Open mm201 opened 7 years ago
What about a Telegram group? Or Telegram bot?
Anyway, I think Web Push is the better choice.
Hmmm. The server 104.131.93.87 is offline since 7th December. Do you see that?
Perhaps we could do it via multiple ways? Web Push/email could be used in people's own apps (someone may make an app or similar for it), however I personally feel as though the Wii Mail notifications would make sense to add at least as they were in the original GTS.
I know GameStats is told the Wii FC to add; do you have packet dumps of it's response so that could be coded? I can tell you what to send us (we could be told via HTTP) - we'd only need to know the FC to send, as long as you know who the PID and FC is on your end. In the future, we'll be supporting direct emails from your end, but for now we could craft a script that makes the mail and injects it into our database. Email me at GITHUBUSERNAME (at) OUTLOOK (dot) COM if you wish for more info c:
I never did any Wii packet captures. Sorry. If you can show me the request being made against a dummy server, I can probably piece some of it together. Many of the gamestats APIs dole out completely blank responses.
It wasnt a Wii thing; the DS sent the Wii FC to register. I can do a DS packet dump of registering the Wii; I know your gamestats server sends the wrong thing back :P
I just did a quick packet dump: "There was a communication error." on below packets. EDIT: It seems to get something from 104.103.144.164 over HTTPS (a104-103-144-164.deploy.static.akamaitechnologies.com), though that could just be my 3DS itself
Host: gamestats2.gs.nintendowifi.net
User-Agent: GameSpyHTTP/1.0
Connection: close
16:10:54.163 Q<1 185.82.21.64:80 -> 192.168.1.75:3305, client -1
6 (0x6) data bytes in 1 record [TCP=ACK]
-1.RELX.TACK, 6 ( 6/dec) bytes, offset 0x00
0: 0000 0000 0000 :......:
16:10:56.635 O<5 104.103.144.164:443 -> 192.168.1.75:54795, client -1
53 (0x35) data bytes in 1 record [TCP=ACK,PSH,FIN]
-1.RELX.TCP , 35 ( 53/dec) bytes, offset 0x00
0: 1503 0200 309c 681b 6550 4777 b1a8 3e2c :....0.h.ePGw±¨>,:
10: 764a 0b14 c197 fb42 f5ee 12c9 7bdc 1629 :vJ..Á.ûBõî.É{Ü.):
20: ea00 930a b3ac 35f3 fa44 c1cf 520f 0129 :ê...³¬5óúDÁÏR..):
30: cda4 0a01 b8 :ͤ..¸:
16:11:08.089 Q<1 185.82.21.64:80 -> 192.168.1.75:3305, client -1
344 (0x158) data bytes in 1 record [TCP=ACK,PSH]
-1.RELX.HRS1, 158 (344/dec) bytes, offset 0x00
HTTP/1.1 200 OK
Date: Fri, 16 Dec 2016 12:22:14 GMT
Server: Microsoft-IIS/8.5
Cache-Control: private
Content-Length: 32
Content-Type: text/html; charset=utf-8
X-AspNet-Version: 4.0.30319
X-Powered-By: ASP.NET
Set-Cookie: ASP.NET_SessionId=toxfr4stvkolli4etraysp03; path=/; HttpOnly
Connection: close
TPjc2ZHsvh7WUJIMNotmy6Fetq6P9jWY
16:11:08.089 Q<1 185.82.21.64:80 -> 192.168.1.75:3305, client -1
6 (0x6) data bytes in 1 record [TCP=ACK,FIN]
-1.RELX.TFIN, 6 ( 6/dec) bytes, offset 0x00
0: 0000 0000 0000 :......:
16:11:08.096 Q>1 192.168.1.75:3305 -> 185.82.21.64:80, client -1
0 (0x0) data bytes in 1 record [TCP=ACK]
-1.RELX.TACK, 0 ( 0/dec) bytes, offset 0x00
16:11:08.098 Q>1 192.168.1.75:3305 -> 185.82.21.64:80, client -1
0 (0x0) data bytes in 1 record [TCP=ACK,FIN]
-1.RELX.TFIN, 0 ( 0/dec) bytes, offset 0x00
16:11:08.109 Q>1 192.168.1.75:3305 -> 185.82.21.64:80, client -1
0 (0x0) data bytes in 1 record [TCP=ACK]
-1.RELX.TACK, 0 ( 0/dec) bytes, offset 0x00
16:11:08.112 Q>1 192.168.1.75:3305 -> 185.82.21.64:80, client -1
0 (0x0) data bytes in 1 record [TCP=ACK]
-1.RELX.TACK, 0 ( 0/dec) bytes, offset 0x00
16:11:08.126 Q<1 185.82.21.64:80 -> 192.168.1.75:3305, client -1
6 (0x6) data bytes in 1 record [TCP=ACK]
-1.RELX.TACK, 6 ( 6/dec) bytes, offset 0x00
0: 0000 0000 0000 :......:
16:11:08.176 R>g 192.168.1.75:3306 -> 185.82.21.64:53, client -1
48 (0x30) data bytes in 1 record, [CSUM:ok,6151,6151]
-1.RELX.DNS , 30 ( 48/dec) bytes, offset 0x00
DNS query #12037: gamestats2.gs.nintendowifi.net.
16:11:08.209 R<g 185.82.21.64:53 -> 192.168.1.75:3306, client -1
64 (0x40) data bytes in 1 record, [CSUM:ok,4e0a,4e0a]
-1.RELX.DNS , 40 ( 64/dec) bytes, offset 0x00
DNS reply #12037: gamestats2.gs.nintendowifi.net. => 185.82.21.64 [TTL=0]
16:11:08.216 S>1 192.168.1.75:3307 -> 185.82.21.64:80, client -1
0 (0x0) data bytes in 1 record [TCP=SYN]
-1.RELX.TSYN, 0 ( 0/dec) bytes, offset 0x00
16:11:08.256 S<1 185.82.21.64:80 -> 192.168.1.75:3307, client -1
2 (0x2) data bytes in 1 record [TCP=ACK,SYN]
-1.RELX.TSYN, 2 ( 2/dec) bytes, offset 0x00
0: 0000 :..:
16:11:08.259 S>1 192.168.1.75:3307 -> 185.82.21.64:80, client -1
0 (0x0) data bytes in 1 record [TCP=ACK]
-1.RELX.TACK, 0 ( 0/dec) bytes, offset 0x00
16:11:08.294 S>1 192.168.1.75:3307 -> 185.82.21.64:80, client -1
347 (0x15b) data bytes in 1 record [TCP=ACK,PSH]
-1.RELX.HRQ1, 15b (347/dec) bytes, offset 0x00
GET /pokemondpds/common/setProfile.asp?pid=600175077&hash=d39dfdaeafa3d0977aa0cf29fdbe7128698129c9&data=Sjs4oVQTOBwAPpOFqaiTDk6EkYS-OR34BD2lr56wsgQdFG1lRJHZdv0dNX8KjjWLLez9LIUrQXakqJvFZkRRFiMDAccdNparVK3W53cYgQPSpu5IpDVWRHyFAp2IvLY0HhtefIj_-BqPHDxB HTTP/1.1
Host: gamestats2.gs.nintendowifi.net
User-Agent: GameSpyHTTP/1.0
Connection: close
16:11:08.322 S<1 185.82.21.64:80 -> 192.168.1.75:3307, client -1
6 (0x6) data bytes in 1 record [TCP=ACK]
-1.RELX.TACK, 6 ( 6/dec) bytes, offset 0x00
0: 0000 0000 0000 :......:
16:11:09.043 S<1 185.82.21.64:80 -> 192.168.1.75:3307, client -1
304 (0x130) data bytes in 1 record [TCP=ACK,PSH]
-1.RELX.HRS1, 130 (304/dec) bytes, offset 0x00
HTTP/1.1 200 OK
Date: Fri, 16 Dec 2016 12:22:14 GMT
Server: Microsoft-IIS/8.5
Cache-Control: private
Content-Length: 8
Content-Type: text/html
X-AspNet-Version: 4.0.30319
X-Powered-By: ASP.NET
Set-Cookie: ASP.NET_SessionId=wfj3cmbxs4t4imvjfwuszvik; path=/; HttpOnly
Connection: close
0: 0000 0000 0000 0000 :........:
The path for the first request seems to be cut off. Is it just info.asp or something else?
Full edit: @mm201 I've sent the dump to you via IRC on Rizon.
I gotta ask is this working or no
No. EDIT for @mm201: RiiConnect24 now has full email support so we can now handle emails c:
Ok well ill be looking forward to the out come of this project
Hey @mm201 was anything implemented for this? :3
Hilariously, we use SendGrid ourselves for the email sending and receiving - send me an email privately ( pokemonacer - I use Gmail :wink:) for more details
This has been pretty inactive; just to inform you, we found the manuals for pokémon and it seems there is actually a bit more than just a code:
You have to first input a Wii code (it has to be valid, the game does number checks); then, a confirmation code is sent (XXX-YYYY) - the game wants to know YYYY, and then it may want a PIN to "protect" your number so people cant just read it out.
And only 2 years later!
When Wii Number is sent to setProfile (it's sent as a full email since it seems Japanese copies were allowed to use arbitrary emails - International was Wii Number only, probably bc in Japan mobile phones/etc have their own email addresses so it's rather easy to send information to them), the response 00 00 00 00 01 00 00 00
will show the correct "registration succeeded please enter code" message (that byte being 00
causes a communication error, I have a feeling 02
and 03
probably are used for other errors)
The "XXX" mentioned above is generated by DS but doesnt seem to be sent to server, but it doesnt matter as only "YYYY" is validated and that is sent to server; it's likely all 0s for /that/ response but we arent yet ready to test
Putting this info here, courtesy of Larsen/darkshade, for safekeeping:
I do.. I had to dig though my archives for it.
https://imgur.com/a/o9neAQK
The Message would have to be early 2011, or late 2010.
Hope this helps.
The original notification was very sparse. It only gives the names of the two Pokémon being traded and a number which looks about the right size for a pid. Feature parity should be trivial.
Somebody wanted to bring back the Wii Mail-based notifications. I myself would like to do notifications via email or maybe Web Push. Discuss.