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ScenexeSocketFiddler

Scenexe socket fiddler. Modify incoming and outgoing packets by writing functions for incoming and outgoing.

Fra 07.01.2023. Se den seneste versjonen.

Dette scriptet burde ikke installeres direkte. Det er et bibliotek for andre script å inkludere med det nye metadirektivet // @require https://update.greatest.deepsurf.us/scripts/457775/1135834/ScenexeSocketFiddler.js

// ==UserScript==
// @name         ScenexeSocketFiddler
// @namespace    ScenexeSocketFiddler
// @version      0.3
// @description  Scenexe socket fiddler. Modify incoming and outgoing packets by writing functions for incoming and outgoing.
// @author       discordtehe
// @match        https://*.scenexe.io
// @require      https://greatest.deepsurf.us/scripts/457386-scenexeutils/code/ScenexeUtils.js?version=1134854
// @grant        none
// ==/UserScript==

window.MSG_TYPES = {
    INCOMING: {
        GAME_UPDATE: 0,
        ADD_UPGRADE_POINT: 1,
        SET_STAT_UPGRADES: 2,
        ON_KILL: 3,
        RECEIVE_ANNOUNCEMENT: 4,
        RECEIVE_TIMER: 5,
        RECEIVE_NOTIFICATION: 6,
        RECEIVE_BODY_UPGRADES: 7,
        RECEIVE_WEAPON_UPGRADES: 8,
        PING: 9,
        RECEIVE_DIMENSION_ATTRIBUTES: 16,
        RECEIVE_CLASS_TREE: 17,
        COPY_TEXT: 32,
        ON_DEATH: 33,
        RENDER_ENTITY: 34,
        RECEIVE_TANK: 35,
        GATES_UPDATE: 36,
        EDITMODE: 37,
        SEND_TO_SERVER: 39,
        POPUP: 40,
        INIT_LEADERBOARD: 41,
        KICK_REASON: 42,
        ADD_STARS: 43,
        COMPLETE_ACHIEVEMENT: 44,
        CHANGE_ACHIEVEMENT_COMPLETION: 45
    },
    OUTGOING: {
        ROTATION_INPUT: 0,
        MOVEMENT_INPUT: 1,
        SHOOTING_INPUT: 2,
        PASSIVE_MODE: 3,
        SEND_CHAT_MESSAGE: 4,
        UPGRADE_STAT: 5,
        UPGRADE_BODY: 6,
        UPGRADE_WEAPON: 7,
        CHANGE_CONTROL_STATE: 8,
        PING: 9,
        CHANGE_CONTROL_POSITION: 10,
        SET_TYPING: 11,
        LOAD_WEAPON_UPGRADE: 16,
        LOAD_BODY_UPGRADE: 17,
        CHANGE_WEAPON: 18,
        CHANGE_BODY: 19,
        JOIN_GAME: 20,
        SESSION_ID: 21
    }
}

window.incoming = (data)=>{return data};
window.outgoing = (data)=>{return data};

WebSocket.prototype.addEventListener = new Proxy(WebSocket.prototype.addEventListener, {
    apply: function (target, scope, args) {
        if (args[0] === 'message') {
            args[1] = new Proxy(args[1], {
                apply: function(ftarget, fscope, fargs) {
                    var decoded = decode(new Uint8Array(fargs[0].data));
                    decoded = incoming(decoded);
                    if (decoded != undefined)
                        fargs[0] = new MessageEvent('message', {data: encode(decoded)})
                    if (decoded != 'discard') {
                        let fdata = ftarget.apply(fscope, fargs);
                        return fdata;
                    }
                    return;
                }
            })
        }
        let data = target.apply(scope, args);
        return data;
    }
})

WebSocket.prototype.send = new Proxy(WebSocket.prototype.send, {
    apply: function (target, scope, args) {
        var decoded = decodeInverse(new Uint8Array(args[0])); //decodeInverse because this data has been already encoded by scenexe's main.js
        decoded = outgoing(decoded);
        if (decoded != undefined)
            args[0] = encodeInverse(decoded);
        if (decoded != 'discard') {
            let data = target.apply(scope, args);
            return data;
        }
        return;
    }
})