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  1. #1
    BoogieManTM's Avatar Active Member
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    Benderbot - The clientless wow bot (educational ONLY)

    Howdy all.

    I am finally releasing my clientless source code back out to the public. It doesn't even compile in it's current state, but all the beefy stuff is in there! The only thing really missing from this release is the warden emulator, which is not mine to release.

    I am not supporting this anymore. I could not get it to work with 3.3.5+. I was unable to implement the server redirection properly and after much banging of my head on my desk, I gave up. Now 4.x.x makes this even more difficult with opcode randomization.

    I figured someone might find this useful though so here it is! Be warned, it's a mess! This is more educational on how _not_ to do a clientless bot haha. It should work with some tweaking on an emulated server.

    https://sourceforge.net/p/benderbot/svn/1/tree/

    Credits:
    WCell
    Kynox
    Ralek
    Lecht
    Icarus Team
    Foole
    Server emulator teams (namely wowd)

    And anyone else I forgot to mention!

    This code may not be used in a commercial project without my express written permission!
    Last edited by BoogieManTM; 11-03-2010 at 10:03 PM.

    Benderbot - The clientless wow bot (educational ONLY)
  2. #2
    beans's Avatar Member
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    Originally Posted by BoogieManTM View Post
    Howdy all.

    I am finally releasing my clientless source code back out to the public. It doesn't even compile in it's current state, but all the beefy stuff is in there! The only thing really missing from this release is the warden emulator, which is not mine to release.

    I am not supporting this anymore. I could not get it to work with 3.3.5+. I was unable to implement the server redirection properly and after much banging of my head on my desk, I gave up. Now 4.x.x makes this even more difficult with opcode randomization.

    I figured someone might find this useful though so here it is! Be warned, it's a mess! This is more educational on how _not_ to do a clientless bot haha. It should work with some tweaking on an emulated server.

    https://sourceforge.net/p/benderbot/svn/1/tree/

    Credits:
    WCell
    Kynox
    Ralek
    Lecht
    Icarus Team
    Foole
    Server emulator teams (namely wowd)

    And anyone else I forgot to mention!

    This code may not be used in a commercial project without my express written permission!
    Woot!

    <filler>

  3. #3
    Syltex's Avatar Sergeant Major
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    Im getting a headache because it´s so complicated/hardcore programming.
    Anyway +rep

  4. #4
    ferodod's Avatar Member
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    Can someone pelase compile this? I ma lookings for free bot and this is sounding good, it can do flying herb?

    P.s. Joking, but props to you for realeasing, I hope to see some good coem of it in the ftuure .

  5. #5
    Flowerew's Avatar Master Sergeant
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    Nice stuff, BoogieMan. +rep

  6. #6
    amadmonk's Avatar Active Member
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    Originally Posted by BoogieManTM View Post
    Howdy all.

    I am finally releasing my clientless source code back out to the public. It doesn't even compile in it's current state, but all the beefy stuff is in there! The only thing really missing from this release is the warden emulator, which is not mine to release.

    I am not supporting this anymore. I could not get it to work with 3.3.5+. I was unable to implement the server redirection properly and after much banging of my head on my desk, I gave up. Now 4.x.x makes this even more difficult with opcode randomization.

    I figured someone might find this useful though so here it is! Be warned, it's a mess! This is more educational on how _not_ to do a clientless bot haha. It should work with some tweaking on an emulated server.

    https://sourceforge.net/p/benderbot/svn/1/tree/

    Credits:
    WCell
    Kynox
    Ralek
    Lecht
    Icarus Team
    Foole
    Server emulator teams (namely wowd)

    And anyone else I forgot to mention!

    This code may not be used in a commercial project without my express written permission!
    First: props on the release. I never release stuff anymore since the leecher ratio is so high, so... props to you!

    Second: it's been a LONG time since I've dabbled in packetbots (like... 18 months? how time flies...) What is this server redirection of which you speak (opcode randomization, I think I get)?
    Don't believe everything you think.

  7. #7
    BoogieManTM's Avatar Active Member
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    Originally Posted by amadmonk View Post
    First: props on the release. I never release stuff anymore since the leecher ratio is so high, so... props to you!

    Second: it's been a LONG time since I've dabbled in packetbots (like... 18 months? how time flies...) What is this server redirection of which you speak (opcode randomization, I think I get)?
    Leechers won't find much use in this. it's definitely not a 'compile-and-play' or even something you can really copy/paste from (except maybe the utility classes).

    As for server redirection.. I believe it was 3.3.3 that implemented this originally (possibly 3.3.5), but as soon as you auth with bnet, connect to a realm, before you even login a char (right after char enum) it would have redirect you to a new server where you make a parallel connection, do a semi-new handshake (very similar to CMSG_AUTH_SESSION) and then finally switch over to the new session entirely once the handshake is complete, disconnecting from the original session. I assume this is used as a load-balancing mechanism without having some nifty hardware load balancers or other fancy networking magic. From what I can tell, i was emulating this perfectly. I was authing to the new server, but i could never get the transition to work properly. It would never fully kick over to the new socket

    Zor has it documented here: WoW 3.3.3a: New Battle.net Redirection « Zor&#039;s Blog

    Opcode randomization is just that. random network opcodes for every major build, that are not easily dumped from the binary. Really hurts emulators & clientless bots alike (though i'm positive they were aiming at the emulators when they fired this off)

  8. #8
    amadmonk's Avatar Active Member
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    Eesh. Reversing the packet structures was already a pain from patch to patch (I remember some epic disasm sessions with SMSG_MOVEMENT or whatever it was called); without knowing the opcodes to start with, that would be just ugly.

    One more reason to stay in-process: Lua makes disassembling after each patch fairly trivial
    Don't believe everything you think.

  9. #9
    BoogieManTM's Avatar Active Member
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    Originally Posted by amadmonk View Post
    Eesh. Reversing the packet structures was already a pain from patch to patch (I remember some epic disasm sessions with SMSG_MOVEMENT or whatever it was called); without knowing the opcodes to start with, that would be just ugly.

    One more reason to stay in-process: Lua makes disassembling after each patch fairly trivial

    Fortunately for me, 90% of the work was done for me with emulator projects (which I also worked on). There were some client-unique challenges in there though for sure. still a huge pain in the ass in general.. having to mimic every vital system from auth to movement. it wasn't very fun, but it was a very rewarding project and I learned A LOT on this project.

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