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Message ID: |
0x51 |
Message Name: |
SID_AUTH_CHECK
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Direction: |
Client -> Server (Sent) |
Used By: |
Starcraft, Starcraft Broodwar, Diablo II, Diablo II LOD, Warcraft III, Warcraft III: TFT |
Format: Help
Hint: Field names highlighted in blue will display a definition if you hover over the text. |
(DWORD) Client Token
(DWORD) EXE Version
(DWORD) EXE Hash
(DWORD) Number of keys in this packet
(BOOLEAN) Using Spawn (32-bit)
For Each Key:
(DWORD) Key Length
(DWORD) CD key's product value
(DWORD) CD key's public value
(DWORD) Unknown (0)
(DWORD[5]) Hashed Key Data
(STRING) Exe Information
(STRING) CD Key owner name |
Remarks: |
Contains the EXE Version and Hash as reported by CheckRevision(), and CDkey values. Spawn may only be used for Starcraft and Warcraft II.
The data that should be hashed for 'Hashed Key Data' is:
Client Token
Server Token
Key Product (from decoded CD key)
Key Public (from decoded CD key)
(DWORD) 0
Key Private (from decoded CD key) |
Related Links: |
[S>0x51] SID_AUTH_CHECK
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Printable Version
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User Comments:
Posted by Arta (Administrator) on 29/01/05 03:33 |
Hmm, yes. That comment was from before Iago's stuff was available.
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#263 |
Posted by Tech-InsaneJoey on 29/01/05 03:31 |
Arta, what about iago's public domain Java code?
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#262 |
Posted by Arta (Administrator) on 23/02/04 03:27 |
This code is not currently available. Only a few people have reversed it and they're not making it public. Unless you can reverse it yourself you'll have to use BNLS.
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#150 |
Posted by master[st] on 07/10/03 12:09 |
I would understand if the answer was "no." but can someone please post something about war3 hashing (a code snipplet) or at least explain how its done..
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#129 |
Posted by Brolly[iS] on 08/08/03 10:02 |
If you're going for speed, you wouldn't want to use BNLS; it's one extra server to connect to.
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#112 |
Posted by UserLoser[sA] on 04/05/03 04:18 |
Just use BNLS
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#54 |
Posted by Jukta on 07/03/03 12:39 |
Is the hashing routines for a War3 client available somewhere? If anyone knows about them, I'd really like a code-snippet or just some direction on how to implement them myself.
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#35 |
Posted by bbf on 31/01/03 08:03 |
Maybe we should have a section with some source code avaiable with the hashing functions used in packets. For Version, CDKey, Password and such...
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#26 |
Posted by Arta (Administrator) on 31/01/03 07:09 |
It is hashed, it's just not the same hashing function as is used for hashed data in other packets.
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#25 |
Posted by BlacKDlcK on 31/01/03 02:20 |
Just a small thing: The "(DWORD) Version Hash" should be called "Gameversion" or something like it. It's not hashed.
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#24 |
Posted by Mesiah on 31/01/03 02:03 |
You wont ever have to worry about jstr being updated, they disowned the game completely, why they still support the client, a mystery. Ive logged into all the gateways looking for somebody to play (yes i said play, /stats mesiah^(R)^ jstr) but there are only like 1 other person logged on, and most likely just a winbot, or some chinese kid who found it out back of sam goody's in the dumpster when he was looking for some free chow mein. Reguardless, if bnet ever did anything with jstr, it would be disabling it completely.
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#23 |
Posted by Arta (Administrator) on 29/01/03 04:34 |
No, it doesn't - but those are still the only games that can be spawned!
I agree this could be confusing, I'll change it.
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#21 |
Posted by Dragon on 28/01/03 05:15 |
I never realy looked into this but does JSTR evin support 0x51?
I didnt think they upgraded it to that yet 8\
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#19 |
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