docs: item sales value + PlayFab/master-server backend map
- SALES_VALUE.md: price model (PriceDto/ItemDto.SellPrice/PriceDataComponent), server-authoritative - BACKEND_PLAYFAB.md: backend = PlayFab Economy + ws:// master server (per-region); observed no-playtest boot behavior, capture findings, OnRegionsLoadFailed dialog path - WEAPON_DAMAGE.md: cross-link to backend doc
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docs/BACKEND_PLAYFAB.md
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docs/BACKEND_PLAYFAB.md
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# Backend = PlayFab (Azure) — acquiring server-authoritative data
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## Observed boot behavior — no active playtest (GROUND TRUTH, reported by user)
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When no playtest is running, the exact, observed sequence is:
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1. Click **Sand** on the desktop.
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2. Game starts.
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3. A dialog appears: **"no servers …"** (no-servers message).
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4. Click **OK**.
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5. **Infinite loading hourglass** (never proceeds).
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This is the authoritative behavior. The dialog appears at startup, before any manual login step.
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**How the client determines "no servers" at this point is NOT established** — see the capture note
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below; do not assume a mechanism that isn't evidenced.
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### Network capture during a no-playtest session (`capture.pcapng`, 105 s)
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Every outbound connection the `Sand` process made, in order (TCP + UDP/QUIC, full enumeration):
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| t | host | transport |
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|---|---|---|
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| +0.8 s (DNS) / +8.9 s (connect) | `cdn.battleye.com` | TCP 443 — **first game network activity** |
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| ~+5 s | `sand1.battleye.com` | UDP 3763/3764 |
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| +16 s / +52 s | `*.steamserver.net`, `api.steampowered.com` | TCP 443 + Steam UDP 27xxx |
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| +70 s | `sandconfigstorage.blob.core.windows.net` | TCP 443 (heavy parallel download) |
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**Not present in this capture, over any protocol:** `*.playfabapi.com` and `*.hologryph.com`
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(no DNS, no TCP, no UDP/QUIC, no port-80 WebSocket).
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**Second capture (`cap2.pcapng`, DNS flushed, 79 s):** identical picture — BattlEye, Steam,
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config blob, and **still no `playfabapi.com` / no `hologryph.com`** over TCP/UDP/QUIC. Flushing DNS
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changed nothing, confirming the client never even *resolves* the game backend in this state.
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**Steam ruled out as the server-list source (tested, refuted).** Hypothesis was that the "no
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servers" verdict came from Steam's server browser. Against it:
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- The game does **not** implement Steam's server-browser callback (`ISteamMatchmakingServerListResponse`)
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— only the unused Steamworks.NET binding exposes it.
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- **Zero** A2S/master-server query packets (`0xFFFFFFFF`-headed UDP) in either capture.
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- Steam's actual role is **auth**: `SteamPlatformAdapter : IPlatformAuthTokenProvider, IPlatformPlayFabLogin`
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— it supplies the ticket and bridges into PlayFab login. The `api.steampowered.com` hit is ticket
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retrieval, not server discovery. (The 27xxx UDP is Steam SDR relay pinging, unrelated.)
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### The dialog and its code path (RE'd)
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The "no servers" dialog is **`DialogPopups/OnRegionsLoadFailed`**:
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> "Could not connect to the server or there are no regions available. Please check your network…"
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Code path (from `il2cpp/dump.cs` + Ghidra decompile of the state machines):
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```
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WelcomeState.OnEnter
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→ WelcomeState.EnsureRegionsLoadedRoutine()
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→ RegionsModule.FetchRegionsAsync()
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→ ClientMasterServerNetwork.GetRegionsAsync(clientVersion)
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← awaits the master-server LOGIN pipeline:
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Login() → LoginProcessResult { bool IsSuccess; SandErrorStatus? Error }
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→ on failure: WelcomeState.OnRegionsLoadFailed() → shows the dialog
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```
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So the region list is **gated on the master-server login succeeding** — `GetRegionsAsync` awaits
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`Login()` first. The single dialog text covers both "couldn't connect" and "no regions," because
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both are the same failure path.
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### What the captures prove about that path
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Both captures (incl. DNS-flushed cap2), checked thoroughly for failures: **no NXDOMAIN, every TCP
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SYN got a SYN-ACK, no ICMP-unreachable, RSTs are normal teardowns.** There is **no connection
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attempt — successful OR failed — to PlayFab or the master server.** So the login/region-fetch is
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**not failing on the network; it is returning before any socket is opened.**
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### Still unresolved (do not guess past this)
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Two possibilities remain, not separable from current data:
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- **(a)** the `Login()` pipeline fails *locally/early* (a precondition before it dials out), or
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- **(b)** the capture window ended before `WelcomeState` ran the login attempt.
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The clean disambiguator is one observation: **did the "no servers" dialog appear while the capture
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was still recording?** If yes → (a) (and the wanted data is simply never requested in this state →
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needs servers online). If no → (b) (needs a capture spanning the dialog). The `Login` MoveNext
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(RVA `0xBE1DE0`) decompiles but is heavily obfuscated; pinning the exact local gate needs more RE.
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Earlier in-thread claims that login is gated behind a welcome-screen click were **speculation and
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are retracted** — the observed flow shows the dialog at startup.
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---
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The server-authoritative values we can't get statically — **weapon damage**
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([WEAPON_DAMAGE.md](WEAPON_DAMAGE.md)) and **item prices** ([SALES_VALUE.md](SALES_VALUE.md)),
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plus inventory, wallet, lobby, matchmaking — all run through **Microsoft Azure PlayFab**. The
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store/economy specifically is **PlayFab Economy v2** (catalog + inventory). This means the data is
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reachable through PlayFab's **public, documented REST API** from a process *outside* the game —
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which is the key to getting it **without any BattlEye interaction** (BattlEye guards the game
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process; it does not police your DNS, your OS cert store, or an unrelated HTTPS client).
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## Evidence it's PlayFab (all from `il2cpp/dump.cs` + metadata strings)
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- Namespaces: `PlayFab.ClientModels`, `PlayFab.EconomyModels`, `PlayFab.ProfilesModels`,
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`PlayFab.MultiplayerModels`, `PlayFab.AuthenticationModels`, …
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- Host literal `playfabapi.com` (`PlayFabSettings.DefaultPlayFabApiUrl = "playfabapi.com"`);
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SDK = `UnitySDK-2.196.240621`.
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- REST path strings present: `/Catalog/SearchItems`, `/Catalog/GetItems`, `/Catalog/GetItem`,
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`/Catalog/GetItemContainers`, `/Inventory/GetInventoryItems`, `/Inventory/PurchaseInventoryItems`,
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`/Inventory/SubtractInventoryItems`, `/Inventory/GetTransactionHistory`,
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`/Inventory/RedeemSteamInventoryItems`, `/Lobby/*`, `/Match/*`, `/Profile/*`, `/Group/*`.
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- Auth: `LoginWithSteam` (`SteamTicket` = Steam session ticket → PlayFab `SessionTicket` +
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`GetEntityToken`).
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## Two backends — which data rides which pipe
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Not everything comes from PlayFab. There are **two** server channels, and any given DTO is on one
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of them:
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1. **PlayFab REST** (`<TitleId>.playfabapi.com`, JSON over HTTPS): auth (`LoginWithSteam`), the
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**Economy** catalog + inventory + wallet, possibly `GetTitleData`/`ExecuteCloudScript` config
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blobs. → `ItemDto` (SellPrice), `ShopItemDto` (BuyPrice), prices, inventory.
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2. **Master server** (`ClientMasterServerNetwork`, separate `MasterServerPathUrl`): the gameplay
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config + session DTOs. Transport is **gRPC / SignalR / WebSocket** (binary protobuf, *not* JSON).
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→ `CompartmentDefinitionDto`, `WalkerBlueprintDto`, `ServerDto`→`WorldEndpointData`, research,
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friends, etc.
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3. **In-match game server** (realtime ECS snapshot replication, the `…CopyTo` netcode): live applied
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damage and current HP during combat. Handheld weapon damage is computed here at hit time and is
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in **no** pre-match DTO. Hardest channel; most anticheat-adjacent.
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### Stat-bearing DTOs (what each carries)
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| DTO | Channel | Stat fields |
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|---|---|---|
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| `CompartmentDefinitionDto` | master server | `EpbId`, `Weight`, `VisualWeight`, **`HP`**, `Properties: List<CompartmentProperty{Key,Value}>`, `CrownPrice`, `T1/T2/T3_MetalPrice` |
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| `ItemDto` | PlayFab Economy | `DefinitionName`, `SellPrice: List<PriceDto>`, `Outfitable`, `IsLarge`, `IsExcess` |
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| `ShopItemDto` | PlayFab Economy | `DefinitionName`, `Amount`, `BuyPrice: List<PriceDto>` |
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| `PriceDto` | both | `ItemDefinition` (currency item), `Amount` |
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| `CompartmentBlueprintDto` / `WalkerBlueprintDto` | master server | *structural* (placement, hashes) — player's build, not stat definitions |
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So **compartment stats (incl. mounted-turret/weapon compartments via `Properties`) are acquirable**,
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but from the master server's **gRPC** stream — capture it (MITM, your hosts+cert plan works at the
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transport layer) and **decode the protobuf** against these DTO layouts. The pure-REST replay
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(Option A) does **not** reach the master server; that's MITM-capture only. Much of the compartment
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data is *also* already in the static EPB blueprints (`HealthDataComponent` HP, `PhysicsDataComponent`
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mass) — check there first; the DTO adds the authoritative `Properties` + prices.
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## Where the prices live
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PlayFab Economy v2 **Catalog** items carry `PriceOptions`; those are exactly the `PriceDto`s the
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client shows ([SALES_VALUE.md](SALES_VALUE.md)). So `Catalog/SearchItems` (paged) or
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`Catalog/GetItems` (by id) returns every item **with its prices** — plus `DisplayProperties`
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(arbitrary per-item JSON, worth dumping: base stats *may* live there, unconfirmed). Damage may or
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may not be in `DisplayProperties`; it's computed server-side at hit time, but a base value could be
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catalog-authored — **check the catalog dump before concluding**.
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## The request URL (and how to redirect it)
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`PlayFabSettings.GetFullUrl(apiCall, …)` builds `https://{TitleId}{VerticalName}.playfabapi.com` +
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`apiCall`. Relevant knobs on `PlayFabSettings` / `PlayFabApiSettings`:
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- `TitleId` — **set at runtime by game code, not a static literal** (the `40621` near the host in
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metadata is a red herring — it's part of the SDK version `2.196.240621`). Get it from a captured
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request host (`https://<TitleId>.playfabapi.com/…`) once traffic is visible, or by decompiling
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the PlayFab bootstrap (see TODO below).
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- `ProductionEnvironmentUrl` — if set to a full `http(s)://…`, overrides the host entirely.
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- `LocalApiServer` (`_localApiServer`) — local/test server override.
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- `GetLocalSettingsFileProperty(propertyKey)` reads **`playfab.local.settings.json`** — the PlayFab
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SDK's on-disk override file (can carry `TitleId`, `ProductionEnvironmentUrl`, etc.).
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**The code path is compiled into this build; whether the shipped IL2CPP *player* actually invokes
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the local-settings read at startup is UNVERIFIED** (in the Unity SDK it's historically
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editor/GSDK-oriented). Confirm before relying on it.
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## Why the HTTPS proxy "didn't show up"
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The PlayFab Unity SDK's default transport is **`UnityWebRequest`**, which on Windows uses its own
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HTTP stack and **does not honor the WinINET / system proxy** (nor `HTTP_PROXY`/`HTTPS_PROXY` env
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vars — those only affect .NET `HttpClient`). The Steam auth ticket *was* visible because the **Steam
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client** fetches it over WinHTTP, which respects the system proxy. So the silence is explained by
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proxy-bypass; no evidence of TLS **pinning** was found (no custom `ServerCertificateValidation`
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hook surfaced), though that wasn't exhaustively audited.
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## Options to acquire the data (ranked by BattlEye safety)
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**A. External PlayFab REST client — RECOMMENDED, zero game-process interaction.**
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Replay the login yourself and call the catalog. This is *not* "reimplementing the protocol" — it's
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the public, documented PlayFab REST API (stable, SDK'd):
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1. Get a Steam session ticket (you already capture this) — or mint one via Steamworks
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`GetAuthSessionTicket` for AppID of the playtest.
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2. `POST https://<TitleId>.playfabapi.com/Client/LoginWithSteam`
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`{ "TitleId": "<TitleId>", "SteamTicket": "<hex ticket>", "CreateAccount": false }`
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→ `SessionTicket` + `EntityToken`.
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3. `POST /Catalog/SearchItems` (header `X-EntityToken`) with `{ "Count": 50, "Filter": "" }`,
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page via `ContinuationToken` → full catalog with `PriceOptions` + `DisplayProperties`.
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(`/Inventory/GetInventoryItems` for your wallet/items; `/Inventory/GetTransactionHistory` for
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realized prices.)
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BattlEye never sees this — it's a separate process talking to Microsoft. Only missing input is
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the **TitleId**.
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**B. Transparent network capture (network-only, no process touch).**
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A normal proxy failed because UnityWebRequest ignores it. Instead redirect at the network layer:
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`hosts`/DNS-map `<TitleId>.playfabapi.com` → your MITM, and install your MITM **root CA in the
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Windows cert store** (UnityWebRequest validates against the OS store, so once your root is trusted
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it'll accept the interception). This reads the *real* client's traffic (so TitleId + tokens +
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catalog all fall out). BattlEye does not inspect your DNS or OS cert store, so the game process is
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untouched. *(Sportsmanlike caveat: only capture your own session; don't replay others' tokens.)*
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**C. `playfab.local.settings.json` redirect — only if B/A are blocked.**
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Drop the SDK's override file next to the game pointing `ProductionEnvironmentUrl`/`LocalApiServer`
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at your endpoint. Cheapest *if* the player build reads it (unverified, above), but it **adds a file
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the game reads at startup** — the only option here with any game-side footprint, so prefer A or B.
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## TODO / open items
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- **TitleId**: not a static literal. Quick paths: read it from a captured request (A/B), or decompile
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`PlayFabSettings.set_TitleId` (RVA `0x41ABCD0`) callers / the game's PlayFab bootstrap in Ghidra to
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recover the assigned constant. (No direct call-rel32 xref to the static setter was found — it's
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likely assigned via `staticSettings.TitleId` (virtual `0x82AB90`) or a vtable/indirect store, so
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use the decompiler, not a flat xref scan.)
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- **DisplayProperties dump**: once the catalog is in hand, check whether base damage / stats are
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catalog-authored there (don't assume).
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- **Currency confirmation**: verify `PriceDto.ItemDefinition` for store items resolves to
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`item_coinCrown` (Crowns).
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56
docs/SALES_VALUE.md
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docs/SALES_VALUE.md
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# Item sales / buy value — static map of the model (for tracking across updates)
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Goal: locate an item's **sell value / buy price** in the static files.
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**Status:** same situation as [weapon damage](WEAPON_DAMAGE.md). The price *model* is fully
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mapped statically (below). The actual *numbers* are **not** in any client asset — they live in
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the **PlayFab Economy catalog** (server-side) and reach the client as network DTOs. See
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[BACKEND_PLAYFAB.md](BACKEND_PLAYFAB.md) for how to acquire them at runtime without touching the
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game process (BattlEye-safe).
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## Price model (all static, in `il2cpp/dump.cs`)
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A price is **"N units of a currency item"**, not a bare number:
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| Type | Fields | Role |
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|---|---|---|
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| `PriceDto` | `string ItemDefinition`, `int Amount` | one price leg = *Amount* of currency-item *ItemDefinition* |
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| `ItemDto` | `List<PriceDto> SellPrice` | what the item **sells** for |
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| `ShopItemDto` | `string DefinitionName`, `int Amount`, `List<PriceDto> BuyPrice` | what a shop **sells** to you / its **buy** cost |
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| `ShopItemSlotModel` (UI) | `int price`, `int requiredCurrencyAmount`, `string priceCurrencyItemName`, `bool isForSale`, `bool hasPrice`, `bool isTradable` | tooltip values, read off the DTO |
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| `PriceDataComponent : BaseLongValueComponent` (TypeDefIndex 5822, `IItemContextComponent`) | `long value @+0x10` | per-item price as an Entitas component — structurally identical to the `DamageXxxDataComponent` pattern |
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| `TransactionCurrencyData` | `Sprite sprite`, `int balance`, `Color color` | the wallet/currency shown in the store UI |
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| `PawnShopDeliveryRewardDataComponent` | `string rewardItem`, `int rewardCount` | pawn-shop turn-in reward |
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The currency item is **Crowns** (`item_coinCrown`) — the in-game money (the test conveyor
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`1x item_wineBox → 1000x item_coinCrown` mints it). *(Currency identity inferred from the item
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registry + that it's the only "coin" item; not yet confirmed against a live `PriceDto`.)*
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Store plumbing: `StoreBuyContainer`, `StoreSellContainer`, `LobbyStoreModule`, `StoreData`,
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`ShopInventoryContainer` — all under `Hologryph.Sand.Client.MainMenu.Ui.Store` (the **lobby**
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store, i.e. between-runs, not in-world).
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## The numbers are not in any asset (verified, same three ways as damage)
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| Check | Result |
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|---|---|
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| `PriceDataComponent` across all 1446 EntityBlueprints (`bundle/component_census.py Price`) | **0** — not authored on any item |
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| `PawnShop*` across all 1446 blueprints | 0 |
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| `configuration_assets_all.bundle` MonoBehaviour classes (15 total) | no store/price/economy/shop config — only world/biome/loot/contract configs |
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| `CheatItemDefinitionsData` item defs | `{Name, Type, StorageStack}` — no price field |
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The giveaway is the naming: prices travel as **`...Dto`** (data-transfer objects) through
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`LobbyStoreModule` — they are delivered by the backend, not baked into the client. So sales value
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is **server-authoritative**, exactly like weapon damage.
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## Re-deriving / tracking
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- Diff the model across patches: re-locate `PriceDto`, `ItemDto.SellPrice`, `ShopItemDto.BuyPrice`,
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`PriceDataComponent` by signature.
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- Get the actual numbers: query the PlayFab catalog — see
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[BACKEND_PLAYFAB.md](BACKEND_PLAYFAB.md). The catalog's `PriceOptions` are the source of these
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`PriceDto`s.
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One adjacent thing that **is** static: `WorldContractsConfig` (delivery-contract rewards) is
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authored in `configuration_assets_all.bundle`, so those reward amounts are extractable from the
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bundle directly (a different economy than the store sell price).
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@@ -108,6 +108,10 @@ Findings, all consistent with the capstone analysis above:
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the calc itself), and the rich calc `<GetDamage>d__12` factory (0x4BAC460) has **zero**
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callers. So the damage *computation* is not exercised in client-reachable code.
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> **Backend identified:** that server is **Azure PlayFab** (Economy v2). The runtime route to
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> these numbers — and whether a base value is catalog-authored in `DisplayProperties` — is in
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> [BACKEND_PLAYFAB.md](BACKEND_PLAYFAB.md), along with how to pull it without tripping BattlEye.
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**Conclusion:** the per-weapon damage numbers are **server-authoritative runtime data**.
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They live as Entitas component `value` floats created/assigned by server-side code through
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fully-generic dispatch (no static class/index/string anchor) and reach the client only via
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