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Master Server protocol


112th_Rossi

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I'm wondering if there is any available documentation for talking to the ED Master Server for retreiving server lists and also if theres any info on how to get information from active servers?

 

Also, is there anyway to login to the multiplayer lobby via command line parameters?

 

My reason for asking is I would dearly like to produce a lobby system for DCS A10C.

 

Would ED be prepared to share this information?

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I'll attempt to get the powers-that-be take a closer look at the thread - No guarantees though.

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Improving the MP interface is part of the plan I'm sure, though it might not become exactly what you want it to be and/or may not come right away.

 

As for an API to talk to the master server, I don't know - given that you need to log in with very particular credentials ...

 

I'm wondering if there is any available documentation for talking to the ED Master Server for retreiving server lists and also if theres any info on how to get information from active servers?

 

Also, is there anyway to login to the multiplayer lobby via command line parameters?

 

My reason for asking is I would dearly like to produce a lobby system for DCS A10C.

 

Would ED be prepared to share this information?

[sIGPIC][/sIGPIC]

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I know, the login is what confuses me, it seems to serve no purpose at all. Maybe it's part of a grander plan?

 

It would be nice to know the protocols and if it's possible to login outside of the game or via a command line. I already have the basics of a Hyperlobby style launch client (along with buddy lists, squadron tabs and favourite lists), I just need to know how to communicate :)

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ED seem to be using a ejabberd server for authentication with a TLS encryption. The server address is master.eagle.ru:5222.

 

The list of server IPs are probably sent over the jabber connection.

 

After receiving somehow the server list, the client is opening a UDP connection to the different game servers with "getinfo"+ something I don't recognise as data (maybe time or a checksum). The client then receive a response containing the briefing in text and some other data(probably something like player number in hex)

 

If you want more info, use ireshark to sniff the connection between your computer and the different server.

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Lots of games have usernames and credentials required to get access to play in the actual server, yet they still broadcast various useful stats. Even if it was just "read only" we could get alot out of displaying a full mission briefing, seeing who is in game, and possibly all of those lovely features that hyperlobby had.

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