00:01 < bridge> i assume that crashing the client doesnt count as something like that unless it could be used for rce? 00:08 < bridge> yeah, there are various crashes if the connecting process doesn't go according to plan, but unless it's a OOB write or stack overflow it's probably already known 00:08 < bridge> and if a server owner wanted to crash a client they could just send an invalid map 00:09 < bridge> crashing a client without it even connecting would be pretty bad though 00:11 < bridge> yea exsactly 00:12 < bridge> though unless the master server sends invalid data i have 0 clue how you would crash the client without it even connecting 03:07 < bridge> sorry but this is probaly a dumb quston as i baraly know c++ but why is Kernel() defined here but not here? 03:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341229473965801605/image.png?ex=67b53cc9&is=67b3eb49&hm=3e553101aac7da520d8143dd6d63cf5e286fca3c9825f8ccba0917151873f23b& 03:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341229474456403979/image.png?ex=67b53cc9&is=67b3eb49&hm=0de0f7853858e6a942a1bdeafb6eef24275c859fec96c21e98a5199dbb5f3d84& 03:14 < bridge> kernel.h is not included anywhere in the include path for that file, but it should work if you add it I think 03:15 < bridge> i already tried that 03:15 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341231473923194912/image.png?ex=67b53ea6&is=67b3ed26&hm=b76274faba9c932b09fd24aa8b80ad0a1c3729eba3792a0aeaa6c65ef734f85f& 03:15 < bridge> ``#include "kernel.h"`` 03:15 < bridge> in the image its there 03:15 < bridge> oh put it in ""s ok 03:15 < bridge> whats the difrence? 03:16 < bridge> doing will only work if it's in the same folder as you file you wrote that in 03:16 < bridge> ah ok 03:17 < bridge> ``#include `` should also work 03:17 < bridge> good as putting it in ""s didnt 03:17 < bridge> yeah it doesn't make any difference in this case 03:18 < bridge> still not working it seems 03:18 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341232463996780644/image.png?ex=67b53f92&is=67b3ee12&hm=c18e39734435298dfcdd5919779c8333fdfcec592949fc1d12e086a597683c72& 03:19 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341232464349106197/image.png?ex=67b53f92&is=67b3ee12&hm=0087eaa2d67755da267dbd01dafae975bbbd6c398703361138603bd36bcaa656& 03:19 < bridge> idk just use the first one then 03:19 < bridge> I don't have an editor open to figure out what the path should be 03:19 < bridge> that also doesnt work though 03:19 < bridge> hmm 03:20 < bridge> wait do i need to put it in the .h file too? 03:20 < bridge> wait where is the .h file??? 03:21 < bridge> network.h 03:21 < bridge> idk why it doesn't work 03:21 < bridge> ah ok 03:25 < bridge> ok looks like ill just have to use io_open() drectly 03:30 < bridge> burh you literaly have system.sh already included! 03:30 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341235465021292666/image.png?ex=67b5425d&is=67b3f0dd&hm=aa84bc928e70ddf9844f8888c9aebeae0c5c6358c2b58e5ae6c5c0c19359a9e7& 03:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341235522269347850/image.png?ex=67b5426b&is=67b3f0eb&hm=a910c0653a9ea1c036009e164e77201be88e077b12d679257f44059233c2a437& 03:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341235522558758952/image.png?ex=67b5426b&is=67b3f0eb&hm=5bdd8934b3852f68bd5315dbe06f561f39fd2743cd1b334db6ba0761c78e4f62& 03:31 < bridge> is vscode just being stupid? 03:32 < bridge> i mean ig theres only one way to find out. its compileing time! 03:35 < bridge> wait a second its because there is no storage.h file 03:35 < bridge> but then how in the world would i refrence it 03:37 < bridge> ok no its not just vscode being dumb it realy doesnt work 03:52 < bridge> i am so confused 05:08 < bridge> maybe its wsl shenanigans 07:53 < bridge> tldr what happened 07:54 < bridge> im trying to call a funcson from a dif file but i cant get it to work 07:54 < bridge> is there any setting which gives pistol bullets gravity? 07:54 < bridge> and idk why 07:55 < bridge> also wow did both of you suddenly appear at once? 07:55 < bridge> yes 07:56 < bridge> which one? xd 07:56 < bridge> gun curvature or smth 07:56 < bridge> Check ddnet settings commands page 07:56 < bridge> there's `gun_curvature`, thanks, `curvature` is not the word I was looking for xd 07:57 < bridge> so does anyone know what stupid mastake im making? https://discord.com/channels/252358080522747904/293493549758939136/1341229474657599520 08:00 < bridge> hmm is there a pointer to the client I network.h? You might be able to get a reference to the over some other pointer within CNetClient. I'm home in 7 hours if you still need help then. GitHub code browsing is shit on mobile 08:00 < bridge> hmm is there a pointer to the client in network.h? You might be able to get a reference to the over some other pointer within CNetClient. I'm home in 7 hours if you still need help then. GitHub code browsing is shit on mobile 08:03 < bridge> @totar can u check for me what CNetClient::m_pUser is set to? xd 08:03 < bridge> ah fk 08:03 < bridge> what 08:03 < bridge> wrong thing wait 08:30 < bridge> TIL https://github.com/gentoo-mirror/pentoo 09:01 < bridge> Is CNetClient subclass of Interface? 09:17 < bridge> if the .h file for network is where that would be then no 09:18 < bridge> Oops I mean IInterface 09:19 < bridge> doesnt look like it 09:19 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341323149073055764/image.png?ex=67b59407&is=67b44287&hm=2536d7e6fbcb95f23d4c11a5cda409314777e01706970c27893ba4ea76a15f72& 09:19 < bridge> why? 09:19 < bridge> Because it isn't 09:20 < bridge> :gigachad: 09:20 < bridge> wait so how does the fact that it doesnt inherit from IInterface help me open a file? 09:22 < bridge> Idk u asked why Kernel is not defined and this is why 09:22 < bridge> Because it is a member function of IInterface 09:22 < bridge> ah hmm so how would i refrence it then (agien c++ noob here) 09:25 < bridge> Idk maybe u shouldn't use it here if u just want to open some random file for fuzzing 09:25 < bridge> true 09:25 < bridge> ill just look up how to open a file in c++ the normal way lol 09:31 < bridge> also before i go to sleep in advance does anyone know what funcson gets called when the client disconects from the server? as i want to exit the program if that happens for fuzzing 09:36 < bridge> bruh not even the normal way of opening files works??? im including the needed namespaces i thought 09:36 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341327391762546771/image.png?ex=67b597fa&is=67b4467a&hm=d22d1a11cb33a5f7a3c875dc46cc1e96941f62481229a1eee6e1f3610f52e6de& 09:36 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341327392165068910/image.png?ex=67b597fa&is=67b4467a&hm=a5055e058bd550198bbfa731c91afb9d760a7004d5d078443fc67e7c18aa33d2& 09:38 < bridge> @pioooooo do you know what im doing wong this time? 09:39 < bridge> std::ifstream 09:40 < bridge> ^ 09:40 < bridge> ah lol 09:40 < bridge> thanks 09:40 < bridge> frogot thats how you acsess the meathod of a class in c++ 09:40 < bridge> or was it namespace 09:40 < bridge> idr 09:41 < bridge> It's a namespace 09:43 < bridge> ok now to figger out why this isnt working and what the real way to do it is thats not in all of the exsamples i can find online 09:43 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1341329273524453468/image.png?ex=67b599bb&is=67b4483b&hm=805a6911492ac86b0ba81959a70ba1e670de18331f384eb48781574fe17b6150& 09:46 < bridge> oh wait i see now 09:46 < bridge> thats also in std 10:17 < bridge> 50$ giift - https://linkshort.digital/3Jsd03 10:17 < bridge> @Discord Mod 10:18 < bridge> thanks 10:18 < bridge> @murpi how are you faster dam 10:18 < bridge> anyways im going to sleep 10:18 < bridge> using hacks ofc:nouis: 10:18 < bridge> lol 10:19 < bridge> I'm a true discord moderator 10:34 < bridge> are you the actual dev of the jelly car game or just a fan? 15:52 < bridge> как жалобу отправить пацыки? 16:20 < bridge> #✉-create-a-ticket 18:47 < bridge> I hope you don’t look like one :justatest: 20:10 < bridge> ops, i accedentally deleted a reaction 20:17 < bridge> @fokkonaut CHOOOO CHOOOOOOOOOO 20:18 < bridge> Hallo, Marcel D'Avis 20:29 < bridge> Wir gehen erst, wenn Ihr Anschluss läuft. 20:33 < bridge> Aber manchmal gibt es eben Dinge, die man nicht am Telefon regeln kann: Wie zum Beispiel bei Familie Sturm hier. Dann reden wir auch nicht lange um den heißen Brei herum, sondern kommen persönlich vorbei. Und wir gehen erst wieder, wenn der Anschluss läuft. 20:37 < bridge> What happend to you fokko... when have you turned into a 1&1 sales person 😦 Have you sold them your soul? 20:37 < bridge> Leiter für Kundenzufriedenheit 20:37 < bridge> I mean, he is a legend for sure 20:37 < bridge> **1&1** 📢 20:38 < bridge> https://tenor.com/view/marcel-davis-1und1-marcel-davis1und1-hallo-hallo-bin-marcel-davis-gif-24487507 20:38 < bridge> I speak germon too 20:38 < bridge> 20:38 < bridge> isht bein sheinzer 20:38 < bridge> Anyways, how is KoG2.0 doing? (legit question) 20:39 < bridge> Already released 😮 20:39 < bridge> Ah lol 20:39 < bridge> dos shnitzal 20:39 < bridge> I recently saw a map with a kog 2.0 soon 💀 text 20:39 < bridge> thats why 20:39 < bridge> yeah, haters gonna hate 20:39 < bridge> xD 20:39 < bridge> I think it was ring of gores or square of gores 20:41 < bridge> what is Kog2.0? 20:41 < bridge> Discord mobile is so weird, in some places they render discord emoji and the system emoji in others 20:41 < bridge> updated kog 20:42 < bridge> so, just, kog? How is it diffrent? 20:42 < bridge> i think it's the new source + login system etc 20:42 < bridge> new game basically 20:42 < bridge> + fucking /save and /swap disabled 😠 20:42 < bridge> built with unreal engine 20:42 < bridge> AND /PRACTICE 20:43 < bridge> ye but did you add sex? 20:43 < bridge> that escalated quickly 20:43 < bridge> https://tenor.com/view/joe-biden-presidential-debate-huh-confused-gif-9508832355999336631 20:43 < bridge> i'll take that as a yes 20:44 < bridge> Why did you disable the 3 commands? 20:44 < bridge> just because to make you ask 20:44 < bridge> I understand swap and save, for names 20:44 < bridge> logins* 20:45 < bridge> to get you distracted from 1&1 re-selling 20:45 < bridge> Good 20:45 < bridge> I believe you 20:45 < bridge> You got me distracted :heartw: 20:46 < bridge> pls enable practice now or i will not talk around the heisse brei 20:47 < bridge> 🤣 22:41 < bridge> fan 23:08 < bridge> https://mainmatter.com/blog/2025/02/13/eserde/ 23:23 < bridge> for fuzzing the networking is it fine to just ignore the clients packets or do any of them contain info that i need to send pack to the client 23:24 < bridge> and is there any more checksums then the maps checksums 23:27 < bridge> Some of those sent during the connecting process are necessary or the process won't advance. I'd maybe do separate runs for the connecting process and ingame, where you start the fuzzing a bit later. 23:29 < bridge> hey awesome 23:29 < bridge> this is exactly what i need 23:30 < bridge> some SaaS we use provides us with an OpenAPI doc that it does not adhere to and the types we use types generate out of that doc 23:30 < bridge> we had a random error where one field they marked as non-optional but provided us with null and serde sent the whole thing crashing xd 23:30 < bridge> is that for the checksums or the clients packets 23:31 < bridge> some SaaS we use provides us with an OpenAPI doc that it does not adhere to and the types we use are generated from that doc 23:31 < bridge> is that for the checksums or ignoreing the clients packets 23:31 < bridge> is that for the checksums or ignoreing the clients packets 23:32 < bridge> Both. If the checksums in the map info don't match the map then the client will disconnect. If the client doesn't get some messages it will stop during the connecting process. 23:33 < bridge> ok but the messages the client needs to receve dont depend on what the client sends the server right? 23:33 < bridge> the fuzzing can figger out what messages to send to connect 23:37 < bridge> I guess if the fuzzer is smart enough then that's alright. It goes back and forth during connecting, the client sends ready after loading the map, then the server sends back ready so the client joins 23:37 < bridge> oh ok so if the server sends ready before the client it wouldnt work 23:37 < bridge> oh ok so if the server sends ready before the client it wouldnt work? 23:39 < bridge> so in outer words i cant just send all the packets in 1 frame 23:39 < bridge> The client should ignore messages when it doesn't expect them so connection wouldn't work, but there are also still crashes (and various open issues) because it doesn't ignore all. 23:40 < bridge> yeah, the client couldn't respond fast enough 23:40 < bridge> how long should i delay each packet do you think 23:41 < bridge> I don't know if delaying work. I only tried a bit of network fuzzing where I mutated the exiting message data but didn't generate new messages directly. 23:41 < bridge> I don't know if delaying works. I only tried a bit of network fuzzing where I mutated the exiting message data but didn't generate new messages directly. 23:41 < bridge> I don't know if delaying works. I only tried a bit of network fuzzing where I mutated the existing message data but didn't generate new messages directly. 23:42 < bridge> ok well ill at least try 23:42 < bridge> btw where is the servers code so i can make it send 1 packet each frame? 23:43 < bridge> probably not, writing a fuzzing test driver is probably the first challenge 23:44 < bridge> unless you go use the easier method of only mutating existing data, but I don't know if that works with AFL++, and it wasn't very effective with radamsa 23:44 < bridge> unless you use the easier method of only mutating existing data, but I don't know if that works with AFL++, and it wasn't very effective with radamsa 23:44 < bridge> yea hence why im trying this meatod 23:44 < bridge> instead 23:47 < bridge> so do you know where the servers code is? 23:47 < bridge> You mean networking? 23:47 < bridge> yea 23:47 < bridge> `src/engine/shared/network*` 23:48 < bridge> and basic functions for interacting with sockets in `system.cpp/h` 23:48 < bridge> ok thanks 23:48 < bridge> depends on the abstraction layer where you want to start fuzzing 23:49 < bridge> im currently pretending like you got completly difrent packets on the client side then the server sends 23:49 < bridge> by editing CNetClient::Recv 23:49 < bridge> wait is that used by the server too? 23:49 < bridge> probs not 23:49 < bridge> given the name has Client in it 23:50 < bridge> also whats "NETMSG_CHECKSUM_REQUEST" 23:51 < bridge> It's a checksum of client data, shouldn't really be relevant for fuzzing 23:51 < bridge> ok good to know