HI!
Thanks so much for the explaination...
Could someone explain to me the sequence of events during a session. From my capture, I see that the 1st UDP packet is the UseCircuitCode; however, there were some activities prior to the 1st UDP packet to some other servers in the subnet:
1. a fix packet fffffffa from client to server
a fix packet ffffffff from server to client
a fix packet fffffffb from server to client
a fix packet fffffffd from client to server
so what is the purpose of this UDP session?
2. HTTPS over TCP
Is this the login process?
There is also SSLV2, SSL, and TLS
Are those also part of the login process?
It seemed like the viewer (client)
talked to 3 different servers:
a. UDP session above
b. TCP, SSLV2, SSL, and TLS
c. main UDP flow started with the UseCircuitCode packet
Thanks for any pointers!
Best regards,
Donna
Phoenix <[EMAIL PROTECTED]> wrote:
The signature for our protocol is probably not super-easy to detect.
The first UDP packet will always be a UseCircuitCode from the viewer
to the simulator. The viewer usually binds to an ephemeral port. The
simulators are always bound to either 12035 or 1300 to 1350.
Sadly, those funny numbers are close to written in stone.
It possible that we could fix the packet id for UseCircuitCode so
that finding that packet in an outgoing stream would be easier.
On 2006 Oct 12, at 09:27, Jesse Nesbitt wrote:
> SL's not set up as a totaly traditional client-server system. LL hosts
> the Simulator, a server that hosts the Region that you're in and all
> its objects. The Viewer is the client that you use to access Second
> Life, be it the original or libsl-based.
>
> As far as I can tell (and from what some Linden told me [It might have
> been Pheonix]), the client starts sending packets to the server on
> that port range, trying to "bust through" NAT and firewalls by making
> the server traffic act like a response.
>
> On 10/12/06, Donna Dionne <[EMAIL PROTECTED]>wrote:
>>
>> HI!
>>
>> Thanks so much for the reply!
>>
>> I am a bit confused about the terminology used here.
>>
>> Can you correct me about my understanding below?
>>
>> viewer = client
>> simulator = server
>> viewer = game site ?
>> simulator = subscriber/user site?
>> 1st packet is from client to server
>> server typcially use these fixed ports: 12035, 12036, 13000-13050?
>> any port requirement on the client side?
>>
>> We are studying the second life protocol as a list of protocols
>> which we are
>> trying to recongize.
>>
>> Thanks so much for your help!
>>
>> Donna
>>
>>
>>
>> John Hurliman <[EMAIL PROTECTED]>wrote:
>> Donna Dionne wrote:
>> > HI!
>> >
>> > From some captures we have, it looks like the 1st packet from the
>> > server to client has the following header
>> > 40 00 00 01 FF FF 00 03 and the total size of the packet (header
>> and
>> > payload) is 44.
>> >
>> > This seems to indicate this is a UseCircuitCode packet, with the
>> > following fields (in order)
>> > ID (16 bytes)
>> > SessionID (16 bytes)
>> > Code (4 bytes)
>> >
>> > There is then an ack packet going from the client to the server
>> > 00 00 00 01 FF FF FF FB 01 00 00 00 01
>> > the ack is of size 13
>> >
>> > Can I assume that these are the characteristic of the second life
>> > protocol communication in all cases?
>> >
>> > Thanks so much!
>> > Sincerely,
>> > Donna
>> >
>> >
>> ---------------------------------------------------------------------
>> ---
>>
>> You have both of those packets correct; the viewer (client) first
>> opens
>> a connection to the sim by sending a UseCircuitCode and waiting
>> for an
>> ACK. Note that it's possible for the order of the message_template
>> packets to change around in a future release, which would change the
>> packet id numbers of packets. So you can't always assume that low
>> id 3
>> is UseCircuitCode, you have to decode the message_template each
>> time. In
>> the latest libsecondlife code we're working on, the message
>> template is
>> converted in to C# classes (about 100,000 lines of code), and new
>> classes are generated every time a message_template.msg is released.
>>
>> John
>>
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