I'm working on a library that does just that. It's mostly working;
applications can inspect, modify, and remove packets as they pass
between the client and the server. Injection isn't done yet. Since
it sounds like there'd be some interest, I'll post when it's working,
hopefully within a few days.
On 2006/07/19, at 11:19, Tom Wilson wrote:
Do we already have functionality in the library to act as a proxy
(or a "wedge")?
That seems like the most logical way to do it. You could then
insert data in to the stream going out to the server, and you could
see the animations and interact with other users in your own client.
(And you CAN run multiple clients on one PC, or run a libSL
application alongside the real SL client. You just need to sign up
for a second account.
On 7/19/06, Michael Kron (RIT Student) <[EMAIL PROTECTED]> wrote:
Btw, do I need to build out a copy of libsecondlife before I can
run those examples? Is it expected to be some place in
particular? I apologize, I'm still new to usage/creation of .dll's
and whatnot, if that's how the code is made available to those
apps. If not, maybe I just need to fix my references section...
________________________________
From: [EMAIL PROTECTED] on behalf of Michael Kron
(RIT Student)
Sent: Wed 7/19/2006 10:24 AM
To: Development list for libsecondlife
Subject: RE: [libsecondlife-dev] Hello folks! (libSL questions)
Alright, so should I begin writing a client using slaccountant or
one of the other apps in example as a guide? I assume they're good
resources for using libsecondlife to log in and get set up.
________________________________
From: [EMAIL PROTECTED] on behalf of John Hurliman
Sent: Tue 7/18/2006 7:24 PM
To: Development list for libsecondlife
Subject: Re: [libsecondlife-dev] Hello folks! (libSL questions)
Michael Kron (RIT Student) wrote:
> I am new to the Second Life library, and to reverse engineering in
> general( is that what this is? ). I am familiar with both C++
and C#
> though, which it sounds like libsecondlife is being developed in.
> John mentioned that animations are fired with an AgentAnimation
> packet, which sounds like exactly what I want to do. But I assume
> that there is a whole lot of setup that comes first, such as logging
> in to their servers, and perhaps some handshaking? I noticed that
> there are a couple sample apps in the repository, but I am unfamilar
> with the proccess that they go through. Would anyone mind giving me
> an overview of the event flow, or just point me towards a good
section
> to read over?
>
> A couple more questions: does your code actually create a
> simplified Second Life client? And does this mean, if you run
one of
> the apps using libsecondlife, you cannot run the actual game logged
> into the same user?
>
> Sorry for being so long-winded, I've just been running all over
trying
> to find someone who knew about all this. I'm really happy to
find you
> guys =) Thanks very much for help you can offer, I would surely
> appreciate it. And let me know if you need any more information
from me.
>
> Mike Kron
A quick overview: The libsecondlife project was born out of several
independent reverse engineerings of the Second Life network protocol,
and became a collaborative project to build one united library. The
code
aims to be a full implementation of the protocol, and currently is a
skeleton framework that is slowly being filled in as more information
about each action in SL is understood. There are two ways of
communicating with the SL servers. You can attach to the official
client
and intercept, modify, and inject packets going both directions in the
network stream; this is the approach that our debugging tool named
snowcrash uses. The second approach is to write a standalone client
that
logs in, communicates, and disconnects by itself, which is what
libsecondlife does. The active codebase is actually libsecondlife-cs,
the C# version, but it's referred to as libsecondlife or libsl for
short
as the C++ version is currently not being developed. The sample
programs
are all independent clients; they login, do some action or print out
information, and either disconnect or continue running. So you
couldn't
login to the same avatar using the official client and a libsl
client at
the same time.
For your program to be completed, you will need to login (already
done),
set your avatar appearance (already done, loading a preset appearance
from a file is coming within a few days), fetch a list of available
animations (code just recently committed to svn), and send
AgentAnimation packets. It might instead be AvatarAnimation packets,
we'll need to generate a snowcrash log and check it out, and write in
support for this. That shouldn't take long at all though.
John Hurliman
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--
Tom Wilson
[EMAIL PROTECTED]
KI6ABZ
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-- Era Pixel
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