Protobufs
Protobuf
Protobufs | Protobuf | |
---|---|---|
6 | 174 | |
337 | 63,657 | |
3.3% | 0.5% | |
9.2 | 10.0 | |
5 days ago | 5 days ago | |
Shell | C++ | |
The Unlicense | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Protobufs
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Ticks and Subticks
The subtick architecture gives you more opportunities to provide the server with input. In the case of your game running at 300fps, the game will divide the framerate by the tickrate (64) which is 300 / 64 = 4,6. Rounding the number down gives you now 4 slots for input. The actual logic is a bit more complex and takes into account the last time input was sent, but we can ignore that here. Now you can send up to 4 inputs (for example, shooting) to the server that is handling the current tick. In addition, and this is the important part, every history entry also contains timing information at which fraction of the tick your input happened (it also contains information about your shooting position, fps and interp - see: https://github.com/SteamDatabase/Protobufs/blob/master/csgo/cs_usercmd.proto - but it is unclear how much of that information is going to stay for subtick and how much is for debugging purposes).
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Maxim updates his analysis to conclude that cs2 subtick system is more closer to 64tick
Take a look at the protobufs. https://github.com/SteamDatabase/Protobufs/blob/master/csgo/cs\_usercmd.proto https://github.com/SteamDatabase/Protobufs/blob/master/csgo/usercmd.proto
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CS2 - Sub-Tick Analyzed (better than 64 / 128 tick?)
We are still going to need another packet regardless, assuming these packets are usercmds as seen in here, every packet only holds a single view angle.
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I left Dota 3 years ago. Recently came back and really have fun, but how is it possible that there is still no "obvious" feeding detection? In this case wasting 60+ hours of 4 other peoples life....
They removed them from the public facing stuff in 2020 when a bunch of other report changes went in, but chances are they still have the information behind the scenes.
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My net worth caused an integer overflow (2111 more than short int can handle 2^16 = 65 536)
If you want to dig into it, there's a github that tracks the protobufs that dota (and other valve games) use to communicate and you can learn more about protobufs from google's docs (it's a google protocol for serializing data efficiently)
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[Help] How to GET a user's comments on their profile
Here is the source for the messages https://github.com/SteamDatabase/Protobufs/blob/dcc77c38203d8edb11db067919e4bca1e44762f9/webui/service_community.proto. You have to compile these yourself as they aren't in the latest version of anything. Then when sending the actual UM you can just send this info steamid=owner.id64, comment_thread_type=10, # I'm not sure where this number is from, but it works count=1000 # the number of comments to return Go wild (if applicable).
Protobuf
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Hitting every branch on the way down
It's because they changed the versioning format: https://github.com/protocolbuffers/protobuf/releases?page=5
But I suppose old version still receive bugfixes.
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Reverse Engineering Protobuf Definitions from Compiled Binaries
For at least 4 years protobuf has had decent support for self-describing messages (very similar to avro) as well as reflection
https://github.com/protocolbuffers/protobuf/blob/main/src/go...
Xgooglers trying to make do on the cheap will just create a Union of all their messages and include the message def in a self-describing message pattern. Super-sensitive network I/O can elide the message def (empty buffer) and any for RecordIO clone well file compression takes care of the definition.
Definitely useful to be able to dig out old defs but protobuf maintainers have surprisingly added useful features so you don’t have to.
Bonus points tho for extracting the protobuf defs that e.g. Apple bakes into their binaries.
- Show HN: AuthWin – Authenticator App for Windows
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Create Production-Ready SDKs With gRPC Gateway
gRPC Gateway is a protoc plugin that reads gRPC service definitions and generates a reverse proxy server that translates a RESTful JSON API into gRPC.
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Create Production-Ready SDKs with Goa
To use more recent versions of protoc in future applications, you can download them from the Protobuf repository.
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Roll your own auth with Rust and Protobuf
Use the Protobuf CLI protoc and the plugin protoc-gen-tonic.
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Add extra stuff to a “standard” encoding? Sure, why not
> didn’t find any standard for separating protobuf messages
The fact that protobufs are not self-delimiting is an endless source of frustration, but I know of 2 standards:
- SerializeDelimited* is part of the protobuf library: https://github.com/protocolbuffers/protobuf/blob/main/src/go...
- Riegeli is "a file format for storing a sequence of string records, typically serialized protocol buffers. It supports dense compression, fast decoding, seeking, detection and optional skipping of data corruption, filtering of proto message fields for even faster decoding, and parallel encoding": https://github.com/google/riegeli
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Block YouTube Ads on AppleTV by Decrypting and Stripping Ads from Profobuf
It looks like it is in fact universal. Just glancing at the code here, it looks like the tool searches any arbitrary file for bytes that look like encoded protobuf descriptors, specifically looking for bytes that are plausibly the beginning of a FileDescriptorProto message defined here:
https://github.com/protocolbuffers/protobuf/blob/main/src/go...
This takes advantage of the fact that such descriptors are commonly compiled into programs that use protobuf. The descriptors are usually embedded as constant byte arrays. That said, not all protobuf implementations embed the descriptors and those that do often have an option to inhibit such embedding (at the expense of losing some dynamic introspection features).
- How to learn to use protoc in 21 easily infuriating steps
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What's involved in protobuf encoding?
Not much. You can check the source code in https://github.com/protocolbuffers/protobuf. For example, for serializing a boolean in C#: https://github.com/protocolbuffers/protobuf/blob/main/csharp/src/Google.Protobuf/WritingPrimitives.cs#L165. Strings and objects are a bit more complicated, but it is all about turning the data into its byte representation.
What are some alternatives?
GameTracking-Dota2 - đź“Ą Game Tracker: Dota 2
FlatBuffers - FlatBuffers: Memory Efficient Serialization Library
SteamKit - SteamKit2 is a .NET library designed to interoperate with Valve's Steam network. It aims to provide a simple, yet extensible, interface to perform various actions on the network.
SBE - Simple Binary Encoding (SBE) - High Performance Message Codec
fake-stattrak - Apply kills to your stattrak and strange weapons in CSGO and TF2 without doing anything
MessagePack - MessagePack implementation for C and C++ / msgpack.org[C/C++]
GameTracking-TF2 - đź“Ą Game Tracker: Team Fortress 2
cereal - A C++11 library for serialization
GameTracking-Artifact - đź“Ą Game Tracker: Artifact
Apache Parquet - Apache Parquet
GameTracking-CS2 - đź“Ą Game Tracker: Counter-Strike 2
Bond - Bond is a cross-platform framework for working with schematized data. It supports cross-language de/serialization and powerful generic mechanisms for efficiently manipulating data. Bond is broadly used at Microsoft in high scale services.