XOR'ed connection, where changes must be made

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albert
Posts: 3
Joined: Mon Jan 12, 2009 7:11 am

XOR'ed connection, where changes must be made

Post by albert »

Hello,
If i want make XOR'ed IRCD communication with client where should i make changes?
I was searching and probably in socket.c, anywhere else?

More accurate advices are welcomed : ).
I must do if IRCD receiving data it UNXOR it and when send data it must XOR it.

For example in socket.c i must change:
retval = send(cptr->fd, str, len, 0);
change to
retval = send(cptr->fd, xor(str), len, 0);
right?

Help,
Regards
Jobe
Official supporter
Posts: 1180
Joined: Wed May 03, 2006 7:09 pm
Location: United Kingdom

Re: XOR'ed connection, where changes must be made

Post by Jobe »

To be honest this sounds extremely suspicious to me.

Whether it has or doesnt have bad intentions, as far as I know, modifying Unreal's source is NOT supported, nor is using a version of Unreal that HAS been modified.

Additionally to that, if you dont even know how to find the right place and use the right code yourself, then in all honesty you shouldnt even be attempting it in the first place.
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albert
Posts: 3
Joined: Mon Jan 12, 2009 7:11 am

Re: XOR'ed connection, where changes must be made

Post by albert »

why suspicious, this is project for studies
modyfing source could not be supported here oficially but someone could give me advice, im counting on it because this is place where people know what and where to change (best knowledge in unreal source)

for me it will take so much more time to know unreal source
albert
Posts: 3
Joined: Mon Jan 12, 2009 7:11 am

Re: XOR'ed connection, where changes must be made

Post by albert »

Ok im closer to this, i found "sendto_one" which is responsible for sending commands/text buffer. Then i must find "sendto_one" which will send main channel messages in "data[2048]" buffer probably.

Smth like this:
xor(data);
sendto_one(cptr, data, smth, smth);

Anyone will point me to specific file?
Stealth
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Location: Chino Hills, CA, US
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Re: XOR'ed connection, where changes must be made

Post by Stealth »

As Jobe mentioned, we do not support modifying the Unreal source, and this remains the same for ANY reason.

If you want to modify Unreal's source, you are entirely on your own. There are many things you can mess up by playing with the source, which is why you need to know what you are doing. You do not know what you are doing.

I'm locking this thread. You'll need to get help elsewhere.
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