Speaking a protocol nobody documented
Reverse engineering · Networking
The game speaks Quazal RendezVous, a middleware protocol from the PS3 era. It sends reliable packets over UDP (PRUDP), checksums them, compresses and RC4-encrypts each payload, and puts remote method calls (RMC) inside. I rebuilt the server side by working out which calls the client makes, what it expects back, and what breaks when it doesn't get it.
One design decision paid off early: the server answers everything. Before that change, an unimplemented shop request got silence and the game waited on a spinner forever. Now unknown calls get a well-formed failure, and the decoded parameters go to a log. Play continues, and the log shows what to build next.
Anatomy of one secure packet
Decrypted payload = one RMC call
