Ok, this is the packet I am trying to reverse.... excluding the header info (which I already understand) - the data, as usual, starts at 0x37. This particular packet was a packet sent right after the user joined the lobby. Generally, the joiner will send a packet which really only contains his name in ASCII, a port number, and an internal ip (like 192.168.1.101). Then the host will PSH, ACK him with this packet, and that appears to be when the user enters the lobby.
Users can send those request packets (with the names in them) but not all of them will be able to join - the game may fill up before the user can enter the lobby, in which case this PSH, ACK packet is not sent. This happens often when you are closing/opening single slots to refresh the game (which I'm sure some of you DotA gamers are familiar with), and multiple people try to join with only 1 slot open.
At this point I'm not sure how to interpret it any further. This "type" of packet also seems to be sent to the clients multiple times during a lobby session even after they have officially entered the game. The 0x64 (100) byte appears frequently in these packets, and they kind of seem to have a pattern:
As I mentioned earlier, this packet was sent right as the user joined the lobby. The packet, for whatever reason, also includes the port number (30223) and the user's IP (69.169.18.7) again at the bottom of the data segment.
That's really the only thing I've been able to break down. Please understand that I litterally just started doing this on Friday (March 3), up until then I didn't even clue what a packet was... So sorry if I ask/say anything stupid.
Any help would be awesome thanks!
Users can send those request packets (with the names in them) but not all of them will be able to join - the game may fill up before the user can enter the lobby, in which case this PSH, ACK packet is not sent. This happens often when you are closing/opening single slots to refresh the game (which I'm sure some of you DotA gamers are familiar with), and multiple people try to join with only 1 slot open.
At this point I'm not sure how to interpret it any further. This "type" of packet also seems to be sent to the clients multiple times during a lobby session even after they have officially entered the game. The 0x64 (100) byte appears frequently in these packets, and they kind of seem to have a pattern:
Code Select
0000 00 14 95 78 1a 21 00 01 29 fc 87 b1 08 00 45 00 ...x.!.. ).....E.
0010 00 b2 3e 6e 40 00 80 06 39 2a 45 e6 e5 17 45 a9 ..>n@... 9*E...E.
0020 12 07 17 e0 76 0f f3 e8 48 9e 79 1d 5f 2f 50 18 ....v... H.y._/P.
0030 ff cd 83 52 00 00 f7 04 8a 00 73 00 0c 00 ff 02 ...R.... ..s.....
0040 01 00 00 04 01 64 01 64 02 00 00 01 04 01 64 00 .....d.d ......d.
0050 ff 00 00 00 02 04 00 64 00 ff 01 00 00 03 04 00 .......d ........
0060 64 00 ff 01 00 00 04 04 00 64 00 ff 01 00 00 05 d....... .d......
0070 04 00 64 00 ff 02 01 01 06 08 01 64 00 ff 01 00 ..d..... ...d....
0080 01 07 08 00 64 00 ff 01 00 01 08 08 00 64 00 ff ....d... .....d..
0090 01 00 01 09 08 00 64 00 ff 01 00 01 0a 08 00 64 ......d. .......d
00a0 00 ff 01 00 01 0b 08 00 64 37 f3 a5 00 03 0c 02 ........ d7......
00b0 02 00 76 0f 45 a9 12 07 00 00 00 00 00 00 00 00 ..v.E... ........
As I mentioned earlier, this packet was sent right as the user joined the lobby. The packet, for whatever reason, also includes the port number (30223) and the user's IP (69.169.18.7) again at the bottom of the data segment.
That's really the only thing I've been able to break down. Please understand that I litterally just started doing this on Friday (March 3), up until then I didn't even clue what a packet was... So sorry if I ask/say anything stupid.
Any help would be awesome thanks!