[Reverse] [WoW 5.*] Coordinated effort for reverse-engineering MoP protocol? menu

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  1. #1
    ldo's Avatar Private
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    [Reverse] [WoW 5.*] Coordinated effort for reverse-engineering MoP protocol?

    Hello,

    As far as I (and google) know, there isn't much public information available on the WoW network protocol for MoP (versions 5.*). Some opensource MoP server emulators exists, but these projets support only a limited subset of the protocol.

    I am trying to document this protocol better (I am currently working on version 5.0.5 but I am willing to work on any version as long as it is MoP), and I have made some progress, primarily with packets related to NPC and player movements, combat, and spells.

    I am not talking about the logon/auth protocol, but the *world* protocol (which is handling all the in-game actions like movements, spells, etc.).

    Is there any coordinated effort for MoP protocol reverse engineering?

    To be perfectly clear: I am not talking about code, only about network protocol documentation (packet format, etc). Information on client-side memory structures can be useful too, but only if it leads to better understanding of the protocol (I am not interested in memory editing).

    I have some experience with reverse engineering ("fluent" in x86 assembly, and can also do blackbox reverse engineering by sniffing, etc) and with WoW server emulators (primarily TrinityCore), so I am willing to work on it and contribute useful information, but I am a bit daunted by the prospect of doing it alone.

    Please let me know if there are people that are willing to collaborate on this subject.

    Thanks in advance for your answers.

    PS : Sorry, I was not sure of the section to post that. I posted it here, since even if it's not tied to a specific WoW Emulator, the work will benefit any MoP WoW Server Emulator.
    Last edited by ldo; 10-07-2013 at 03:53 AM. Reason: typo in title

    [Reverse] [WoW 5.*] Coordinated effort for reverse-engineering MoP protocol?
  2. #2
    stoneharry's Avatar Moderator Harry


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    I am assuming you mean authentication in which case the protocol's are fully documented. Both Battle.net 2 and GRUNT.

    Most of the packet documentation comes from the memory editing section which is often up to date.

  3. #3
    ldo's Avatar Private
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    Hello,

    Thank you for your reply.
    Sorry if I didn't make myself clear : I am not talking about the logon/auth protocol, but about the world protocol (the protocol spoken by "worldserver" in TrinityCore, for example). I'm aware that the logon/auth protocol is already documented.

  4. #4
    stoneharry's Avatar Moderator Harry


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    Originally Posted by ldo View Post
    Hello,

    Thank you for your reply.
    Sorry if I didn't make myself clear : I am not talking about the logon/auth protocol, but about the world protocol (the protocol spoken by "worldserver" in TrinityCore, for example). I'm aware that the logon/auth protocol is already documented.
    Getting from the login screen to in game is documented (at least, on some 5.x builds). Rasberry emu had a fair bit working? I've seen that Java learning project get 5.x working to in game. People are doing it. The opcodes you can obtain from memory editing section. Not a lot of public information is available.

  5. #5
    d3rrial's Avatar Contributor Authenticator enabled
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    ...We need someone from blizzard to just leak the source-code...

    I'm neither experienced with reverse-engineering, nor have I touched WoW or any server-emulator in at least half a year now. I'm a C++ programmer and I have a understanding of x86 assembly and a basic understanding about how to disassemble running programs, what wireshark does, etc. I'm not the most qualified person, but if you find something for me to work on, I'll give it a try.

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