Luigi Auriemma

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 Post subject: Gslist and new enctypeX protocol/algorithm
PostPosted: 19 Sep 2008 18:40 

Joined: 13 Aug 2007 21:44
Posts: 2791
Location: http://aluigi.org
I have just released the new version of Gslist: 0.8.6

The main news in this version is the implementation of what I have called enctypeX algorithm.
In short this algorithm/protocol is the one use by ANY game which supports the Gamespy master server and allows to receive many informations like public and private IP addresses of the NATted servers and the parameters of each server without querying it (like hostname, map, players and so on).

So this means that is no longer needed to lost time to query each single server except for the ping time that, naturally, is not a value in the hands of the master server (and even if could be possible to know it it's useless because the user is not in the same place of the master server and so its ping varies).

I have decided to still leave the enctype 1 as default enctype method although I have deeply tested enctypeX and if I'm not in error (too lazy to turn on my ibook ah ah ah) it's big endian compatible too.
So if you want to try it you can enable through the usage of -t -1 or -t x

For trying the retrieving of informations from the master server it's enough to use something like the following example:

gslist -t -1 -X "\hostname\gamemode\gametype\numplayers\maxplayers\mapname" -n halor

the output is exactly as the one of the -Q option and it should work in SQL mode too

For who is interested in the details of the decryption algorithm it's enough to know that it's just a minimalized version of the enctype1 one and which works byte per byte, that's why it's used in real-time on the incoming data and should be little/big endian compatible too


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