Difference between revisions of "MK8 Network Protocol"
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{ | { | ||
/*00*/ u32 game_magic; // always 32ab.9864 | /*00*/ u32 game_magic; // always 32ab.9864 | ||
− | /*04*/ u32 unknown_04; // | + | /*04*/ u32 unknown_04; // ? |
− | /*08*/ u16 | + | /*08*/ u16 timer; // Timer. Increases each 1/100 sec. |
} | } | ||
__attribute__ ((packed)) udp_main_header_t; | __attribute__ ((packed)) udp_main_header_t; | ||
Line 36: | Line 36: | ||
typedef struct udp_sub_header_t | 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 | + | /*0c*/ u16 unknown_0c; // maybe client slot (0 to b), if unknown_0a not empty? |
/*0e*/ u16 data_length; // little endian, data length without headers and checksum | /*0e*/ u16 data_length; // little endian, data length without headers and checksum | ||
/*10*/ u32 receiver_slots; // Used slot bitmask of receiver (one or two bits set) | /*10*/ u32 receiver_slots; // Used slot bitmask of receiver (one or two bits set) | ||
− | // 0x0001 -> slot 0; 0x0200 -> slot 9 | + | // 0x0001 -> slot 0; 0x0200 -> slot 9; 0x0000 -> no slot assigned |
/*14*/ u32 sender_pid; // profile ID / any unique ID of sender | /*14*/ u32 sender_pid; // profile ID / any unique ID of sender | ||
/*18*/ u32 unknown_18; // ? | /*18*/ u32 unknown_18; // ? | ||
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* [[MK8_Network_Protocol/USERINFO|USERINFO]] | * [[MK8_Network_Protocol/USERINFO|USERINFO]] | ||
− | [[ | + | [[Category:Network Protocol|!]] |
− | |||
[[mkw:MKWii Network Protocol]] | [[mkw:MKWii Network Protocol]] |
Latest revision as of 16:53, 21 February 2017
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 timer; // Timer. Increases each 1/100 sec. } __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 unknown_0c; // maybe client slot (0 to b), if unknown_0a not empty? /*0e*/ u16 data_length; // little endian, data length without headers and checksum /*10*/ u32 receiver_slots; // Used slot bitmask of receiver (one or two bits set) // 0x0001 -> slot 0; 0x0200 -> slot 9; 0x0000 -> no slot assigned /*14*/ u32 sender_pid; // profile ID / any unique ID of sender /*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.