Update: Answers to this question helped me code the open sourced project AlicanC's Modern Warfare 2 Tool on GitHub. You can see how I am reading these packets in MW2Packets.cs and the extensions I've coded to read big endian data in Extensions.cs.
I am capturing UDP packets of Call of Duty: Modern Warfare 2 using Pcap.Net in my C# application. I receive a byte[]
from the library. I tried to parse it like a string, but that didn't work well.
The byte[]
I have has a generic packet header, then another header specific to the packet type then info about each player in the lobby.
A helpful person inspected some packets for me and came up with these structures:
// Fields are big endian unless specified otherwise.
struct packet_header
{
uint16_t magic;
uint16_t packet_size;
uint32_t unknown1;
uint32_t unknown2;
uint32_t unknown3;
uint32_t unknown4;
uint16_t unknown5;
uint16_t unknown6;
uint32_t unknown7;
uint32_t unknown8;
cstring_t packet_type; // terminated string
};
// Fields are little endian unless specified otherwise.
struct header_partystate //Header for the "partystate" packet type
{
uint32_t unknown1;
uint8_t unknown2;
uint8_t player_entry_count;
uint32_t unknown4;
uint32_t unknown5;
uint32_t unknown6;
uint32_t unknown7;
uint8_t unknown8;
uint32_t unknown9;
uint16_t unknown10;
uint8_t unknown11;
uint8_t unknown12[9];
uint32_t unknown13;
uint32_t unknown14;
uint16_t unknown15;
uint16_t unknown16;
uint32_t unknown17[10];
uint32_t unknown18;
uint32_t unknown19;
uint8_t unknown20;
uint32_t unknown21;
uint32_t unknown22;
uint32_t unknown23;
};
// Fields are little endian unless specified otherwise.
struct player_entry
{
uint8_t player_id;
// The following fields may not actually exist in the data if it's an empty entry.
uint8_t unknown1[3];
cstring_t player_name;
uint32_t unknown2;
uint64_t steam_id;
uint32_t internal_ip;
uint32_t external_ip;
uint16_t unknown3;
uint16_t unknown4;
uint32_t unknown5;
uint32_t unknown6;
uint32_t unknown7;
uint32_t unknown8;
uint32_t unknown9;
uint32_t unknown10;
uint32_t unknown11;
uint32_t unknown12;
uint16_t unknown13;
uint8_t unknown14[???]; // Appears to be a bit mask, sometimes the length is zero, sometimes it's one. (First entry is always zero?)
uint8_t unknown15;
uint32_t unknown16;
uint16_t unknown17;
uint8_t unknown18[???]; // Most of the time this is 4 bytes, other times it is 3 bytes.
};
I recreated the packet header structure in my C# application like this:
[StructLayout(LayoutKind.Sequential, Pack=1)]
struct PacketHeader
{
public UInt16 magic;
public UInt16 packetSize;
public UInt32 unknown1;
public UInt32 unknown2;
public UInt32 unknown3;
public UInt32 unknown4;
public UInt16 unknown5;
public UInt16 unknown6;
public UInt32 unknown7;
public UInt32 unknown8;
public String packetType;
}
Then I tried to make a structure for the "partystate" header, but I got errors saying fixed
keyword is unsafe:
[StructLayout(LayoutKind.Sequential, Pack=1)]
struct PartyStateHeader
{
UInt32 unknown1;
Byte unknown2;
Byte playerEntryCount;
UInt32 unknown4;
UInt32 unknown5;
UInt32 unknown6;
UInt32 unknown7;
Byte unknown8;
UInt32 unknown9;
UInt16 unknown10;
Byte unknown11;
fixed Byte unknown12[9];
UInt32 unknown13;
UInt32 unknown14;
UInt16 unknown15;
UInt16 unknown16;
fixed UInt32 unknown17[10];
UInt32 unknown18;
UInt32 unknown19;
Byte unknown20;
UInt32 unknown21;
UInt32 unknown22;
UInt32 unknown23;
}
I couldn't do anything for the player entries because of the varying size of unknown14
and unknown18
. (Player entries are the most important.)
Now, somehow, I have to cast the byte[]
I have to these PacketHeader
structures. Sadly, it's not easy as (PacketHeader)bytes
. I tried this method I've found on the internet but it threw an AccessViolationException
:
GCHandle handle = GCHandle.Alloc(bytes, GCHandleType.Pinned);
PacketHeader packetHeader = (PacketHeader)Marshal.PtrToStructure(handle.AddrOfPinnedObject(), typeof(PacketHeader));
How can I achieve this?
See Question&Answers more detail:
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