Miles said:
It isn't hacking....
True hacking would involve using the srb2 master servers ip address, and sending packets to it.
And that'd be hard.
You'd need a packet logging program and record each packet.
And I'm pretty sure that it would not allow wrong packets to be sent, so any hacks are clientside(only hacker doing them can see effects)
Please, stop talking about things when you don't really know what you're talking about.
First of all, as Draykon said, the Master Server acts like a nexus for people to recieve a listing of "worlds", or servers, at which point they choose which server to join and join via the client. After they join the server, they have no connection whatsoever to the Master Server in any way.
Next, onto packet tracing, it actually is very simple. You could use a connection proxy that creates a log of packets, although that would be a bit of a moot point to do as you can get programs that track and edit the packets sent by specific programs through Winsock. All it has to do is use Winsock to track the socket opened by the program and all the packets that go through it...
It would also be impossible to trace and edit the packets you want; think of how many packets per second you're getting for every player's movements from the server. Yeah, that's a lot. Now, think about sifting through all of those packets attempting to find the one you want? Finally, attempt to resend the packet and then recieve a consistency failure because something on your client does not match what other people see, or the server sees (not visually, in a technical sense).
Thirdly, how in the hell could sending packets to the server give you a client side effect if you don't even get a response packet from it?
Trust me, there's pretty close to absolutely no way to packet hack SRB2. Tough luck.