GTS protocol: Difference between revisions
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===Challenge/response=== | ===Challenge/response=== | ||
Before each "real" request, the game sends a request of the form <code><var>page</var>.asp?pid=<var>pid</var></code> and the server responds with a 32-byte | Before each "real" request, the game sends a request of the form <code><var>page</var>.asp?pid=<var>pid</var></code> and the server responds with a 32-byte challenge token. The game computes <code>sha1("sAdeqWo3voLeC5r16DYv" + token)</code> and uses that as the <var>hash</var> value which it sends to the server. The <var>data</var> parameter is encrypted with an unknown algorithm. | ||
That is, each request looks like the following: | That is, each request looks like the following: | ||
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Platinum, Heart Gold, and Soul Silver will then make a request to <code>/pokemondpds/common/setProfile.asp</code>. The server responds with eight NULs (0x00000000 0x00000000). | Platinum, Heart Gold, and Soul Silver will then make a request to <code>/pokemondpds/common/setProfile.asp</code>. The server responds with eight NULs (0x00000000 0x00000000). | ||
After the above step(s) or '''performing any of the tasks below''', the game makes a request to <code>/pokemondpds/worldexchange/result.asp</code>. If the game has had a Pokémon sent to it (via a successful trade?), the server responds with the entire encrypted [[Pokemon NDS Structure|Pokémon save struct]]. If there is a Pokémon | After the above step(s) or '''performing any of the tasks below''' other than searching, the game makes a request to <code>/pokemondpds/worldexchange/result.asp</code>. If the game has had a Pokémon sent to it (via a successful trade?), the server responds with the entire encrypted [[Pokemon NDS Structure|Pokémon save struct]]. If there is a Pokémon deposited in the GTS, it responds with 0x0004. Otherwise, it responds with 0x0005. | ||
===Receiving a Pokémon=== | ===Receiving a Pokémon=== | ||
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After doing the above, some Platinum, Heart Gold, and Soul Silver games will report a communication error and dump the player back to the title screen. The Pokémon is still successfully received. At least one person with HG/SS has received a Pokémon from a fake server without getting the error, and Diamond/Pearl have never been reported to have the problem. It's possible that the server should respond with something other than 0x0001. | After doing the above, some Platinum, Heart Gold, and Soul Silver games will report a communication error and dump the player back to the title screen. The Pokémon is still successfully received. At least one person with HG/SS has received a Pokémon from a fake server without getting the error, and Diamond/Pearl have never been reported to have the problem. It's possible that the server should respond with something other than 0x0001. | ||
=== | ===Depositing a Pokémon=== | ||
Pokémon are offered on the GTS by requesting <code>/pokemondpds/worldexchange/post.asp</code>, | Pokémon are offered on the GTS by requesting <code>/pokemondpds/worldexchange/post.asp</code>. The sent data is 300 bytes long, and includes the Pokémon struct. | ||
The game then saves. After the save is complete, it issues a request to <code>/pokemondpds/worldexchange/post_finish.asp</code>. | |||
===Retrieving the deposited Pokémon=== | |||
Retrieving the | Checking on the deposited Pokémon is apparently done by <code>/pokemondpds/worldexchange/get.asp</code>. The response appears to be a [[Pokemon NDS Structure|Pokémon save struct]]. | ||
Retrieving the deposited Pokémon is done by <code>/pokemondpds/worldexchange/return.asp</code>. The response is merely 0x0001; the actual Pokémon data is taken from the <code>get.asp</code> request. | |||
===Searching=== | ===Searching=== |
Revision as of 11:54, 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/. The same protocol is used for all five Gen IV games.
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
All requests to the server are GET requests of the form page.asp?pid=pid&hash=hash&data=data
.
pid
The pid is an unsigned 32-bit integer that appears to uniquely identify a game cartridge. When the pid is obtained and whether the pid has any relation to the Pal Pad friend code are unknown.
For the mathematically inclined: Eevee's Platinum pid is 192615460 (0x0b7b1424) and his Pal Pad code is 0904 2026 4621.
Challenge/response
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.
That is, each request looks like the following:
- Game requests
GET /pokemondpds/page.asp?pid=pid
- Server responds with token
- Game requests
GET /pokemondpds/page.asp?pid=pid&hash=sha1(...)&data=data
- Server responds with payload
Unfortunately, this means that the exact details of the game's requests are currently not known.
Conversation
The first request the game makes is to /pokemondpds/worldexchange/info.asp
. The server responds with 0x0001.
Platinum, Heart Gold, and Soul Silver will then make a request to /pokemondpds/common/setProfile.asp
. The server responds with eight NULs (0x00000000 0x00000000).
After the above step(s) or performing any of the tasks below other than searching, the game makes a request to /pokemondpds/worldexchange/result.asp
. If the game has had a Pokémon sent to it (via a successful trade?), the server responds with the entire encrypted Pokémon save struct. If there is a Pokémon deposited in the GTS, it responds with 0x0004. Otherwise, it responds with 0x0005.
Receiving a Pokémon
If the game receives a Pokémon from a successful trade as a response from result.asp
, it next requests /pokemondpds/worldexchange/delete.asp
. The server responds with 0x0001.
A note on sendpkm.py
After doing the above, some Platinum, Heart Gold, and Soul Silver games will report a communication error and dump the player back to the title screen. The Pokémon is still successfully received. At least one person with HG/SS has received a Pokémon from a fake server without getting the error, and Diamond/Pearl have never been reported to have the problem. It's possible that the server should respond with something other than 0x0001.
Depositing a Pokémon
Pokémon are offered on the GTS by requesting /pokemondpds/worldexchange/post.asp
. The sent data is 300 bytes long, and includes the Pokémon struct.
The game then saves. After the save is complete, it issues a request to /pokemondpds/worldexchange/post_finish.asp
.
Retrieving the deposited Pokémon
Checking on the deposited Pokémon is apparently done by /pokemondpds/worldexchange/get.asp
. The response appears to be a Pokémon save struct.
Retrieving the deposited Pokémon is done by /pokemondpds/worldexchange/return.asp
. The response is merely 0x0001; the actual Pokémon data is taken from the get.asp
request.
Searching
Searching is done through /pokemondpds/worldexchange/search.asp
. The sent data is 15 bytes long.
The server responds with a full 292-byte Pokémon struct for each result. If there are n results, the response will be 292 * n bytes long.
Pokémon struct
The Pokémon data for the GTS is 292 bytes—56 bytes larger than a party Pokémon struct. The extra 56 bytes are GTS-specific data, such as the player's name & country, and what Pokémon they are requesting.
They are as follows:
0x00-0x01 Current Pokémon 0x02 Gender 1=male; 2=female; 3=either/neither 0x03 Level 0x04-0x05 Requested Pokémon 0x06 Gender 0x07 Min level 0x08 Max level 0x09 always 0? 0x10 sometimes 1, sometimes 0 0x0B always 0? 0x0C-0x0D Year deposited 0x0E Month dep'd 0x0F Day dep'd 0x10 Hour dep'd 0x11 Minute dep'd 0x12 Second depd'd 0x13 always 0? 0x14-0x1a Another timestamp. Time traded away? 0x1b always 0? 0x1c-0x1f pid - also 0x4c in the sav 0x20-0x2F OT Name 0x30-0x31 OT ID 0x32 Country 0x33 City 0x34-0x37 Unknown