Quote:
Originally Posted by Link
I've attempted to analyze the packets JJ2 uses for gameplay without success. There are just too many (hundreds every minute) to really isolate anything. I haven't had much time to try recently though, so maybe if I looked at it again I could do something.
How long are you back for, Overlord? We should probably talk about this further.
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I am back for this weekend then gone for a week, back for a month and gone again until summer holidays .
On topic:
Yes. I have noticed that there are 2 types of packets that are transmitted between server and a client during the game. I didn't know they are TCP and UDP. I thought they use the same protocol tho something didn't feel right in Winsock Packet Editor (shortly WPE from now on) as some packets had a "Send To" signature while most other had only a "Send" signature. Or was that vice-versa? Anyway I think the Send To are TCP ones - the first (2) ones a client sends to a server when joining a game. These can be fairly easily analyzed as they appear to be unencrypted. But it is the other ones (UDP) that contain player information and stuff. I haven't been able to find a pattern here so far either but I'll look a little deeper into the code once I get back home next week :P Until then, Monolith, I suggest you get a packet editor like WPE (for XP you will need WPE Pro Alpha).
Analyzing the packets is just the first step towards our goal. Next step is to find a way to filter these packets and log them. A program in VB would be nice. C++ too but more people appear to know VB better than C so I would not be very much of use in C++ coding.
Let's proceed with the first step. First things first!
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