GTS protocol: Difference between revisions
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Communication with the GTS is done over regular HTTP with http://gamestats2.gs.nintendowifi.net/. | Communication with the GTS is done over regular HTTP with http://gamestats2.gs.nintendowifi.net/. | ||
=HTTP headers= | ==HTTP headers== | ||
The games don't seem to care about these at all. The GTS sends back a bunch of boilerplate response headers, but the game happily accepts a response with only a Content-Length. | The games don't seem to care about these at all. The GTS sends back a bunch of boilerplate response headers, but the game happily accepts a response with only a Content-Length. | ||
==Protocol== | |||
This takes the form of HTTP GET requests to the server. The requests are of the form <code><page>.asp?pid=<pid>&hash=<hash>&data=<data></code>. Before each "real" request, the game sends a request of the form <code><page>.asp?pid=<pid></code> and the server responds with a 32-byte challenge token. The game computes <code>sha1("sAdeqWo3voLeC5r16DYv" + token)</code> and uses that as the hash value which it sends to the server. The data parameter is encrypted with an unknown algorithm. |
Revision as of 01:39, 21 March 2010
The following is wild conjecture based on LordLandon's sendpkm.py.
Communication with the GTS is done over regular HTTP with http://gamestats2.gs.nintendowifi.net/.
HTTP headers
The games don't seem to care about these at all. The GTS sends back a bunch of boilerplate response headers, but the game happily accepts a response with only a Content-Length.
Protocol
This takes the form of HTTP GET requests to the server. The requests are of the form <page>.asp?pid=<pid>&hash=<hash>&data=
. Before each "real" request, the game sends a request of the form <page>.asp?pid=<pid>
and the server responds with a 32-byte challenge token. The game computes sha1("sAdeqWo3voLeC5r16DYv" + token)
and uses that as the hash value which it sends to the server. The data parameter is encrypted with an unknown algorithm.