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通过分析源码可以得到以下MatchPlayInfo序列的生成代码
- const protobuf = require("protobufjs");
- var i = protobuf.Reader, a = protobuf.Writer, r = protobuf.util;
- MatchStepInfo = function () {
- function t(t) {
- if (t)
- for (var e = Object.keys(t), o = 0; o < e.length; ++o) null != t[e[o]] &&
- (this[e[o]] = t[e[o]])
- }
- return t.prototype.chessIndex = 0, t.prototype.timeTag = 0, t.create = function (
- e) {
- return new t(e)
- }, t.encode = function (t, e) {
- return e || (e = a.create()), null != t.chessIndex && Object.hasOwnProperty
- .call(t, "chessIndex") && e.uint32(8).int32(t.chessIndex), null !=
- t.timeTag && Object.hasOwnProperty.call(t, "timeTag") && e.uint32(
- 16).int32(t.timeTag), e
- }, t.decode = function (t, e) {
- t instanceof i || (t = i.create(t));
- for (var o = void 0 === e ? t.len : t.pos + e, n = new MatchStepInfo; t
- .pos < o;) {
- var a = t.uint32();
- switch (a >>> 3) {
- case 1:
- n.chessIndex = t.int32();
- break;
- case 2:
- n.timeTag = t.int32();
- break;
- default:
- t.skipType(7 & a)
- }
- }
- return n
- }, t
- }(), MatchPlayInfo = function () {
- function t(t) {
- if (this.stepInfoList = [], t)
- for (var e = Object.keys(t), o = 0; o < e.length; ++o) null != t[e[o]] &&
- (this[e[o]] = t[e[o]])
- }
- return t.prototype.gameType = 0, t.prototype.mapId = 0, t.prototype.mapSeed = 0,
- t.prototype.stepInfoList = r.emptyArray, t.create = function (e) {
- return new t(e)
- }, t.encode = function (t, e) {
- if (e || (e = a.create()), null != t.gameType && Object.hasOwnProperty.call(
- t, "gameType") && e.uint32(8).int32(t.gameType), null != t.mapId &&
- Object.hasOwnProperty.call(t, "mapId") && e.uint32(16).int32(t.mapId),
- null != t.mapSeed && Object.hasOwnProperty.call(t, "mapSeed") && e.uint32(
- 24).int32(t.mapSeed), null != t.stepInfoList && t.stepInfoList.length
- )
- for (var o = 0; o < t.stepInfoList.length; ++o) MatchStepInfo
- .encode(t.stepInfoList[o], e.uint32(34).fork()).ldelim();
- return e
- }, t.decode = function (t, e) {
- t instanceof i || (t = i.create(t));
- for (var o = void 0 === e ? t.len : t.pos + e, n = new MatchPlayInfo; t
- .pos < o;) {
- var a = t.uint32();
- switch (a >>> 3) {
- case 1:
- n.gameType = t.int32();
- break;
- case 2:
- n.mapId = t.int32();
- break;
- case 3:
- n.mapSeed = t.int32();
- break;
- case 4:
- n.stepInfoList && n.stepInfoList.length || (n.stepInfoList = []),
- n.stepInfoList.push(MatchStepInfo.decode(t,
- t.uint32()));
- break;
- default:
- t.skipType(7 & a)
- }
- }
- return n
- }, t
- }()
- var operationList = []
- function addOp(t, e) { //增加操作
- void 0 === e && (e = -100);
- var o = {
- id: t, // 操作卡片的id,从levelData第一层开始按顺序编号
- time: Date.now() // 操作时间
- };
- operationList.push(o)
- }
- function sleep(delay) {
- for (var t = Date.now(); Date.now() - t <= delay;);
- }
- let range = n => [...Array(n).keys()]
- for (let i of range(50)) { // 生成了50次操作
- addOp(i);
- sleep(Math.random() * 10); // 模拟操作过程中的等待
- }
- console.log(operationList)
- for (var u = operationList, p = [], d = 0, h = 0; h < u.length; h++) // 把时间戳转换为两次操作的间隔
- p.push({ chessIndex: u[h].id, timeTag: 0 == d ? 0 : u[h].time - d }), d = u[h].time;
- console.log(p)
- GAMEDAILY = 3
- GAMETOPIC = 4
- for (var f = { gameType: GAMEDAILY, stepInfoList: p }, y = MatchPlayInfo.create(f), v = MatchPlayInfo.encode(y).finish(), b = "", _ = 0; _ < v.length; _++)
- b += String.fromCharCode(v[_]); // 序列化
- var data = Buffer.from(b).toString('base64');
- console.log(data);
- data = Buffer.from(data, 'base64');
- console.log(data);
- console.log(MatchPlayInfo.decode(data));
复制代码 分析一下MatchPlayInfo的生成操作
首先可以得知MatchPlayInfo是由stepInfoList和gameType组成的,stepInfoList里有两个参数分别是chessIndex和timeTag,分别记录点击卡片id和两次操作间隔
观察MatchPlayInfo.encode可以看到
会创建一个protobuf.Writer对象
- e.uint32(8).int32(t.gameType)
复制代码 会创建序列"\x08\x03",虽然写着是32但是经过调试发现是1字节的,不知道是为什么
- MatchStepInfo.encode(t.stepInfoList[o], e.uint32(34).fork()).ldelim()
复制代码 这里首先插入1字节34变成"\x08\x03\x22",接着fork函数会生成一个分叉,类似于git等待处理完这个分支后调用ldelim就会把当前分支上内容的长度和内容合并回主分支,分析MatchStepInfo.encode后可以得知会插入4个字节,分别是[8,chessIndex,16,timeTag],此时序列就是"\x08\x03\x22"+"\x04"+"\x08\x00\x10\x00"="\x08\x03\x22\x04\x08\x00\x10\x00",重复这个过程把stepInfoList里的chessIndex和timeTag循环增加到序列,可以得知生成过程是MatchPlayInfo="\x08\x03“+("\x04\x08\x??\x10\x??"*卡牌个数)
然而生成的序列无法增加通关次数,研究了一下发现stepInfoList里的值大于127的数值是错误的,不知道是什么原因,于是过滤掉大于127的数可以成功增加通关次数
python代码如下
- import struct
- import base64
- import requests
-
- headers = {
- 't': '',
- 'User-Agent': '',
- 'Referer': 'https://servicewechat.com/wx141bfb9b73c970a9/23/page-frame.html'
-
- }
- url = 'https://cat-match.easygame2021.com/sheep/v1/game/personal_info?'
- r = requests.get(url, headers=headers)
- print(r.json())
- url = 'https://cat-match.easygame2021.com/sheep/v1/game/map_info_ex?matchType=3'
- r = requests.get(url, headers=headers)
- map_md5 = r.json()['data']['map_md5'][1]
- url = f'https://cat-match-static.easygame2021.com/maps/{map_md5}.txt' # 由于每天获取的地图不一样,需要计算地图大小
- r = requests.get(url)
- levelData = r.json()['levelData']
- p = []
- for h in range(len(sum(levelData.values(), []))): # 生成操作序列
- p.append({'chessIndex': 127 if h > 127 else h, 'timeTag': 127 if h > 127 else h})
- GAME_DAILY = 3
- GAME_TOPIC = 4
- data = struct.pack('BB', 8, GAME_DAILY)
- for i in p:
- c, t = i.values()
- data += struct.pack('BBBBBB', 34, 4, 8, c, 16, t)
- MatchPlayInfo = base64.b64encode(data)
- print(MatchPlayInfo)
- url = 'https://cat-match.easygame2021.com/sheep/v1/game/game_over_ex?'
- r = requests.post(url, headers=headers,
- json={'rank_score': 1, 'rank_state': 1, 'rank_time': 1, 'rank_role': 1, 'skin': 1,
- 'MatchPlayInfo': MatchPlayInfo})
- print(r.json())
- url = 'https://cat-match.easygame2021.com/sheep/v1/game/personal_info?'
- r = requests.get(url, headers=headers)
- print(r.json())
复制代码
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