Towns2 Spam Bot Adv. LG
My most recent project is spamming towns2 with lg! We shall see if anyone comes haha.
Artificial wrote:If they're pushing forward with Towns 2.0 I think at some stage you'll see them move people off the old platform.

MattSmith wrote:Towns2 is still under development. But I see, I planned on making this towns client pluggable into any project not just pluggable into the framework I made. (Artificial didn't code any, just tossed ideas when I asked)
I'll see how it handles the original towns as a test run, just a sec.
The Unintelligible wrote:Is that why it's so poorly written and nearly unusable by anyone other than the creator(s)? lol. No offense, but man. I tried to refine and expand on it, but couldn't. Might want to consider rewriting that to make it more readable and user-friendly.
And what do you mean "pluggable" into any project? Through the use of the framework, or making it some sort of module? Explain that to me. Doesn't make much sense.
import GaiaTowns
import Gaia
GT = GaiaTowns.GaiaTowns("Username", "Password")
if(GT.login()):
GT.connect(Gaia.Gaia().servers(gameID=10)[0], ROOMIDHERE)
GT.say("Hello World!")
GT.moveTo(x, y)
[/0]The Unintelligible wrote:I still think the way you use OOP makes Python look like Java...
And I guess that set up is alright. Looks like a simple API for Towns 2 rather than an independent project like a spam/ad-bot, though.
Holy fuck that shit.The Unintelligible wrote:Yea, maybe you can "plug" that class in the spam bot when you're through with it. Would make it simpler & quicker. Maybe you'll think of something for Towns 1 as well.
You don't seem to understand, there is no difference between towns 1 and 2. What gaia made with towns 2 is just a new client and put up 2 towns 1 servers for use in towns 2 :p . They can do this because collision maps and such are client side and what not. They just remade the towns 1 client and slapped a 2 on the end.The Unintelligible wrote:Sounds a bit unorganized. Maybe some organization through classes or something to distinguish between Towns 1/2 and such would help.
Then again, I'm not entirely sure how Towns 2 works. Haven't looked into it too much.
MattSmith wrote:You don't seem to understand, there is no difference between towns 1 and 2. What gaia made with towns 2 is just a new client and put up 2 towns 1 servers for use in towns 2 :p . They can do this because collision maps and such are client side and what not. They just remade the towns 1 client and slapped a 2 on the end.
Packet structure is different from the original towns, but the original towns accepts them just the same. They probably do this to make it easier to document the packets for the dev teams at gaia. I mentioned collision maps though because if they were smart, they could use them server side as well to detect hackers :pThe Unintelligible wrote:So it's just a different frontend with the same backend?
And the collision maps don't really have anything to do with it. What I didn't understand was that they were using the same servers and all as Towns 1 since the packet structure differed slightly from the original.
I guess it turns out that Towns 2 is even worse than I thought.
MattSmith wrote:Packet structure is different from the original towns, but the original towns accepts them just the same. They probably do this to make it easier to document the packets for the dev teams at gaia. I mentioned collision maps though because if they were smart, they could use them server side as well to detect hackers :p
Just people walking on buildings and shit.. Nothing huge, just a 1 up they could receive on security.The Unintelligible wrote:Yeah. As I originally said, I basically simply glanced at Towns 2 and a few of the packets. You seem to have a more established insight as to how it works and whatnot.
I only looked at it briefly because I was pretty disappointed by what I saw. Towns 2 is suffice to say terrible.
And I don't really get what there is to exploit for the collision maps to really "detect" or stop anything. But feel free to explain more on that thought if you want.
When I release anything it'll be completely opensource. And as for cleanliness, I've done a few things to help make it cleaner like packets are normally split up by char(2), when I send them from the GaiaTowns class, I send char(2) as . and replace .'s with chr2 in my tcp client. Then for anything with a . normally in it I add that in after changing all the original .'s with char(2) so that those .'s don't get replaced. Code organization isn't as bad as I thought it would be this far in though it's still not pretty.The Unintelligible wrote:Interesting. I might have to check out Towns 2 and the correlation between 1 & 2 when I get the time.
Be sure to open source this project whenever it's done/you get the time. But more importantly, try to make it as clean as possible.
