Difference between revisions of "MK8 Network Protocol"

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All P2P packets have a header, a payload and a checksum
 
All P2P packets have a header, a payload and a checksum
  
== The P2P header ==
+
== The P2P headers ==
  
<pre>typedef struct udp_header_t
+
There are two different headers: One header at the beginning of each packet ...
 +
 
 +
<pre>
 +
typedef struct udp_main_header_t
 
{
 
{
 
   /*00*/  u32 game_magic; // always 32ab.9864
 
   /*00*/  u32 game_magic; // always 32ab.9864
 
   /*04*/  u32 unknown_04; //  
 
   /*04*/  u32 unknown_04; //  
 
   /*08*/  u16 unknown_08; // sequence id?
 
   /*08*/  u16 unknown_08; // sequence id?
 +
}
 +
__attribute__ ((packed)) udp_main_header_t;
 +
</pre>
 +
 +
... and one at the beginning of each record. A packet may contain multiple records.
 +
 +
<pre>
 +
typedef struct udp_sub_header_t
 
   /*0a*/  u16 unknown_0a; // sequence id 2 or empty
 
   /*0a*/  u16 unknown_0a; // sequence id 2 or empty
 
   /*0c*/  u16 client_slot; // client slot (0 to b)
 
   /*0c*/  u16 client_slot; // client slot (0 to b)
   /*0e*/  u16 data_length; // little endian, data length without header and checksum
+
   /*0e*/  u16 data_length; // little endian, data length without headers and checksum
 
   /*10*/  u32 unknown_10; // ?
 
   /*10*/  u32 unknown_10; // ?
 
   /*14*/  u32 unknown_14; // sequence id 3?
 
   /*14*/  u32 unknown_14; // sequence id 3?
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   /*1c*/  u32 unknown_1c; // always 0x00000000
 
   /*1c*/  u32 unknown_1c; // always 0x00000000
 
}
 
}
__attribute__ ((packed)) udp_header_t;
+
__attribute__ ((packed)) udp_sub_header_t;
 
</pre>
 
</pre>
  
After the header, there is some data (sometimes empty), and after the data there is a 16-byte-checksum which looks like a MD5 hash.
+
After the main header there may follow one or more sub headers including data, after all records there is a 16-byte-checksum which looks like a MD5 hash.
  
 
== Record types ==
 
== Record types ==

Revision as of 23:25, 26 December 2014

This page describes the network protocol used by Mario Kart 8. It is very incomplete at this moment.

General description

The Mario Kart 8 traffic starts with a name resolution. The loginserver (api-eu.olv.nintendo.net) has multiple IP addresses with a TTL of 60:

  • 54.72.185.220
  • 54.229.32.160
  • 54.246.156.135
  • 176.34.135.172

and maybe some more

First the game connects the Nintendoservers, while racing, all WiiUs communicate directly to each other.

All P2P packets have a header, a payload and a checksum

The P2P headers

There are two different headers: One header at the beginning of each packet ...

typedef struct udp_main_header_t
{
  /*00*/   u32		game_magic;	// always 32ab.9864
  /*04*/   u32		unknown_04;	// 
  /*08*/   u16		unknown_08;	// sequence id?
}
__attribute__ ((packed)) udp_main_header_t;

... and one at the beginning of each record. A packet may contain multiple records.

typedef struct udp_sub_header_t
  /*0a*/   u16		unknown_0a;	// sequence id 2 or empty
  /*0c*/   u16		client_slot; 	// client slot (0 to b)
  /*0e*/   u16		data_length; 	// little endian, data length without headers and checksum
  /*10*/   u32		unknown_10; 	// ?
  /*14*/   u32		unknown_14; 	// sequence id 3?
  /*18*/   u32		unknown_18; 	// ?
  /*1c*/   u32		unknown_1c; 	// always 0x00000000
}
__attribute__ ((packed)) udp_sub_header_t;

After the main header there may follow one or more sub headers including data, after all records there is a 16-byte-checksum which looks like a MD5 hash.

Record types

mkw:MKWii Network Protocol