CmP
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Everything posted by CmP
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There is "one small issue" with this example. It implies that GG daemon would attach to itself. Not only it can't work like that, GG also doesn't show it's own daemon in process list (for the aforementioned reason). You clearly confused something in this example, but instead of admitting it, you have resorted to suggesting that critique of your example stems from "lack of knowledge". Such desperate attempts to "never make mistakes" is a sign of arrogance and an obstacle that prevents learning from one's own mistakes.
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This example doesn't make sense. Only memory of selected process can be modified. Scripts have no control over which process is selected. So the question remains, what does GG daemon have to do with this?
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How to "hook the GG daemon" from script for GG? Or what is this supposed to mean? Where in a process that is selected in GG would there be anything related to GG daemon? As for executing arbitrary code, the approach from your previous sentence already allows that, but of course code can only be executed in context of the process that is selected in GG. So what does GG daemon have to do with this?
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Most likely it was meant to configure GG to work with SELinux. Start screen, "Fix it" button, "Switch to work with SeLinux and restart the app" option. Reference: Android 11 My phone is rooted but game gaurdian not work properly I'm downloading latest version it's not fix (#axy2r12m)
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Having password that is required to execute a script for GG is not a good idea in general, but having limited password (by expiration time, amount of uses or something else) is a faulty one, because the limit can't be enforced anyhow. If a script for GG can be executed once, this is already enough to preserve all of the required data to execute it again unlimited amount of times regardless of password. In other words, password for a script for GG can only work as initial protection: either user doesn't know the password and won't be able to execute the script at all or user knows the password and with certain preparations will have unlimited access to the script after executing it one time.
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This is absolutely not the case. Here is an example of packet capture application for Android that can show users decrypted contents of HTTPS requests and responses from/to GG: https://play.google.com/store/apps/details?id=app.greyshirts.sslcapture Similarly, there are other applications for Android and a bunch of much more well-known ones for Windows, each of which has this capability.
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There was a mistake in my last example. Edited the post with fixed version, so probably it should work as expected now.
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If I understood correctly, it's because you also need to edit next instruction to "RET" for your patch to work as expected. The example above can be modified to do that: local libStartAddress = gg.getRangesList("libil2cpp.so")[2].start local targetAddress = libStartAddress + 0x14BB114 gg.setValues({ {address = targetAddress, flags = gg.TYPE_DWORD, value = "~A8 MOV W0, #999"}, {address = targetAddress + 4, flags = gg.TYPE_DWORD, value = "~A8 RET"} }) Edit: corrected mistake in previous version of the code
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Yes, just use that edit string as "value" field. For example: local libStartAddress = gg.getRangesList("libil2cpp.so")[2].start local targetAddress = libStartAddress + 0x14BB114 gg.setValues({{address = targetAddress, flags = gg.TYPE_DWORD, value = "~A8 MOV W0, #999"}})
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When GG reinstalls itself, version of the apk is set to a random one. That's where version "239.0" came from in your case.
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In the description of the video there is the following: So at the very least author of the video has specified who and where originally posted the method. Of course it would be more reasonable to include link to this thread, but at least there is some mention at all.
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help Lua Script: How to get utf-8 characters from memory and alert
CmP replied to dolphinorca's question in Help
The idea is to read enough bytes at once and then trim the string to first occurrence of quote character instead of reading one byte at a time until quote character is encountered. Generally, first approach should be better in terms of performance, because each read from memory takes significantly more time than several Lua operations, even if just one byte needs to be read. I thought to add 12 to get position of first byte of the answer that is the next one after last quote character in searched string. I don't immediately see why it doesn't work as expected, but it seems that there is a mistake somewhere and it's fixed by your correction to use "+ 11" instead of "+ 12".- 10 replies
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help Lua Script: How to get utf-8 characters from memory and alert
CmP replied to dolphinorca's question in Help
You should also consider refactoring the code to make it simpler and cleaner. For example, your "MENU1" function can be refactored to something like the following: function MENU1() gg.setRanges(gg.REGION_ANONYMOUS) gg.clearResults() gg.searchNumber(':","answer":"', gg.TYPE_BYTE) local count = gg.getResultsCount() local results = gg.getResults(count) local answers = {} for i = 1, count, 12 do local address = results[i].address + 12 local maxLength = 1024 local answer = readBytesToString(address, maxLength) answer = answer:match('[^"]*') -- match part up to first quote character table.insert(answers, answer) end for number, answer in ipairs(answers) do print(string.format("Answer #%d:", number), answer) end gg.alert("Answer See [ON]") end Let me know, if the code above works for you.- 10 replies
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help Lua Script: How to get utf-8 characters from memory and alert
CmP replied to dolphinorca's question in Help
To output a string Lua implementation in GG treats it as UTF-8 (by themselves Lua strings are just byte arrays), so reading bytes from memory to Lua string and passing the string to a function that outputs it ("print", "gg.alert", "gg.toast", etc) should be enough to achieve desired result in your case. Here is an example of function for reading bytes from memory and constructing string from them: function readBytesToString(address, length) local values = {} for i = 0, length - 1 do values[i] = {address = address + i, flags = gg.TYPE_BYTE} end values = gg.getValues(values) local bytes = {} for i, v in ipairs(values) do bytes[i] = v.value & 0xFF end return string.char(table.unpack(bytes)) end Call it with address to read from as first argument and amount of bytes to read as second argument, for example: local startAddress = 0x12340000 local bytesToRead = 20 local result = readBytesToString(startAddress, bytesToRead) print(result)- 10 replies
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Relevant explanation from StackOverflow answer: https://stackoverflow.com/a/6389082
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It's because of fundamentals of how Lua is implemented. The implementations (official one and LuaJ) are single-threaded, therefore only one operation can be performed at a time. Nothing can be done about it without changing the implementation.
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How does that achieve the goal though? Original "searchNumber" function needs to be called anyway to actually perform the search. When it's called, it will only return after the search is finished (successfully or by cancellation). So how would a coroutine do anything when Lua executes native (i.e. not Lua one) function?
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Can you explain how would coroutines make that possible? How would you pass execution to a coroutine after calling "searchNumber", when it is doing it's job? Coroutines don't make it possible to execute code in parallel.
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"Aarch64 = arm64" statement is correct. AArch64 is the name of 64-bit ARM architecture. Both names refer to the same thing.
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To add to discussion of this suggestion: Lua strings by themselves are encoding-agnostic, so desired conversion is actually from bytes that represent string in one encoding to bytes that represent the same string in other encoding (utf-8 in this case, it seems). Input and output bytes of a hypothetical API function for such conversion can be in the form of strings or tables with values of bytes, but strings seem to be more reasonable option, because internally they are represented as array of bytes (as opposed to table with 8-byte integers). It's also worth to mention that GG API already has bytes function that converts bytes from utf-8 encoding to specified one, so it may be not a bad idea to extend the function by adding new parameter for source encoding (how to interpret string that is passed to the function) instead of creating a new function. As for what can be done currently, without such function: Since there is "utf8" library with functionality to construct a string from list of character codepoints, to be able to convert bytes from, for example, UTF-16LE encoding to UTF-8, it is enough to implement parsing of bytes that represent string in UTF-16LE encoding to list of character codepoints. The list then just need to be passed to "utf8.char" function and it will return desired string in UTF-8 encoding.
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This understanding is based on fundamental misconception that GG automatically updates anything in tables that have been returned with "getResults", "getValues" or other GG API functions. GG not only doesn't do that, but also wouldn't be able to do that without significant performance impact (just imagine having to read values from process memory for all elements of all tables that have been returned by GG API functions every N milliseconds). So changes in process memory "automatically" don't affect anything in script anyhow. To get updated data from process memory, corresponding GG API function ("getValues") needs to be called, but even it doesn't change anything in table that is passed to it as argument, instead it returns new table that has new values in "value" field of it's sub-tables.
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There is one other detail regarding the comparison to "0" (string). Behavior of comparison operators for this case is described in the manual as follows: For our case it means that the following condition _x[i].value ~= '0' will always evaluate to "true", because "value" field has value of number type. Correspondingly, correct comparison to check for value being not equal to zero is: _x[i].value ~= 0
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This code is equivalent to your previous version. You don't make a copy of tables with this line: local xValue, yValue = x, y Instead you create new variables that refer to the same tables, so it doesn't make any difference. Lua reference manual explains this pretty clearly:
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No, that's because all values of the table are explicitly set to value of first element when the following code is executed: for i = 1, #x do x[i].value = x[1].value end If, for example, "x" has 3 elements, the loop is then equivalent to: x[1].value = x[1].value -- value of first element is set to itself x[2].value = x[1].value -- value of second element is set to value of first element x[3].value = x[1].value -- value of third element is set to value of first element And then, when next loop is executed: for i = 1, #x do x[i].value = x[2].value end "x[2].value" no longer has it's original value, because new value (of "x[1].value") has been assigned to it during execution of previous loop. This is why only first loop works as intended and all subsequent ones don't. And this is why copy of values needs to be created before the first loop (to have access to original values after table values have been overwritten).
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The issue is in the code that needs to be repeated. When the code is executed for the first time, "value" fields of all sub-tables of the table ("x", for example) are set to "x[1].value", so that when the code is repeated and should set all values to second value, "x[2].value" is already modified to the value of "x[1].value", that's why each time the code is repeated, it sets all values to first value. To actually set all values of a table to value of different table element each time, make sure that there is a copy of values that doesn't get modified and in the code that gets repeated just use values from the copy to set "value" field of sub-tables. To make copy of values, construct a table in which indexes from original table (1, 2, 3, ...) are mapped to values of "value" field of corresponding sub-tables of the original table (x[1].value, x[2].value, x[3].value, ...), for example, like this: local xValues = {} for i, v in ipairs(x) do xValues[i] = v.value end Then use values of constructed table in inner loop of the code that gets repeated (slightly modified version of the loop from @TisNquyen's post above): for loop = 1, #x do for i = 1, #x do x[i].value = xValues[loop] y[i].value = yValues[loop] end gg.setValues(x) gg.setValues(y) gg.sleep(500) end
