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How to get messages from the game chat?
Hello, in fact, you need to receive messages from the chat of the game, moreover, system and messages from people.
I study programming not so long ago, I ran a lot in different languages and settled on a detailed study of c ++, it’s also interesting which will be easier to learn from the options below (you will have to study both 1 and 2, but I want to start simple).
I don't have many options.
1) Get data from process memory.
....one. and then immediately the next question is if the data always has a different address, then how to proceed? I found several articles on this subject but did not attach much importance to them. And now I can't find them.
....2. Tell me not bad lessons or an article on getting data from process memory. Well, or a book (I don’t like books there is too much water)
2) To receive data from the server is already working with sockets, the principle of operation is not very clear to me!
....one. also tell me resources on this topic.
....2. I know about existence vpepro =).
The question itself
What do you think is better, yes, I know in some cases you can’t do without method 1, but some also require a solution through method 2.
What do you think would be better for a more experienced person?
Are there other ways to get this information?
Ps I study c++ by writing bots for games. I'm also looking for any information about writing bots!
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1) the solution is not suitable for all games. Many games are protected from such fraud, the player may be banned.
2) the solution is not sure that working with the server is what you need. If the game has an API (which is unlikely), then you can use it to communicate with the game. Including receiving messages.
The obvious solution would be to recognize the message text from a screenshot.
We take screenshots every N seconds, parse the image. Recognizing text in an image is not such a difficult task. The solution does not depend on the game API, does not depend on the degree of security, but it also has obvious disadvantages.
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