's Avatar Member
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    Hm, generally, I can help you with encryption and packets. But the question is in my desire...
    Okay, if you need my help, write me here and we will discuss.

  10. #10
    cr0c's Avatar Member
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    Why the hell isn't this topic a sticky thread?

    I have been looking for such valuable information on my own, and with the right keyword I've eventually ended up here.

    Now I can tell you that I can (almost) deal a key with the server.

  11. #11
    macroarchie's Avatar Member
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    Originally Posted by elfalcon View Post
    header.please help me ... my emulator recieves the clientseed and then what..how should i generate the serverseed? i have the whole communication sniffed in wireshark but i cant just copypaste it cause its dynamic right? please help im sure someone of you know this
    Generating a server seed requires a specific context, so it's difficult to provide a specific answer without more information. However, I can provide a general overview of what a server seed is and how it's typically generated.

    In the context of online gaming, a server seed is a random value used to determine the outcome of a game or event. The server seed is usually generated by the game's server and is not visible to players. Instead, players are given a client seed that they can use to verify the fairness of the game.

    To generate a server seed, game developers typically use a secure random number generator or a cryptographic hash function. These methods ensure that the server seed is random and unpredictable, which is important for maintaining the integrity and fairness of the game.

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