(You could also just use wireshark or wpe pro to sniff, but own server needed at some point anyway so might as well get onto that) !!Code a basic server in some language that just logs the data sent to it to start with as a hex dump with a length and possibly timestamp and some new lines between them. (Can be more in practice if they re-implement some of the features from TCP ontop of UDP) UDP is datagram so typically one send per message. or a message packing library such as Google Protobuff. It might even be a bitstream in which case things are encoded into less bits to take up less space on the wire. A binary based protocol might have a packet identifier to look up a known fixed sized message, or it might encode the total length of the data into an int or short. a text based protocol might have \r\n or some other control character to indicate the end of the message. TCP is a stream, you might recv or send part of the message and need another call to get the rest, there is typically a way to delimit (seperate) messages. 127.0.0.1 or add an entry to your windows hosts file if it does a DNS lookup (edit c:\windows\system32\drivers\etc\hosts with notepad ran as administrator)
#Getamped 2 tw matches Patch
You may need to patch the client to connect to your own server e.g. If DNS lookup it might use DnsQuery, getaddrinfo GetAddrInfoW, gethostbyname etc.Ī search for strings might be helpful to find it, or find what calls connect and look back from there. hosts file or if its loaded from anencrypted config file or ini etc)
#Getamped 2 tw matches how to
To find out how/where it attempts to connect to the server.Find out how to change that IP address (or dns if lookup e.g. Assuming Windows OS maybe 32bit game coded in C++?įirst use a tool such as TCP Con View, Process Hacker, WPE Pro, Wireshark etc to identify where and what protocol (TCP or UDP?) is being used for the networking.