Posted October 03, 2014
Hi there,
I wonder if someone is interested in reviving the Game Service functionality pod offered. The Ubisoft servers are down since a long time of course, and reversing the client to write a custom server would be my interest.
It would allow a chat lobby for players and connecting to other players games hosted over the internet.
Nicode already documented several GameService related packet stuff, some of those things differ to me (e.g. my client doesn't seem to encrypt anything, the packet size is only 2 bytes long, some message IDs seem to be different...).
So far I reversed the game to enable GameService logging into GsLog.txt again which helps me in creating such a server.
Looks like the game behaves kinda stupid here and there (spamming keepalive packets even at no connection, easy to buffer-overflow-crash the game through bad answer packets...) But I really don't know how far I can get. I'm not as experienced as nicode :D At least the server and client can connect together already (but the player can't login). It's really hard to find out what packets the client awaits.
So, maybe someone is experienced in this and wants to help out too? :)
Greetings,
DebugErr
I wonder if someone is interested in reviving the Game Service functionality pod offered. The Ubisoft servers are down since a long time of course, and reversing the client to write a custom server would be my interest.
It would allow a chat lobby for players and connecting to other players games hosted over the internet.
Nicode already documented several GameService related packet stuff, some of those things differ to me (e.g. my client doesn't seem to encrypt anything, the packet size is only 2 bytes long, some message IDs seem to be different...).
So far I reversed the game to enable GameService logging into GsLog.txt again which helps me in creating such a server.
Looks like the game behaves kinda stupid here and there (spamming keepalive packets even at no connection, easy to buffer-overflow-crash the game through bad answer packets...) But I really don't know how far I can get. I'm not as experienced as nicode :D At least the server and client can connect together already (but the player can't login). It's really hard to find out what packets the client awaits.
So, maybe someone is experienced in this and wants to help out too? :)
Greetings,
DebugErr
Post edited October 03, 2014 by DebugErr