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Posts posted by Maxi
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Dear community,
Some time this week we will release an update that will give the client a nice performance boost, especially when interacting with entities. Today I have rewritten the model triangularization, which gave a nice boost to the mouse movements. There is another part though, the part where the mouse movements for entities are evaluated which requires an overhaul. Without it the gains gained by the first part I did today are still useless as the second part is a rather large bottleneck.
On top of that, we will introduce overal performance on accessing most entity types. Overall this should boost OSBot's performance in terms of speed and also CPU and memory usage spikes. These should also give a noticeable performance boost to the mirror client mode.
Regards,
The OSBot team
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You got it.
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I filled the map just to to compare it with the list / test the hash methods while experimenting.
The initial thought was to, rather than testing an objects for say reach-ability ever x milliseconds or seconds, to calculate it once and cache the result.
I ended up doing just that, but with the object's position as key rather than the object itself.
Position p = o.getPosition(); if (!validityMap.containsKey(p)) validityMap.put(p,script.getMap().canReach(o)); return validityMap.get(p);
I'm not sure how efficient the Position hash is, but it seems... better
Anyhow I'm getting of track here
The collision resistance of the Position class is 100% as it contains a custom hashCode() method, unlike many other classes which use the default java Object#hashCode(). But I'll implement custom hash methods for the other classes. Any classes you are particularly interested in?
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Have you profiled this to see what is causing the delay? Is it our methods or your custom API?
There is this rules when it comes to posting bugs, which says that we like to get an SSCCE:
Short, Self Contained, Correct (Compilable), ExamplePlease write one using the OSBot API so I can copy, paste and test this to see if the problem is on our side or yours.
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Another question, why would you fill a hash map with objects? Especially so many.
Regardless of that, providing a collision resistant Object#hashCode() method shouldn't be hard.
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The hashCode methods of those specific classes are not overridden and therefore not guaranteed to be unique and collisions are very likely using Java's standard hashing techniques. What would you need this for? I'm sure we can implement methods that return a guaranteed unique hash for each java object, just wondering what purpose it would serve. The Wrapper.equals() method does not rely on the hashCode method, but compares the accessor instances of the OSRS client.
P.S. I think the word you were looking for was "hash collisions" not "clusters".
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I don't understand how you can say they most likely do not ban based on IP. I honestly think the IP in which you are botting on is a HUGE factor when it comes to getting banned.
Within the past few days I had all of my proxies switched over to a new subnet. None of the IP's I was given have been distributed to anyone except me while under the control of this particular supplier. Whatever these IP's have been used for since their existence is obviously unknown, but they have not been used for Runescape while being sold under this specific seller.
This past Monday, I started botting 5 accounts using 3 of the IP's. Today when I woke up around 1:30PM EST, I checked my VPS to see that one of the accounts had gotten disabled. The IP that this account was running on was the IP that was most recently put to use. I see absolutely no reason this account should have gotten banned other than the fact the IP was flagged in some way. What I have now done is taken 1 account that has been botting fine for the past few days and stuck it on the IP I think is flagged. If this account is the only account disabled tomorrow, there is literally nothing else that could be causing it to get caught so quickly other than it being the IP.
Before having my IPs switched to the IP's I currently have, there were these 3 IP's that I ran accounts on that legit would last for extended periods of time before eventually just getting caught. I had multiple accounts last at least 3 bond uses. These account's ran every single day for 12 hours a day doing the exact same thing. Whenever I wanted to add more bots, I needed to get more proxies. Obviously, I purchased proxies from the same place yet every time I'd try to run bots on these new IP's, the accounts would get banned within a day. So I continuously had the IP's changed but with no improved results, everything would get banned. Yet anything I ran on these other 3 IP's nothing would happen to them. So for about a span of 2 months, I really only used the same 3 IP's because every other IP I tried using, accounts would get banned within a day on them.
Anyway, this shit is so confusing. But I really think a major factor comes down to IP's. I just don't see how else I could possibly get banned this quick. Like I said above, I have 1 account running on what I believe to be a "flagged" IP, and I'm almost guaranteeing that tomorrow when I wake up and check the VPS the only account that is going to be disabled is going to be that one.
I really wish you'd guys could hurry up and introduce proxy support for mirroring. I really want to run 2 of my accounts on a "flagged" IP, one account running via mirroring and one account via standard mode and see the outcome.
They ban IP's but not based on the actual IP. They ban the ip's based on the uid in the random.dat file. It helps them track accounts that are related to each other. They then used that information to ban ip's and accounts.
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I believe the mirror mode is awesome, and glad to see it's bypassing these client detection flags.
My question is at what level do you think Jagex monitors script behaviour/ patterns and the general playing habits of ur character? Because as a script writer i feel it's also up to us to make our script behave realistically.
All we can do is make assumptions based on logical thinking. If we stick with the tier system, it's likely that they have all sorts of monitor detail levels where the higher level tiers use more computational resources and therefore only used for a very small group of characters. In general, the first tier will most likely be things like hours of play time, break times and activity. This costs very little resources to track and compute. For example, a new account, that is playing 10 hours a day doing only activities that have a very high banrate, no quests or talking etc. Second level tier might then actually compare behaviour of the activities.
Imagine a woodcutting script that performs the same actions in the same order: bank, walk to first tree, chop first tree, walk to second tree, chop second tree, walk to third tree, chop third tree, eat rinse and repeat. Anti-ban is only checked between certain actions, making that an easy to detect pattern as well. Then when a bird nest appears, it will immediately grab it. When a tree spirit appears or an ent, it will immediately react to it.
Normal players tend to perform their actions by a similar pattern. But these patterns are different every once in a while and most certainly will be different from other players. The key in making scripts less detectable is breaking patterns but also trying to achieve a certain difference between different players based on a profile. The more difference there is between two players using two scripts, the less likely it is their machine learning technology is able to identify another player using the same script as using that same script.
But then again, it is possible that once you get in to a higher level tier, they start creating profiles based on mouse movements. These profiles can be compared and identified as similar. So that means there is definitely work on our side to be done as well to make key elements of our bot perform different for each player as well, like mouse, keyboard and interactions. I think if both parties can improve on this, together with the mirror client, we might make a jump ahead in the cat and mouse game on which we have been behind for some time now.
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No he didn't claim mirror mode wouldn't work. What he was saying is that MM is a whole new way of injection that modifies the code in a much more discreet way... It's on a level where Jagex has a much harder time detecting it. Obviously he can't fully explain it to us because part of it's effectiveness is keeping the way it functions under wraps.
Maxi please correct me if I'm wrong here.
Correct.
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So a private client would be optimal?
With the conventional methods of injection/reflection it does not matter.
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Also, technically speaking the mirror client is injection based as well. The way it's done though is completely different than what any other bot does.
Both conventional ways of injection and reflection are detectable with Jagex's current system. What the mirror client does is the same principle, but could say that it does a better job at hiding what it does. Combined with the fact that the OSRS client is actually ran from the browser, this must bypass some of their triggers.
And yes, OSBuddy uses injection but Jagex can pretty much identify specific bot/injection/reflection clients with their techniques. OSBuddy makes no effort to hide what they are as Jagex knows it's not a bot client and won't flag these users as bot users.
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Don't forget that Jagex tracks you through the random.dat file. If you haven't deleted your random.dat file, even on a new account that is only used on the mirror client, they can still relate that account to your previous accounts. It's also possible they have more tricks like these on their sleeves with their cache. Deleting both your cache and your random.dat is a smart move and might make a difference when starting a new account.
Edit: The random.dat is a file that contains a UID (Unique Identification Number). This file is set by Jagex and related to all the accounts you play from that one computer. It is assumed that Jagex does not ban based on your IP but based on this UID. What we should do in the future, is write a tool that makes the OSRS client use a different random.dat (spoofed) file for each account to make sure accounts are not linked to each other through the random.dat file. This should definitely make a difference when it comes to their tracking system when making new accounts.
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Do you have an eta for 1.06?
We don't give out ETA's.
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Since you deleted the other thread i'll post the same thing here.
Can scripters get notifications when theirs scripts are compiled.
In general is should not cause problems unless a scripter committed errors.
was the tab returning -1 when withdrawing multiple items bug fixed? iirc its been around since october 2014
Yes.
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Dear community,
This patch contains the following change list:
- @Maxi
-- Fixed issue with bank#getItemCountForTab, fixing multiple issues with banking
-- Made doorhandler handle obstacle methods to return a boolean of the interaction result
-- Made the store methods return a boolean with the interaction result
-- Added a fully functional hint arrow API, supporting location, npc and player hint arrows
-- Added a failsafe to the WalkingEvent to hopefully stop the repetitive clicking of the same tile indefinitely
-- Added a patch to the RS2Widget#getItems() method to return items that have an amount of 0
-- Changed the way the client authenticates with the server, something we tried doing to solve issues a minority of people are having with the "You need VIP to run multiple tabs" issue whilst not even running 1 tab
-- Fixed a NPE in Widgets#isVisible(RS2Widget[] widgets)I'll update the javadocs in a bit.
Also, I have forced all SDN scripts to be recompiled, some scripts did not compile and returned errors. This will require scripters to fix their compile errors.
Last thing, I've noticed how the WorldHopper doesn't function properly on the obfuscated client, but does work properly on the non obfuscated client. We will have to find the source of this issue, but it will get patched this week.
Regards,
The OSBot team
P.S. The server needs a restart, give it 5 minutes before it is restarted. Until then, the client will not load / inject properly.P.P.S. Server was restarted, the bot should be useable now.
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RS is capped at 50 FPS.If you can manage to bump it up to 1000, (the price may be lower now, not sure) The Lenovo y510 Ideapad is what I'm currently using. It's a bit luxurious I guess, I play any game @ above 60fps, CS:GO @ 260fps. Runescape @ 60+FPS.
It's a great laptop, definitely recommend it.
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Was super pumped for the v1.04 release, however, when my client attaches to the browser I just get a black screen >.< Oh well, v1.05 I guess I'll wait for.
Or make a bug report. Without proper bug reports issues like you are having will not get fixed.
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hey guys do you have drink an energy pot this week?
Good work xD
Not just this week.
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no credits?
Credits added
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Have you allocated enough memory in the boot loader advanced tab?
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Dear community,
This update contains a tiny patch for dialogues. Dialogues will no longer send the enter key after sending the numboard or spacebar key. Credits to @Czar for pointing this out.
Regards,
The OSBot team
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Having only used the mirror client and deleting your random.dat before you start using the new account will greatly improve your chance of not getting banned. Users who have created new accounts with fresh random.dat files have proven to avoid the ban hammer with great near perfect succes.
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Because the mirror client uses the what you call the 'main' bot. The mirror client is simply a different loading interface on top of the normal OSBot client core, it uses the same API and core functions. The mirror client is being worked on and this is the last post we make about it. The mirror client is not a feature/advertised feature for VIP yet, so please be patient for the update and act nice.
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What scripts would use the Grand exchange? I like the update nonetheless just curious.
Merchant scripts, flipping scripts.
OSBot's second birthday
in News & Announcements
Posted
Request a good script writer to make one, he will if there is enough market.