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[FEATURE] Spoof fake packets to the own client #7
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So you mean kind of like a packet-resender? I actually thought about making this project a bit like burp suite where you have the Repeater option. Sure, I'd be down to 😅 |
More ment to target testing the client specifically: I can spoof an PlayerJoin packet (probably doesn't exist - doesn't matter) and then a new Player pops up to my screen. I can see how this would make the entire project a lot more complex tho, also this wouldn't really have to do stuff with logging but rather packet testing in particular. |
Might be simpler to create a server plugin which does that. |
Hm, for your particular use case, a server-side plugin would probably better (there are also already scripts out there doing exactly that). But I think I might still introduce a repeater feature in the future. But for know I still have to implement every client-side packet 😅, I'm still missing out on 40 packets. But definitely a nice idea! |
Also, when I might introduce server-side packets as well, this feature could come in handy. |
I also thought of a way to roll-back to some point in history and inspect the games state at that position - with some kind of freecam. It would probably be good if the packets from a recording could be dumped into a snapshot file containing a snapshot of the games state before the recording was taken and then the packets that have been sent meanwhile recording. This would introduce a more modular system allowing different inspectors/tools to be written separate from this project - not only in java, but really in any language that can somehow read a file. |
It is possible except for "rewinding", as most packets are relative or use client-side physics. Tho, we use such a ReplaySystem for moderation tools at thejocraft.net. Interesting idea! |
You mean the client state is relative to the clients physics? Yep this could be problematic. |
If you rewind 10 seconds back (only option), the plugin basically re-creates the state at the time 10 seconds before that. So it is possible to do something but it requires a lot of work (I think pianoman took some months to develop it) |
I'm now at a point where I can say that I will work on this. Packets are currently being stored on the client and I support all packets, so re-sending a packet is not really difficult.
It might hopefully end up in a mix of both of them as some packets are quite complex. |
Would be useful to test features that require server side packets to be sent without a bunch of server reloads/restarts. (Certain packets for NPC actions example)
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