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Mindstorm38

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Everything posted by Mindstorm38

  1. Hi! I've been working for a while now on a Rust (lang) crate that provides many codecs for WG's resources. The project is separated in two projects, the library and the CLI (which is new and currently not complete at all). The library also contains a "network" module (feature-gated) where is currently implemented the backbone of the network protocol, which I have partially reverse engineered as of this writing. This is also the module that I would most like to have help with because I can't understand the login exchanges... This project was inspired in the first place by SkepticalFox's work on compiled spaces. I posted it here because the goal is to help mod and software developers working on WoT, tell me if this is not the right category. Repo: https://github.com/mindstorm38/wg-toolkit-rs Thanks for reading!
  2. Thank you @yepev for the link. I also found https://github.com/v2v3v4/BigWorld-Engine-2.0.1, which is really old (2012, when WG acquired the engine) and likely not the same at all today. But the protocol core principle could be the same today (edit: fully obsolete). I will try to play with the login process later to guess how much the protocol have changed, I'll also compare it with the disassembled '.exe'. EDIT1: I first thought these sources were obsolete, but I can actually find some structure looking like "LogOnParams" or "ServerConnection" (src/lib/connection) from my disassembly of WoT 1.14.
  3. @SkepticalFox I would like to make a backend crate in Rust, the goal is not to make a server (with all the complicated things like physics), but rather to define packet structures and provides a packet codec. It has no use case for now, but who knows in the future?
  4. Hello, I'm wondering if there was any attempt to document the network protocol used by WoT? I know that there is a WIP mod being developed to make a fake server, but I can't find any "centralized" or community effort to revert the protocol.
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