[Discussion] DragonNest UDP

Results 1 to 8 of 8
  1. #1
    Registered Firev2 is offline
    MemberRank
    Jan 2014 Join Date
    11Posts

    [Discussion] DragonNest UDP


    RaGEZONE Recommends

    RaGEZONE Recommends

    Removed
    Last edited by Firev2; 26-01-16 at 10:30 PM.


  2. #2
    Whats new in Mu? Alin1337 is offline
    True MemberRank
    Dec 2007 Join Date
    @Romania , SBLocation
    1,114Posts

    Re: [Discussion] DragonNest UDP

    I don't think many will answer you because no one here knows this kind of stuff.

    As far as my analysis go , first you connect to tcp and make a handshake , then gameserver(field) switches you to raw UDP (handshake already made in TCP connection because UDP doesn't have a handshake).

    In your description,saying that the tcp packets are still being sent in field except the handshake part when you first go to field , i don't know what to say because i only see UDP traffic...

  3. #3
    Registered Firev2 is offline
    MemberRank
    Jan 2014 Join Date
    11Posts

    Re: [Discussion] DragonNest UDP

    I'm using a driver-based TCP sniffer (modified wireshark to decrypt all the DN shit), dragonnest calls sendTo() before connect() which means UDP is sent before TCP when leaving town. The TCP handshake comes after the UDP handshake, either that or they are equivalent in some way (their structure is identical iirc). Their UDP redirects to TCP, proof is that hackshield packets are sent through UDP but everyone knows hackshield servers are 100% TCP based. You can send TCP packets inside the DN client to this "one-packet-only" TCP session and they are still processed as normal, and my sniffer will log the packets. RUDP was also made to have most of the same characteristics as TCP without as much overhead. We pretty much have it down now, reversing the RUDP headers was a bitch and a half

    its a shame theres not more people interested in reversing it/knowledgeable enough, there's some big money involved
    Last edited by Firev2; 03-09-14 at 12:28 PM.

  4. #4
    Member mikangchan is offline
    MemberRank
    Dec 2014 Join Date
    73Posts

    Re: [Discussion] DragonNest UDP

    btw,,
    what UDP port DN use?
    is it random?
    @Firev2

  5. #5
    Whats new in Mu? Alin1337 is offline
    True MemberRank
    Dec 2007 Join Date
    @Romania , SBLocation
    1,114Posts

    Re: [Discussion] DragonNest UDP

    you can find it in System/serverstruct.xml
    defaults to : <GameClientPortUDP Port="15100" />
    To forward you need to forward that port + next 1000 ports, one port for each character in field server.

  6. #6
    Member mikangchan is offline
    MemberRank
    Dec 2014 Join Date
    73Posts

    Re: [Discussion] DragonNest UDP

    Quote Originally Posted by Alin1337 View Post
    you can find it in System/serverstruct.xml
    defaults to : <GameClientPortUDP Port="15100" />
    To forward you need to forward that port + next 1000 ports, one port for each character in field server.
    thx!
    So if I'm a 100 gamer server I only need next 100 UDP port open?

  7. #7
    Whats new in Mu? Alin1337 is offline
    True MemberRank
    Dec 2007 Join Date
    @Romania , SBLocation
    1,114Posts

    Re: [Discussion] DragonNest UDP

    If you want 100 players max , then open next 100 ports.

  8. #8
    Member mikangchan is offline
    MemberRank
    Dec 2014 Join Date
    73Posts

    Re: [Discussion] DragonNest UDP

    Quote Originally Posted by Alin1337 View Post
    If you want 100 players max , then open next 100 ports.
    got that! thx!
    btw, on u for that key!




Advertisement