106 lines
3.6 KiB
HTML
106 lines
3.6 KiB
HTML
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## The setup
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In this tutorial, I'm going to show you how simple it is to creatively
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interfere with Apple Game Center traffic using mitmproxy. To set things up, I
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registered my mitmproxy CA certificate with my iPhone - there's a [step by step
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set of instructions](@!urlTo("certinstall/ios.html")!@) elsewhere in this manual. I then
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started mitmproxy on my desktop, and configured the iPhone to use it as a
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proxy.
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## Taking a look at the Game Center traffic
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Lets take a first look at the Game Center traffic. The game I'll use in this
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tutorial is [Super Mega
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Worm](http://itunes.apple.com/us/app/super-mega-worm/id388541990?mt=8) - a
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great little retro-apocalyptic sidescroller for the iPhone:
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<center>
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<img src="@!urlTo("tutorials/supermega.png")!@"/>
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</center>
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After finishing a game (take your time), watch the traffic flowing through
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mitmproxy:
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<center>
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<img src="@!urlTo("tutorials/one.png")!@"/>
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</center>
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We see a bunch of things we might expect - initialisation, the retrieval of
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leaderboards and so forth. Then, right at the end, there's a POST to this
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tantalising URL:
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<pre>
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https://service.gc.apple.com/WebObjects/GKGameStatsService.woa/wa/submitScore
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</pre>
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The contents of the submission are particularly interesting:
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<!--(block|syntax("xml"))-->
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<plist version="1.0">
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<dict>
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<key>category</key>
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<string>SMW_Adv_USA1</string>
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<key>score-value</key>
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<integer>55</integer>
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<key>timestamp</key>
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<integer>1301553284461</integer>
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</dict>
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</plist>
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<!--(end)-->
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This is a [property list](http://en.wikipedia.org/wiki/Property_list),
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containing an identifier for the game, a score (55, in this case), and a
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timestamp. Looks pretty simple to mess with.
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## Modifying and replaying the score submission
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Lets edit the score submission. First, select it in mitmproxy, then press
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__enter__ to view it. Make sure you're viewing the request, not the response -
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you can use __tab__ to flick between the two. Now press __e__ for edit. You'll
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be prompted for the part of the request you want to change - press __b__ for
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body. Your preferred editor (taken from the EDITOR environment variable) will
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now fire up. Lets bump the score up to something a bit more ambitious:
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<!--(block|syntax("xml"))-->
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<plist version="1.0">
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<dict>
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<key>category</key>
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<string>SMW_Adv_USA1</string>
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<key>score-value</key>
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<integer>2200272667</integer>
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<key>timestamp</key>
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<integer>1301553284461</integer>
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</dict>
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</plist>
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<!--(end)-->
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Save the file and exit your editor.
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The final step is to replay this modified request. Simply press __r__ for
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replay.
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## The glorious result and some intrigue
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<center>
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<img src="@!urlTo("tutorials/leaderboard.png")!@"/>
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</center>
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And that's it - according to the records, I am the greatest Super Mega Worm
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player of all time.
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Curiously, the top competitors' scores are all the same: 2,147,483,647. If you
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think that number seems familiar, you're right: it's 2^31-1, the maximum value
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you can fit into a signed 32-bit int. Now let me tell you another peculiar
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thing about Super Mega Worm - at the end of every game, it submits your highest
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previous score to the Game Center, not your current score. This means that it
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stores your highscore somewhere, and I'm guessing that it reads that stored
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score back into a signed integer. So, if you _were_ to cheat by the relatively
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pedestrian means of modifying the saved score on your jailbroken phone, then
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2^31-1 might well be the maximum score you could get. Then again, if the game
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itself stores its score in a signed 32-bit int, you could get the same score
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through perfect play, effectively beating the game. So, which is it in this
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case? I'll leave that for you to decide.
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