I've send the following text via Email to aluigi 30minutes ago. Now I found this very nice forum and I'll paste the Mail-Text cause I think that this medium is more useful to get and discuss an answer:
Quote:
Hey there,
I recently found your code on this link:
http://www.securiteam.com/securitynews/5WP0D0KOAA.htmlI'm currently trying to develop a HLTV-like extension for Call of Duty 4. Therefore i'm trying to mirror the network-traffic which is sent by the server to the various clients.
It seems that the protocol is encoded in a way i can't decode. The header of the packets which are used to establish the connection got some values that i cant find out where they stand for.
Besides some little analysis of these packages there isn't anything to find on the web. Except your posting ;)
Could you perhaps give me a hint about the protocol and its encoding? Is there some kind of documentation available? How much is the protocol inherited from the Q3A-protocol?
There is a encoding algorythm called "Adaptive Huffman" at the end of your code. Never heard of it, i'm currently researching. Could this algorythm be used to decode the packets?
Thanks in advance, hope to hear from you!
So in a short form:
I'm trying to sniff the data between COD4-Server and COD4-Client. Than i parse the data into a file (packet = line).
With another application i'm providing a port for a local COD4Client. If the Client connects, i'm sending the lines from the file.
My approach is, to "clone" the communication. I hope that on the second client the user could spectate what is happening on the real Gameserver.
The problem is, that the cloned data is not accepted by the second COD4-Client. He always sends me getChallenge + Data.
I think the ChallengeKey is the problem but i do not know how to simulate this.