So about a year or two ago I made a very small client built around Ollie's funorb loader, just so I could have a faster way of loading the games. Fast-forward to now, I've decided to begin building on that client again to help liven up the funorb community a bit.
This is what it looks like ATM:
Now, I thought it would be a good idea if I could hack the game clients at run-time with BCEL to make the client more than just a loader with a chat service. I have a few questions on whether or not these are possible with byte-code editting:
A) Potentially fix an exploitable client-side bug which allows anyone to de-sync/"disconnect" every player in the same game as them. (Obv. the fix would only work for the person using the new client.)
B) Be able to grab the player's username using a getter-method, so that I could verify their usernames in the new client's chat lobby. To me this is the most important one. Are the usernames encrypted or should this be pretty easy to do?
I also have a few questions as to which way would be the best approach. Should I be hacking the loader .jar and/or the client .jar at run-time? Or just bundle it up with the new client? I can already make the new client load the unsigned client .jar files on my computer that I collected a couple years ago; it might be the most straight-forward way if I could just hack the .jars there, but the problem is that it has to load the game resources every time, which would sort of ruin the point.
I know this is a lot of questions but an answer to any would be appreciated