-
InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
Heya, so I've been trying to restore the multiplayer functionality for the past week or so. Spent way to much time on this. I had to remake the whole thing over and over again because of issues.. Currently I didn't get much further than enabling an actual lobby. The main issue is that so much of the code to boot the game in online mode is obfuscated. Now to some information that might be useful for others, because honestly I never really did anything with c# and unity. Whenever you try to go into online mode the game connects to: world.gameaccounts.swordcoast.com Failing to get a proper response sets the game in offline mode. The full string is: private const string ࢩ = "wss://world.gameaccounts.swordcoast.com/scl/websocket/game_auth"; Also obfuscated and located in assembly-csharp.dll -> ngCloudServices Setting your host file to redirect world.gameaccounts.swordcoast.com to your local ip works but obviously we are missing the server. So once again we are failing to connect, setting the game to offline mode and locking all network functionality. GameConfig.json in the game folder mentions LAN Lidgrin which is actually a typo by the devs. The name of this library is Lidgren, see: https://github.com/lidgren/lidgren-network-gen3 I'm not sure if the config file really does anything since the webserver failure locks the game in offline mode. But the libaries are included in the game. As for debugging, output_log.txt in the data folder is actually quite useful to see where the code falls apart. For decompiling, editing and compiling your modified code use dnspy: https://github.com/VNGhostMans/dnSpyEx If someone is picking this up and needs more information about the games code structure and such let me know.
Heya, so I've been trying to restore the multiplayer functionality for the past week or so. Spent way to much time on this. I had to remake the whole thing over and over again because of issues.. Currently I didn't get much further than enabling an actual lobby. The main issue is that so much of the code to boot the game in online mode is obfuscated. Now to some information that might be useful for others, because honestly I never really did anything with c# and unity. Whenever you try to go into online mode the game connects to: world.gameaccounts.swordcoast.com Failing to get a proper response sets the game in offline mode. The full string is: private const string ࢩ = "wss://world.gameaccounts.swordcoast.com/scl/websocket/game_auth"; Also obfuscated and located in assembly-csharp.dll -> ngCloudServices Setting your host file to redirect world.gameaccounts.swordcoast.com to your local ip works but obviously we are missing the server. So once again we are failing to connect, setting the game to offline mode and locking all network functionality. GameConfig.json in the game folder mentions LAN Lidgrin which is actually a typo by the devs. The name of this library is Lidgren, see: https://github.com/lidgren/lidgren-network-gen3 I'm not sure if the config file really does anything since the webserver failure locks the game in offline mode. But the libaries are included in the game. As for debugging, output_log.txt in the data folder is actually quite useful to see where the code falls apart. For decompiling, editing and compiling your modified code use dnspy: https://github.com/VNGhostMans/dnSpyEx If someone is picking this up and needs more information about the games code structure and such let me know.