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Difference between revisions of "Gamespy in Republic Commando"

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Line 21: Line 21:
==Master Server <-> Game Server==
==Master Server <-> Game Server==


The communication between Master and Game Server uses UDP protocol only and no encryption/algorithm. Only port 27900 gets used.
The communication between Master and Game Server is in plaintext and only uses UDP protocol. Master Server listens on port 27900:




When the game server boots up for first time, it sends out 2 UDP packets to let Master Server know. Master Server doesn't need to respond:
When a Game Server boots up for first time, it sends out 2 UDP packets to let Master Server know a new remote host is coming up. Master Server doesn't have to respond:
<source lang="cpp" line">
<source lang="cpp" line">
0x09    <message type : 9 = some sort of info message?>
0x09    <packet ID>
0x00    <no use>
0x00    <no use>
0x00    <no use>
0x00    <no use>
Line 46: Line 46:




Once Game Server is booted up and ready to accept connections, it sends all relevant game info to Master Server:
Once Game Server is booted up and ready to accept connections, it sends all relevant game info to Master Server, essentially a \\status\\ packet every 30 seconds or so:
<source lang="cpp" line">
<source lang="cpp" line">
0x03    <message type : 3 = query master server>
0x03    <packet ID>
0xd6    -- <Next 4 bytes are random ID generated by client>
0xd6    -- <Next 4 bytes are random ID generated by game server>
0x0c    --
0x0c    --
0x82    --
0x82    --
Line 132: Line 132:
0x74    t
0x74    t
0x00    <null seperator>
0x00    <null seperator>
0x31    1    <query port of the game server, default 11138, every server instance increases number by 1>
0x31    1    <query port of the game server, default 11138, every server instance increases number by 1 up to 11187 (x49)>
0x31    1
0x31    1
0x31    1
0x31    1
Line 147: Line 147:
0x30    0    <0 = disabled>
0x30    0    <0 = disabled>
0x00    <null seperator>
0x00    <null seperator>
0x73    s    <statechanged indicates when server wants to update information or is performing a special task : 3 = ready to accept connections | 2 = server closed>
0x73    s    <statechanged indicates when game server performs mapchange or shuts down, etc>
0x74    t
0x74    t
0x61    a
0x61    a
Line 160: Line 160:
0x64    d
0x64    d
0x00    <null seperator>
0x00    <null seperator>
0x33    3    <Needs more investigation as to what kind of states exist>
0x33    3    <3 = ready to accept connections>
0x00    <null seperator>
0x00    <null seperator>
0x67    g    <gamespy gamename>
0x67    g    <gamespy gamename>
Line 196: Line 196:
0x73    s
0x73    s
0x74    t
0x74    t
0x20    <space>
0x20    (space)
0x74    t
0x74    t
0x65    e
0x65    e
Line 215: Line 215:
0x36    6
0x36    6
0x00    <null seperator>
0x00    <null seperator>
0x68    h    <hostport (connect port) of the game server>
0x68    h    <hostport (connect port) of the game server, default: 7777>
0x6f    o
0x6f    o
0x73    s
0x73    s
Line 296: Line 296:
0x65    e
0x65    e
0x00    <null seperator>
0x00    <null seperator>
0x6f    o    <set to openplaying, but there are no other states, atleast they dont get used>
0x6f    o    <set to openplaying, unknown if game actually uses this>
0x70    p
0x70    p
0x65    e
0x65    e
Line 317: Line 317:
0x73    s
0x73    s
0x00    <null seperator>
0x00    <null seperator>
0x30    0    <set to 0 cuz DM, does it even get used by the game?>
0x30    0    <set to 0 for deathmatch, may be set to 2 for teamdeathmatch/ctf/assault>
0x00    <null seperator>
0x00    <null seperator>
0x66    f    <also known as goalscore>
0x66    f    <goalscore>
0x72    r
0x72    r
0x61    a
0x61    a
Line 376: Line 376:
0x65    e
0x65    e
0x00    <null seperator>
0x00    <null seperator>
0x30    0    <0 %>
0x30    0    <value between 0 and 100>
0x00    <null seperator>
0x00    <null seperator>
0x00    <null seperator>
0x00    <null seperator>
Line 419: Line 419:
0x00    <null seperator>
0x00    <null seperator>
0x00    <null seperator>
0x00    <null seperator>
0x74    t    <team_t : array for player team (trandoshan team), does it get used?>
0x74    t    <team_t : array for player team (trandoshan team), unknown if it gets used>
0x65    e
0x65    e
0x61    a
0x61    a
Line 426: Line 426:
0x74    t
0x74    t
0x00    <null seperator>
0x00    <null seperator>
0x73    s    <score_t : array for player score (trandoshan team, does it get used?)>
0x73    s    <score_t : array for player score (trandoshan team), unknown if it gets used>
0x63    c
0x63    c
0x6f    o
0x6f    o
Line 438: Line 438:




Master Server acknowledges the information and sends response back to Game Server:
Master Server acknowledges the information and sends ack response back to Game Server:
<source lang="cpp" line">
<source lang="cpp" line">
0xfe    <?? unknown>
0xfe    <?? gamespy internal stuff>
0xfd    <?? unknown>
0xfd    <?? gamespy internal stuff>
0x01   <message type 1 = information exchange?>
0x03   <packet ID>
0xd6    -- <Next 4 bytes are random ID generated by client>
0xd6    -- <Next 4 bytes are random ID generated by game server>
0x0c    --
0x0c    --
0x82    --
0x82    --
0xe0    --
0xe0    --
0x66    <?? unknown>
0x72    <?? unknown>
0x41    <?? unknown>
0x51    <?? unknown>
0x42    <?? unknown>
0x63    <?? unknown>
0x38    <?? unknown>
0x57    <?? unknown>
0x73    <?? unknown>
0x61    <?? unknown>
0x31    <?? unknown>
0x78    <?? unknown>
0x56    <?? unknown>
0x50    <?? unknown>
0x66    <?? unknown>
0x76    <?? unknown>
0x4a    <?? unknown>
0x63    <?? unknown>
0x72    <?? unknown>
0x67    <?? unknown>
0x00    <end of packet indicator>
0x00    <end of packet indicator>
</source>
</source>




Game Server acknowledge Master Server response and send ack/response back:
Finally, Game Server sends a heartbeat to Master Server every 10 seconds or so:
<source lang="cpp" line">
<source lang="cpp" line">
0x01   <message type : 1 = information exchange?>
0x08   <packet ID>
0xd6    -- <Next 4 bytes are random ID generated by client>
0xd6    -- <Next 4 bytes are random ID generated by game client>
0x0c    --
0x82    --
0xe0    --
0x70    <?? unknown>
0x70    <?? unknown>
0x34    <?? unknown>
0x68    <?? unknown>
0x45    <?? unknown>
0x46    <?? unknown>
0x34    <?? unknown>
0x65    <?? unknown>
0x77    <?? unknown>
0x42    <?? unknown>
0x6a    <?? unknown>
0x4e    <?? unknown>
0x6c    <?? unknown>
0x75    <?? unknown>
0x79    <?? unknown>
0x4b    <?? unknown>
0x46    <?? unknown>
0x74    <?? unknown>
0x6c    <?? unknown>
0x35    <?? unknown>
0x6a    <?? unknown>
0x33    <?? unknown>
0x32    <?? unknown>
0x6a    <?? unknown>
0x4b    <?? unknown>
0x43    <?? unknown>
0x6f    <?? unknown>
0x41    <?? unknown>
0x00    <end of packet indicator>
</source>
 
 
Finally, Game Server sends a heartbeat to Master Server every 5 seconds or so:
<source lang="cpp" line">
0x08    <message type : 8 = heartbeat>
0xd6    -- <Next 4 bytes are random ID generated by client>
0x0c    --
0x0c    --
0x82    --
0x82    --
Line 522: Line 463:
Master Server sends heartbeat back to Game Server:
Master Server sends heartbeat back to Game Server:
<source lang="cpp" line">
<source lang="cpp" line">
0xfe    <?? unknown>
0xfe    <?? gamespy internal stuff>
0xfd    <?? unknown>
0xfd    <?? gamespy internal stuff>
0x08    <message type : 8 = heartbeat>
0x08    <packet ID>
0xd6    -- <Next 4 bytes are random ID generated by client>
0xd6    -- <Next 4 bytes are random ID generated by game server>
0x0c    --
0x0c    --
0x82    --
0x82    --
0xe0    --
0xe0    --
0x00    <11x null at the end of heartbeat packet>
0x00    <end of packet indicator>
0x00
0x00
0x00
0x00
0x00
0x00
0x00
0x00
0x00
0x00
</source>
</source>


==Master Server <-> Client==
==Master Server <-> Client==

Revision as of 23:34, 8 January 2021

Gamespy protocol analysis in Star Wars Republic Commando

Author: -ffs-PLASMA aka. HW_KILLER_PR

Note: This documentation may be incomplete and some information/aspects may be interpreted/understood wrong!

For a gamespy alternative for various games, visit: https://333networks.com/


Gamespy Gamename: swrcommando

Gamespy Gamekey: y2s8Fh

Gamespy Version: 0~3 (Hybrid) Plaintext and partial encrypted communication


The communication between Master Server and Game Server is completly in plaintext, however communication between Master Server and Game Client is partially encrypted. The data send from Game Client to Master Server is plaintext, however Game Client expectst the answer to be encrypted in EnctypeX algorithm!

Master Server <-> Game Server

The communication between Master and Game Server is in plaintext and only uses UDP protocol. Master Server listens on port 27900:


When a Game Server boots up for first time, it sends out 2 UDP packets to let Master Server know a new remote host is coming up. Master Server doesn't have to respond:

0x09     <packet ID>
0x00     <no use>
0x00     <no use>
0x00     <no use>
0x00     <no use>
0x73     s    <gamespy gamename>
0x77     w
0x72     r
0x63     c
0x6f     o
0x6d     m
0x6d     m
0x61     a
0x6e     n
0x64     d
0x6f     o
0x00     <null terminator>


Once Game Server is booted up and ready to accept connections, it sends all relevant game info to Master Server, essentially a \\status\\ packet every 30 seconds or so:

0x03    <packet ID>
0xd6    -- <Next 4 bytes are random ID generated by game server>
0x0c    --
0x82    --
0xe0    --
0x6c    l    <localip0>
0x6f    o
0x63    c
0x61    a
0x6c    l
0x69    i
0x70    p
0x30    0
0x00    <null seperator>
0x31    1    <First local IP>
0x39    9
0x32    2
0x2e    .
0x31    1
0x36    6
0x38    8
0x2e    .
0x31    1
0x38    8
0x38    8
0x2e    .
0x33    3
0x00    <null seperator>
0x6c    l    <localip1>
0x6f    o
0x63    c
0x61    a
0x6c    l
0x69    i
0x70    p
0x31    1
0x00    <null seperator>
0x31    1    <Second local IP>
0x39    9
0x32    2
0x2e    .
0x31    1
0x36    6
0x38    8
0x2e    .
0x32    2
0x30    0
0x33    3
0x2e    .
0x31    1
0x00    <null seperator>
0x6c    l    <localip2>
0x6f    o
0x63    c
0x61    a
0x6c    l
0x69    i
0x70    p
0x32    2
0x00    <null seperator>
0x31    1    <Third local IP>
0x39    9
0x32    2
0x2e    .
0x31    1
0x36    6
0x38    8
0x2e    .
0x31    1
0x37    7
0x34    4
0x2e    .
0x31    1
0x00    <null seperator>
0x6c    l    <localport>
0x6f    o
0x63    c
0x61    a
0x6c    l
0x70    p
0x6f    o
0x72    r
0x74    t
0x00    <null seperator>
0x31    1    <query port of the game server, default 11138, every server instance increases number by 1 up to 11187 (x49)>
0x31    1
0x31    1
0x33    3
0x38    8
0x00    <null seperator>
0x6e    n    <NAT Negotiation>
0x61    a
0x74    t
0x6e    n
0x65    e
0x67    g
0x00    <null seperator>
0x30    0    <0 = disabled>
0x00    <null seperator>
0x73    s    <statechanged indicates when game server performs mapchange or shuts down, etc>
0x74    t
0x61    a
0x74    t
0x65    e
0x63    c
0x68    h
0x61    a
0x6e    n
0x67    g
0x65    e
0x64    d
0x00    <null seperator>
0x33    3    <3 = ready to accept connections>
0x00    <null seperator>
0x67    g    <gamespy gamename>
0x61    a
0x6d    m
0x65    e
0x6e    n
0x61    a
0x6d    m
0x65    e
0x00    <null seperator>
0x73    s    <swrcommando>
0x77    r
0x72    r
0x63    c
0x6f    o
0x6d    m
0x6d    m
0x61    a
0x6e    n
0x64    d
0x6f    o
0x00    <null seperator>
0x68    h    <server name displayed in browser>
0x6f    o
0x73    s
0x74    t
0x6e    n
0x61    a
0x6d    m
0x65    e
0x00    <null seperator>
0x74    t    <server name: test test>
0x65    e
0x73    s
0x74    t
0x20    (space)
0x74    t
0x65    e
0x73    s
0x74    t
0x00    <null seperator>
0x67    g    <game version, republic commando only uses 2226>
0x61    a
0x6d    m
0x65    e
0x76    v
0x65    e
0x72    r
0x00    <null seperator>
0x32    2
0x32    2
0x32    2
0x36    6
0x00    <null seperator>
0x68    h    <hostport (connect port) of the game server, default: 7777>
0x6f    o
0x73    s
0x74    t
0x70    p
0x6f    o
0x72    r
0x74    t
0x00    <null seperator>
0x37    7    <default: 7777>
0x37    7
0x37    7
0x37    7
0x00    <null seperator>
0x6d    m    <mapname of server>
0x61    a
0x70    p
0x6e    n
0x61    a
0x6d    m
0x65    e
0x00    <null seperator>
0x4b    K    <english name: canyon>
0x41    A
0x4d    M
0x50    P
0x46    F
0x53    S
0x43    C
0x48    H
0x49    I
0x46    F
0x46    F
0x00    <null seperator>
0x67    g    <gametype of server>
0x61    a
0x6d    m
0x65    e
0x74    t
0x79    y
0x70    p
0x65    e
0x00    <null seperator>
0x44    D    <DM - deathmatch>
0x4d    M
0x00    <null seperator>
0x6e    n    <amount of players on the server currently>
0x75    u
0x6d    m
0x70    p
0x6c    l
0x61    a
0x79    y
0x65    e
0x72    r
0x73    s
0x00    <null seperator>
0x30    0    <player ammount>
0x00    <null seperator>
0x6d    m    <max players capacity>
0x61    a
0x78    x
0x70    p
0x6c    l
0x61    a
0x79    y
0x65    e
0x72    r
0x73    s
0x00    <null seperator>
0x38    8    <set to 8 maxplayers>
0x00    <null seperator>
0x67    g    <state of current gamemode>
0x61    a
0x6d    m
0x65    e
0x6d    m
0x6f    o
0x64    d
0x65    e
0x00    <null seperator>
0x6f    o    <set to openplaying, unknown if game actually uses this>
0x70    p
0x65    e
0x6e    n
0x70    p
0x6c    l
0x61    a
0x79    y
0x69    i
0x6e    n
0x67    g
0x00    <null seperator>
0x6e    n    <number of teams>
0x75    u
0x6d    m
0x74    t
0x65    e
0x61    a
0x6d    m
0x73    s
0x00    <null seperator>
0x30    0    <set to 0 for deathmatch, may be set to 2 for teamdeathmatch/ctf/assault>
0x00    <null seperator>
0x66    f    <goalscore>
0x72    r
0x61    a
0x67    g
0x6c    l
0x69    i
0x6d    m
0x69    i
0x74    t
0x00    <null seperator>
0x31    1    <set to 10>
0x30    0
0x00    <null seperator>
0x74    t    <timelimit in minutes>
0x69    i
0x6d    m
0x65    e
0x6c    l
0x69    i
0x6d    m
0x69    i
0x74    t
0x00    <null seperator>
0x36    6    <60 minutes>
0x30    0
0x00    <null seperator>
0x64    d    <set whether server is in dedicated mode or not>
0x65    e
0x64    d
0x69    i
0x63    c
0x61    a
0x74    t
0x65    e
0x64    d
0x73    s
0x65    e
0x72    r
0x76    v
0x65    e
0x72    r
0x00    <null seperator>
0x31    1    <0 = off | 1 = on>
0x00    <null seperator>
0x66    f    <friendlyfire %>
0x72    r
0x69    i
0x65    e
0x6e    n
0x64    d
0x6c    l
0x79    y
0x66    f
0x69    i
0x72    r
0x65    e
0x00    <null seperator>
0x30    0    <value between 0 and 100>
0x00    <null seperator>
0x00    <null seperator>
0x00    <null seperator>
0x00    <null seperator>
0x70    p    <player_ : array for player names/ids>
0x6c    l
0x61    a
0x79    y
0x65    e
0x72    r
0x5f    _
0x00    <null seperator>
0x73    s    <score_ : array for player scores>
0x63    c
0x6f    o
0x72    r
0x65    e
0x5f    _
0x00    <null seperator>
0x64    d    <deaths_ : array for player deaths>
0x65    e
0x61    a
0x74    t
0x68    h
0x73    s
0x5f    _
0x00    <null seperator>
0x70    p    <ping_ : array for player pings>
0x69    i
0x6e    n
0x67    g
0x5f    _
0x00    <null seperator>
0x74    t    <team_ : array for player pings>
0x65    e
0x61    a
0x6d    m
0x5f    _
0x00    <null seperator>
0x00    <null seperator>
0x00    <null seperator>
0x00    <null seperator>
0x74    t    <team_t : array for player team (trandoshan team), unknown if it gets used>
0x65    e
0x61    a
0x6d    m
0x5f    _
0x74    t
0x00    <null seperator>
0x73    s    <score_t : array for player score (trandoshan team), unknown if it gets used>
0x63    c
0x6f    o
0x72    r
0x65    e
0x5f    _
0x74    t
0x00    <null seperator>
0x00    <end of packet indicator>


Master Server acknowledges the information and sends ack response back to Game Server:

0xfe    <?? gamespy internal stuff>
0xfd    <?? gamespy internal stuff>
0x03    <packet ID>
0xd6    -- <Next 4 bytes are random ID generated by game server>
0x0c    --
0x82    --
0xe0    --
0x00    <end of packet indicator>


Finally, Game Server sends a heartbeat to Master Server every 10 seconds or so:

0x08    <packet ID>
0xd6    -- <Next 4 bytes are random ID generated by game client>
0x0c    --
0x82    --
0xe0    --


Master Server sends heartbeat back to Game Server:

0xfe    <?? gamespy internal stuff>
0xfd    <?? gamespy internal stuff>
0x08    <packet ID>
0xd6    -- <Next 4 bytes are random ID generated by game server>
0x0c    --
0x82    --
0xe0    --
0x00    <end of packet indicator>

Master Server <-> Client

The communication between Client and Master Server starts with UDP but then gets shifted to TCP with encryption/algorithm.


Master Server is listening on port 27900 with UDP and Client sends request:

0x09    <message type : 9 = client starting query>
0x00    -- <Next 4 bytes are random ID generated by client, but it doesnt get used for now, so its left blank>
0x00    --
0x00    --
0x00    --
0x73    s    <gamespy gamename>
0x77    w
0x72    r
0x63    c
0x6f    o
0x6d    m
0x6d    m
0x61    a
0x6e    n
0x64    d
0x6f    o
0x00    <end of packet indicator>


From there, Master Server knows Client will start a TCP connection now to query server list. Master Server needs to listen on port 28910 now:

0x00    <?? unknown>
0xa2    <?? unknown>
0x00    <?? unknown>
0x01    <?? unknown>
0x03    <?? unknown>
0x00    -- <Next 4 bytes are random ID generated by client, but it doesnt get used for now, so its left blank>
0x00    --
0x00    --
0x00    --
0x73    s    <gamespy gamename>
0x77    w
0x72    r
0x63    c
0x6f    o
0x6d    m
0x6d    m
0x61    a
0x6e    n
0x64    d
0x6f    o
0x00    <null seperator>
0x73    s    <gamespy gamename>
0x77    w
0x72    r
0x63    c
0x6f    o
0x6d    m
0x6d    m
0x61    a
0x6e    n
0x64    d
0x6f    o
0x00    <null seperator>
0x70    -- <Next 8 bytes are the validation key created by client. It gets used to encrypt the message from Master Server>
0x57    --
0x63    --
0x38    --
0x5b    --
0x56    --
0x7b    --
0x5d    --
0x00    <null seperator>
0x5c    \    <backslash as seperator>
0x68    h    <hostname>
0x6f    o
0x73    s
0x74    t
0x6e    n
0x61    a
0x6d    m
0x65    e
0x5c    \    <backslash as seperator>
0x68    h    <hostport>
0x6f    o
0x73    s
0x74    t
0x70    p
0x6f    o
0x72    r
0x74    t
0x5c    \    <backslash as seperator>
0x6e    n    <numplayers>
0x75    u
0x6d    m
0x70    p
0x6c    l
0x61    a
0x79    y
0x65    e
0x72    r
0x73    s
0x5c    \    <backslash as seperator>
0x6d    m    <maxplayers>
0x61    a
0x78    x
0x70    p
0x6c    l
0x61    a
0x79    y
0x65    e
0x72    r
0x73    s
0x5c    \    <backslash as seperator>
0x6d    m    <mapname>
0x61    a
0x70    p
0x6e    n
0x61    a
0x6d    m
0x65    e
0x5c    \    <backslash as seperator>
0x67    g    <gametype>
0x61    a
0x6d    m
0x65    e
0x74    t
0x79    y
0x70    p
0x65    e
0x5c    \    <backslash as seperator>
0x66    f    <fraglimit>
0x72    r
0x61    a
0x67    g
0x6c    l
0x69    i
0x6d    m
0x69    i
0x74    t
0x5c    \    <backslash as seperator>
0x74    t    <timelimit>
0x69    i
0x6d    m
0x65    e
0x6c    l
0x69    i
0x6d    m
0x69    i
0x74    t
0x5c    \    <backslash as seperator>
0x6e    n    <numteams>
0x75    u
0x6d    m
0x74    t
0x65    e
0x61    a
0x6d    m
0x73    s
0x5c    \    <backslash as seperator>
0x64    d    <dedicatedserver>
0x65    e
0x64    d
0x69    i
0x63    c
0x61    a
0x74    t
0x65    e
0x64    d
0x73    s
0x65    e
0x72    r
0x76    v
0x65    e
0x72    r
0x5c    \    <backslash as seperator>
0x66    f    <friendlyfire>
0x72    r
0x69    i
0x65    e
0x6e    n
0x64    d
0x6c    l
0x79    y
0x66    f
0x69    i
0x72    r
0x65    e


Now Master Server needs to fetch the necessary data and send it back to the client. This is the first time the message gets encrypted by the gamespy EnctypeX algorithm.

This is the plain text message before encryption!!!

0xe6    <message type>
0x00    <null seperator>
0x00    <null seperator>
0x4c    <?? unknown>
0xd4    <?? unknown>
0xaa    <?? unknown>
0x4e    <?? unknown>
0x05    <?? unknown>
0x90    <?? unknown>
0x19    <?? unknown>
0x2f    <?? unknown>
0xf3    <?? unknown>
0x39    <?? unknown>
0xad    <?? unknown>
0x12    <?? unknown>
0xff    <?? unknown>
0x41    <?? unknown>
0xad    <?? unknown>
0x57    <?? unknown>
0xf1    <?? unknown>
0xf2    <?? unknown>
0x63    <?? unknown>
0x20    <?? unknown>
0xa0    <?? unknown>
0x20    <?? unknown>
0x13    <?? unknown>
0xcb    <?? unknown>
0x86    <?? unknown>
0xb5    <?? unknown>
0xf5    <?? unknown>
0x04    <?? unknown>
0xac    <?? unknown>
0x05    <?? unknown>
0xf2    <?? unknown>
0x8a    <?? unknown>
0x5e    <?? unknown>
0xec    <?? unknown>

0xff    <Client IP Address : For example: (255.255.255.255)>
0xff
0xff
0xff

0x6c    <Client destination port : 27900>
0xfc

0x00    <?? unknown>
0x00    <?? unknown>
0x7e    <?? unknown>

0xa4    <Game Server IP (164.132.196.125)>
0x84
0xc4
0x7d

0x2b    <query port of Game Server : 11138>
0x82

0xa4    <Game Server IP (164.132.196.125)>
0x84
0xc4
0x7d

0x2b    <query port of Game Server : 11138>
0x82

0xa4    <Game Server IP (164.132.196.125)>
0x84
0xc4
0x7d

0x00    <end of packet indicator>
0xff
0xff
0xff
0xff


Once the Client got the server list from Master Server, it will query additional information for the servers like players, map, etc:

0x00    <5x null, one of them is the server ID to fetch data, the rest IDK>
0x00
0x00
0x00
0x00
0x00    -- <Next 4 bytes are random ID generated by client, but it doesnt get used for now, so its left blank>
0x00    --
0x00    --
0x00    --
0x73    s    <gamespy gamename>
0x77    w
0x72    r
0x63    c
0x6f    o
0x6d    m
0x6d    m
0x61    a
0x6e    n
0x64    d
0x6f    o
0x00    <null seperator>
0x73    s    <gamespy gamename>
0x77    w
0x72    r
0x63    c
0x6f    o
0x6d    m
0x6d    m
0x61    a
0x6e    n
0x64    d
0x6f    o
0x00    <null seperator>
0x5c    \    <backslash as seperator>
0x68    h    <hostname>
0x6f    o
0x73    s
0x74    t
0x6e    n
0x61    a
0x6d    m
0x65    e
0x5c    \    <backslash as seperator>
0x68    h    <hostport>
0x6f    o
0x73    s
0x74    t
0x70    p
0x6f    o
0x72    r
0x74    t
0x5c    \    <backslash as seperator>
0x6e    n    <numplayers>
0x75    u
0x6d    m
0x70    p
0x6c    l
0x61    a
0x79    y
0x65    e
0x72    r
0x73    s
0x5c    \    <backslash as seperator>
0x6d    m    <maxplayers>
0x61    a
0x78    x
0x70    p
0x6c    l
0x61    a
0x79    y
0x65    e
0x72    r
0x73    s
0x5c    \    <backslash as seperator>
0x6d    m    <mapname>
0x61    a
0x70    p
0x6e    n
0x61    a
0x6d    m
0x65    e
0x5c    \    <backslash as seperator>
0x67    g    <gametype>
0x61    a
0x6d    m
0x65    e
0x74    t
0x79    y
0x70    p
0x65    e
0x5c    \    <backslash as seperator>
0x66    f    <fraglimit>
0x72    r
0x61    a
0x67    g
0x6c    l
0x69    i
0x6d    m
0x69    i
0x74    t
0x5c    \    <backslash as seperator>
0x74    t    <timelimit>
0x69    i
0x6d    m
0x65    e
0x6c    l
0x69    i
0x6d    m
0x69    i
0x74    t
0x5c    \    <backslash as seperator>
0x6e    n    <numteams>
0x75    u
0x6d    m
0x74    t
0x65    e
0x61    a
0x6d    m
0x73    s
0x5c    \    <backslash as seperator>
0x64    d    <dedicatedserver>
0x65    e
0x64    d
0x69    i
0x63    c
0x61    a
0x74    t
0x65    e
0x64    d
0x73    s
0x65    e
0x72    r
0x76    v
0x65    e
0x72    r
0x5c    \    <backslash as seperator>
0x66    f    <friendlyfire>
0x72    r
0x69    i
0x65    e
0x6e    n
0x64    d
0x6c    l
0x79    y
0x66    f
0x69    i
0x72    r
0x65    e


Master Server needs to fetch data for this server ID and send it back with EnctypeX encryption. Response in plain text before encrypting:

0x5d	<?? unknown>
0xcd	<?? unknown>
0xf1	<?? unknown>
0x81	<?? unknown>
0x6c	<?? unknown>
0xfc	<?? unknown>
0x0b	<?? unknown>
0x00	<null seperator>
0x68	h	<hostname>
0x6f	o
0x73	s
0x74	t
0x6e	n
0x61	a
0x6d	m
0x65	e
0x00	<null seperator>
0x00	<null seperator>
0x68	h	<hostport>
0x6f	o
0x73	s
0x74	t
0x70	p
0x6f	o
0x72	r
0x74	t
0x00	<null seperator>
0x00	<null seperator>
0x6e	n	<numplayers>
0x75	u
0x6d	m
0x70	p
0x6c	l
0x61	a
0x79	y
0x65	e
0x72	r
0x73	s
0x00	<null seperator>
0x00	<null seperator>
0x6d	m	<maxplayers>
0x61	a
0x78	x
0x70	p
0x6c	l
0x61	a
0x79	y
0x65	e
0x72	r
0x73	s
0x00	<null seperator>
0x00	<null seperator>
0x6d	m	<mapname>
0x61	a
0x70	p
0x6e	n
0x61	a
0x6d	m
0x65	e
0x00	<null seperator>
0x00	<null seperator>
0x67	g	<gametype>
0x61	a
0x6d	m
0x65	e
0x74	t
0x79	y
0x70	p
0x65	e
0x00	<null seperator>
0x00	<null seperator>
0x66	f	<fraglimit>
0x72	r
0x61	a
0x67	g
0x6c	l
0x69	i
0x6d	m
0x69	i
0x74	t
0x00	<null seperator>
0x00	<null seperator>
0x74	t	<timelimit>
0x69	i
0x6d	m
0x65	e
0x6c	l
0x69	i
0x6d	m
0x69	i
0x74	t
0x00	<null seperator>
0x00	<null seperator>
0x6e	n	<numteams>
0x75	u
0x6d	m
0x74	t
0x65	e
0x61	a
0x6d	m
0x73	s
0x00	<null seperator>
0x00	<null seperator>
0x64	d	<dedicatedserver>
0x65	e
0x64	d
0x69	i
0x63	c
0x61	a
0x74	t
0x65	e
0x64	d
0x73	s
0x65	e
0x72	r
0x76	v
0x65	e
0x72	r
0x00	<null seperator>
0x00	<null seperator>
0x66	f	<friendlyfire>
0x72	r
0x69	i
0x65	e
0x6e	n
0x64	d
0x6c	l
0x79	y
0x66	f
0x69	i
0x72	r
0x65	e
0x00	<null seperator>
0x00	<null seperator>
0x7e	<?? unknwon>
0xa4	164		<IP of Gameserver : 164.132.196.125>
0x84	132		---^
0xc4	196		--^
0x7d	125		-^
0x2b	11138	<Query port of game server (2 bytes) : 11138>
0x82	-^
0xa4	164		<IP of Gameserver : 164.132.196.125>
0x84	132		---^
0xc4	196		--^
0x7d	125		-^
0x2b	11138	<Query port of game server (2 bytes) : 11138>
0x82	-^
0xa4	164		<IP of Gameserver : 164.132.196.125>
0x84	132		---^
0xc4	196		--^
0x7d	125		-^
0xff	<value seperator>
0x44	D	<hostname : DM - swrc-modding.net>
0x4d	M
0x20	<space>
0x2d	-
0x20	<space>
0x73	s
0x77	w
0x72	r
0x63	c
0x2d	-
0x6d	m
0x6f	o
0x64	d
0x64	d
0x69	i
0x6e	n
0x67	g
0x2e	.
0x6e	n
0x65	e
0x74	t
0x00	<value seperator>
0xff	<value seperator>
0x37	7	<hostport : 7777>
0x37	7
0x37	7
0x37	7
0x00	<value seperator>
0xff	<value seperator>
0x30	0	<numplayers : 0>
0x00	<value seperator>
0xff	<value seperator>
0x33	3	<maxplayers: 32>
0x32	2
0x00	<value seperator>
0xff	<value seperator>
0x47	G	<mapname : GARTEN : DM_HangingGarden>
0x41	A
0x52	R
0x54	T
0x45	E
0x4e	N
0x00	<value seperator>
0xff	<value seperator>
0x44	D	<gametype : DM>
0x4d	M
0x00	<value seperator>
0xff	<value seperator>
0x32	2	<fraglimit : 25>
0x35	5
0x00	<value seperator>
0xff	<value seperator>
0x33	3	<timelimit : 30>
0x30	0
0x00	<value seperator>
0xff	<value seperator>
0x30	0	<numteams : 0>
0x00	<value seperator>
0xff	<value seperator>
0x31	1	<dedicatedserver : 1 = on>
0x00	<value seperator>
0xff	<value seperator>
0x30	0	<friendlyfire : 0>
0x00	<end of data indicator>
0x00	<end of data indicator>
0xff	<end of data indicator>
0xff	<end of data indicator>
0xff	<end of data indicator>
0xff	<end of data indicator>
0x64	<?? unknown>
0xba	<?? unknown>
0x67	<?? unknown>
0x71	<?? unknown>
0x74	<?? unknown>
0x5a	<?? unknown>
0x7e	<?? unknown>
0xea	<?? unknown>
0x94	<?? unknown>
0xc8	<?? unknown>
0xe6	<?? unknown>
0xa5	<?? unknown>
0xa9	<?? unknown>
0xe8	<?? unknown>
0x9d	<?? unknown>
0x44	<?? unknown>
0xf4	<?? unknown>
0x03	<?? unknown>
0x78	<?? unknown>
0x54	<?? unknown>
0x9b	<?? unknown>
0x86	<?? unknown>
0xf4	<?? unknown>
0x5e	<?? unknown>
0x52	<?? unknown>
0xb5	<?? unknown>
0x2a	<?? unknown>
0x91	<?? unknown>
0xc3	<?? unknown>
0x7a	<?? unknown>
0x7e	<?? unknown>
0xfe	<?? unknown>
0xb0	<?? unknown>
0x3e	<?? unknown>
0x88	<?? unknown>
0xd6	<?? unknown>
0xca	<?? unknown>


The actual player data of the gameservers is missing and needs to be reversed, but for now server list shows the gameservers.