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Technical details, thus far; Game is sending out a query to cod4master.activision.com (R-R A record by the looks of it), with the Master Server using port 20810 and the Authorisation Server using 20800. The Server List packet is formatted like this: ff:ff:ff:ff:67:65:74:73:65:72:76:65:72:73:20:36:20:66:75:6c:6c:20:65:6d:70:74:79 \xff\xff\xff\xffgetservers 6 full empty I've seen no changes to this packet, even after playing with the filter settings in the Client. It would appear that the Client grabs a list of /all/ of the servers then applies the filtering locally. The packet the Master Server responds with is formatted like so; This packet is a final packet sent from the Master Server, to the client, which has the finishing "EOF" (End Of File) tag. If this had been one of many, not the final, packets then it would have been "EOT" (End Of Transmission). IPs are encoded by using "inet_pton"-esque functions. Port numbers are encoded like so; 27960 & 0xff -> 56 (27960 >> 8) & 0xff -> 109 The heartbeat packet (From the Game Server to the Master Server) is structured like this: ff:ff:ff:ff:68:65:61:72:74:62:65:61:74:20:43:4f:44:2d:34:0a \xff\xff\xff\xffheartbeat COD-4\x0a The conditions for this packet being sent are as follows; Server first loads - When it finishes loading it'll fire off a hearbeat packet to the MS to let them know there's a server there. Every 3 - 6 minutes after the last heartbeat. Client connects Client disconnects New map finishes loading. When the Game Server quits (closes/exits/etc) it fires off a "flatline" packet to the MS.This packet is formatted like so; ff:ff:ff:ff:68:65:61:72:74:62:65:61:74:20:66:6c:61:74:6c:69:6e:65:0a \xff\xff\xff\xffheartbeat flatline\x0a When you connect to a server your client fires off two packets. One to the Authorisation Server, and one to the Game Server you're connecting to; Authorisation Server packet: ff:ff:ff:ff:67:65:74:4b:65:79:41:75:74:68:6f:72:69:7a:65:20:30:20:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:20:50:42:20:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00 \xff\xff\xff\xffgetKeyAuthorize 0 <redacted1> PB <redacted2> Game Server packet: ff:ff:ff:ff:67:65:74:63:68:61:6c:6c:65:6e:67:65:20:30:20:22:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:00:22 \xff\xff\xff\xffgetchallenge 0 "<redacted2>" Game Server response packet: ff:ff:ff:ff:63:68:61:6c:6c:65:6e:67:65:52:65:73:70:6f:6e:73:65:20:00:00:00:00:00:00:00:00:00:00 \xff\xff\xff\xffchallengeResponse <redacted3> Your connection to the game server only continues when you get that response from the server.Redacted information is as follows: <redacted1> == CD Key (I think) <redacted2> == Full PB GUID. <redacted3> == It seems to be a random 10 digit number, but honestly I don't have a clue.
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