BO 2 Network protocol

Posts 15 of 5 · Page 1 of 1
BO 2 Network protocol
Have anyone analyzed the network packets for BO2? My theroy is that the game events all are streamed over the network. I.e. all player movements gets updated to all connected players.

Instead of injecting anything, then it would be possible to build a VSAT type tool, by just listening to trhe network protocol, and you would know where all players are, at all times. Make sense? It would work also for xbox/ps3 as you would connect it just on the same network and listen to the traffic.

While not technically a hack, it would work out to be 100% undectectable. Anyone have done any analysis of the network protocol for bo2?

Andy
Quote Originally Posted by AndySw View Post
and you would know where all players are
You'd need to be host, and quite frankly, that's not possible on PC.
Are you sure about that? The radar hacks that seems to work, would imply that all of the data of player locations are sent out to every player connected. I'm quite certain that is how it work, as the game engine is based on a heavily modified quake arena code-base.

I do have programming background, so I'm 99% certain that the location data is sent out. Question is: have they obfuscated it or is it easy to read the data.
Quote Originally Posted by AndySw View Post
Are you sure about that? The radar hacks that seems to work, would imply that all of the data of player locations are sent out to every player connected. I'm quite certain that is how it work, as the game engine is based on a heavily modified quake arena code-base.

I do have programming background, so I'm 99% certain that the location data is sent out. Question is: have they obfuscated it or is it easy to read the data.
What radar hacks ?
And everything is encrypted, and I mean everything
Most games do send player locations to other players before they are visible. It's easier programming, it's less computationally intense, and most importantly, latency requires it. Especially in fast paced games, if you waited until a player is visible before sending his coordinates, there would be serious issues with perceived lag.

So yes, the info you are interested in is in there.

Getting at it is a different story. As Horror says, the data is likely to be encrypted. Most game protocols are these days and the Quake engines definitely were. If it is using network code based on the Quake engines, expect to also find Huffman encoding and delta encoding which will make it more difficult to program to.

Your best bet would be to disassemble the executable and dead listing it along with some active reversing using something like ollydbg. It wouldn't be easy, but I've done that sort of thing before... When I had that kind of time.
Posts 15 of 5 · Page 1 of 1

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