Hi folks,
As you might know, I'm currently toying with figuring out the MS DirectPlay protocol. I've been making some progress with my wireshark dissector over the weekend, and would be interested in some additional games to get more different data on some of this stuff.
Here's what I would like you to do (if you want to help out):
Fire up a network sniffer that dumps to libpcap format. Grab TCP and UDP packets. Start a game that uses DirectPlay for networking and start a network game.
Start the game on another box and connect to the game. Now, in the game lobby, use the chat to say something from both games. Then, change a setting or two and start the game. After a few moments of playing (or more, your pick), leave the game. After both games are closed, you can stop the capture, zip it up and send it to me.
Thanks in advance, Kai
Søndag 26 november 2006 22:39, skrev Kai Blin:
Hi folks,
As you might know, I'm currently toying with figuring out the MS DirectPlay protocol. I've been making some progress with my wireshark dissector over the weekend, and would be interested in some additional games to get more different data on some of this stuff.
Here's what I would like you to do (if you want to help out):
Fire up a network sniffer that dumps to libpcap format. Grab TCP and UDP packets. Start a game that uses DirectPlay for networking and start a network game.
Start the game on another box and connect to the game. Now, in the game lobby, use the chat to say something from both games. Then, change a setting or two and start the game. After a few moments of playing (or more, your pick), leave the game. After both games are closed, you can stop the capture, zip it up and send it to me.
Most DirectPlay games (using Wine and native dlls) hang instead of terminating the connection properly (bug 5534); does this matter when making the log?
Alexander N. Sørnes
Thanks in advance, Kai
On 11/27/06, Alexander Nicolaysen Sørnes alex@thehandofagony.com wrote:
Most DirectPlay games (using Wine and native dlls) hang instead of terminating the connection properly (bug 5534); does this matter when making the log?
I think Kai intended for people to make the packet log from a Windows machine, not from Wine.
n0dalus.
On Monday 27 November 2006 00:08, Alexander Nicolaysen Sørnes wrote:
Most DirectPlay games (using Wine and native dlls) hang instead of terminating the connection properly (bug 5534); does this matter when making the log?
So far I've been testing this usig native, but I just tried with wine and the connection seems to be terminated just fine on the dplay side of things. So captures made with Wine are ok, too.
On a side note, broadcasting for servers seems to fail (i.e. never produces a packet). This seems to be a winsock problem, too.
Cheers, Kai
On Monday 27 November 2006 08:39, Kai Blin wrote:
On a side note, broadcasting for servers seems to fail (i.e. never produces a packet). This seems to be a winsock problem, too.
I don't have a Windows box with multiple NICs set up anywhere, but it seems like either our winsock implementation or dplay doesn't correctly handle multiple IP addresses and always bind to the first IP address (or the one returned by gethostbyname, not sure about that). Can anyone with multiple NICs in a Windows box verify? I'm having trouble figuring out how to properly do this in vmware.. :)
Cheers, Kai
On Sunday 26 November 2006 22:39, Kai Blin wrote:
Here's what I would like you to do (if you want to help out):
Fire up a network sniffer that dumps to libpcap format. Grab TCP and UDP packets. Start a game that uses DirectPlay for networking and start a network game.
Start the game on another box and connect to the game. Now, in the game lobby, use the chat to say something from both games. Then, change a setting or two and start the game. After a few moments of playing (or more, your pick), leave the game. After both games are closed, you can stop the capture, zip it up and send it to me.
I'll pay the person who gets me a complete Settlers3 trace a beer at the next Wineconf. I didn't manage to join a game there, but even when just trying to join, I found a packet type my dissector didn't have. Should be interesting. :)
Cheers, Kai
Am Montag 04 Dezember 2006 18:12 schrieb Kai Blin:
On Sunday 26 November 2006 22:39, Kai Blin wrote:
Here's what I would like you to do (if you want to help out):
Fire up a network sniffer that dumps to libpcap format. Grab TCP and UDP packets. Start a game that uses DirectPlay for networking and start a network game.
Start the game on another box and connect to the game. Now, in the game lobby, use the chat to say something from both games. Then, change a setting or two and start the game. After a few moments of playing (or more, your pick), leave the game. After both games are closed, you can stop the capture, zip it up and send it to me.
I'll pay the person who gets me a complete Settlers3 trace a beer at the next Wineconf. I didn't manage to join a game there, but even when just trying to join, I found a packet type my dissector didn't have. Should be interesting. :)
I've got that game, will try to grab a trace. Entering a game doesn't work in wine though, so I'll have to use windows. It used to work a long time ago.