Difference between revisions of "Web API"

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(→‎Request: yes, that is the final server release, see https://server.xaseco.org/versions.php)
(→‎Basic concepts: Completed the request header)
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== Basic concepts ==
 
== Basic concepts ==
  
TrackMania uses a XML-RPC based API to authenticate players, load server lists, load rankings, etc. Below is some documentation about what has been reversed engineered. A lot is still left to be documented, as logged on the [[Web_API/Progress|Progress]] page.
+
TrackMania uses a XML-RPC based protocol to authenticate players, load server lists, load rankings, etc. Below is some documentation about what has been reversed engineered. A lot is still left to be documented, as logged on the [[Web_API/Progress|Progress]] page.
  
The game sends HTTP(s) POST requests to
+
The client sends HTTP(S) POST requests to
 
* [http://game.trackmaniaforever.com/online_game/request.php http://game.trackmaniaforever.com/online_game/request.php]
 
* [http://game.trackmaniaforever.com/online_game/request.php http://game.trackmaniaforever.com/online_game/request.php]
 
* [http://game2.trackmaniaforever.com/online_game/request.php http://game2.trackmaniaforever.com/online_game/request.php]
 
* [http://game2.trackmaniaforever.com/online_game/request.php http://game2.trackmaniaforever.com/online_game/request.php]
 
* [http://nations.trackmaniaforever.com/online_game/request.php http://nations.trackmaniaforever.com/online_game/request.php]
 
* [http://nations.trackmaniaforever.com/online_game/request.php http://nations.trackmaniaforever.com/online_game/request.php]
to communicate with the API, using the headers: <code>User-Agent: GameBox</code> and <code>Accept: */*</code>
+
to communicate with the master server, using the headers:
 +
User-Agent: GameBox
 +
Accept: */*
 +
Content-Type: application/binary
 +
Connection: Keep-Alive
 +
Pragma: no-cache
  
=== Request ===
+
=== Request body ===
 
<pre>
 
<pre>
 
<?xml version="1.0" encoding="UTF-8"?>
 
<?xml version="1.0" encoding="UTF-8"?>
Line 20: Line 25:
 
     <distro>MOLUX</distro>
 
     <distro>MOLUX</distro>
 
     <lang>fr</lang>
 
     <lang>fr</lang>
     <sd>2011-02-21</sd> <!-- Only sent by server, see below -->
+
     <sd>2011-02-21</sd> <!-- Only sent by dedicated server, see below -->
 
   </game>
 
   </game>
 
   <author>
 
   <author>
Line 43: Line 48:
 
*** '''name''' The client you are using. Known values: TmForever
 
*** '''name''' The client you are using. Known values: TmForever
 
*** '''version''' Version of the client.
 
*** '''version''' Version of the client.
*** '''distro''' Unknown. Set to MOLUX for TMNF or TAHOR for TMUF.
+
*** '''distro''' Software distribution. E.g. MOLUX for TMNF or ORTIC for TMUF.
*** '''lang''' Language of the client, as ISO 639-1. Server sets it to "xx".
+
*** '''lang''' Language of the client, as ISO 639-1. Dedicated server sets it to "xx".
*** '''sd''' Server release date as YYYY-MM-DD, only sent by server.
+
*** '''sd''' Dedicated Server release date as YYYY-MM-DD, only sent by server.
 
** '''author''' ''See [[#Author]]''.
 
** '''author''' ''See [[#Author]]''.
 
** '''request'''
 
** '''request'''
*** '''name''' Name of the requested function.
+
*** '''name''' Name of the remote procedure.
 
*** '''param''' Parameters for the call.
 
*** '''param''' Parameters for the call.
 
** '''auth''' ''Optional. Only seen on Connect and Disconnect''.
 
** '''auth''' ''Optional. Only seen on Connect and Disconnect''.
Line 54: Line 59:
  
 
==== Author ====
 
==== Author ====
The author tag identifies the user sending the request. In this documentation, three cases are possible for the author tag:
+
The author tag identifies the user for whom the request is sent. In this documentation, three cases are possible for the author tag:
  
 
<ul>
 
<ul>
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<li>The method requires user name (denoted as "No (Set to 1)"), the author tag is filled with following content:
 
<li>The method requires user name (denoted as "No (Set to 1)"), the author tag is filled with following content:
 
<pre>
 
<pre>
<login>the user's name</login>
+
<login>the user's login</login>
 
<session>1</session>
 
<session>1</session>
 
</pre>
 
</pre>
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<li>The method requires authentication (denoted as "Yes"), the author tag is filled with following content:
 
<li>The method requires authentication (denoted as "Yes"), the author tag is filled with following content:
 
<pre>
 
<pre>
<login>the user's name</login>
+
<login>the user's login</login>
 
<session>the session's id</session>
 
<session>the session's id</session>
 
</pre>
 
</pre>
Line 77: Line 82:
 
</ul>
 
</ul>
  
=== Response ===
+
=== Response body ===
 
<pre>
 
<pre>
 
<?xml version="1.0" encoding="UTF-8"?>
 
<?xml version="1.0" encoding="UTF-8"?>
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* '''r'''
 
* '''r'''
 
** '''r'''
 
** '''r'''
*** '''n''' The name of the called function.
+
*** '''n''' The name of the called procedure.
*** '''c''' The returned data.
+
*** '''c''' The returned content.
 
** '''e''' A string giving the execution time.
 
** '''e''' A string giving the execution time.
  

Revision as of 23:58, 8 June 2019

The TrackMania Forever game client uses a XML-RPC based web API to communicate with the master server. This article attempts to document the API with the potential goal of eventually having a fully functional custom master server.

Basic concepts

TrackMania uses a XML-RPC based protocol to authenticate players, load server lists, load rankings, etc. Below is some documentation about what has been reversed engineered. A lot is still left to be documented, as logged on the Progress page.

The client sends HTTP(S) POST requests to

to communicate with the master server, using the headers:

User-Agent: GameBox
Accept: */*
Content-Type: application/binary
Connection: Keep-Alive
Pragma: no-cache

Request body

<?xml version="1.0" encoding="UTF-8"?>
<root>
  <game>
    <name>TmForever</name>
    <version>2.11.16</version>
    <distro>MOLUX</distro>
    <lang>fr</lang>
    <sd>2011-02-21</sd> <!-- Only sent by dedicated server, see below -->
  </game>
  <author>
    [...]
  </author>
  <request>
    <name>[...]</name>
    <params>
      [...]
    </params>
  </request>
  <auth>
    <value>[...]</value>
  </auth>
</root>

Here is a description of the xml:

  • root
    • game
      • name The client you are using. Known values: TmForever
      • version Version of the client.
      • distro Software distribution. E.g. MOLUX for TMNF or ORTIC for TMUF.
      • lang Language of the client, as ISO 639-1. Dedicated server sets it to "xx".
      • sd Dedicated Server release date as YYYY-MM-DD, only sent by server.
    • author See #Author.
    • request
      • name Name of the remote procedure.
      • param Parameters for the call.
    • auth Optional. Only seen on Connect and Disconnect.
      • value Looks like an auth ticket.

Author

The author tag identifies the user for whom the request is sent. In this documentation, three cases are possible for the author tag:

  • The method doesn't require authentication (denoted as "No (Empty)"), the author tag is filled with following content:
    <login/>
    <session/>
    
  • The method requires user name (denoted as "No (Set to 1)"), the author tag is filled with following content:
    <login>the user's login</login>
    <session>1</session>
    
  • The method requires authentication (denoted as "Yes"), the author tag is filled with following content:
    <login>the user's login</login>
    <session>the session's id</session>
    

Response body

<?xml version="1.0" encoding="UTF-8"?>
<r>
  <r>
    <n>[...]</n>
    <c>
      [...]
    </c>
  </r>
  <e>execution time : 0.0010 s</e>
</r>

Here is a description of the returned xml:

  • r
    • r
      • n The name of the called procedure.
      • c The returned content.
    • e A string giving the execution time.

Functions calls

GetConnectionAndGameParams

Gets a lot of information. First request sent by client.

Session required? Parameters Response
No (Empty)
  • dedicated Set to 0 with TMF. Purpose is unknown. Maybe for servers.
  • download Max P2P download speed, as set in game config, in B/s.
  • upload Max P2P upload speed, as set in game config, in B/s.

AddBuddy

Adds a player to the friends list.

Session required? Parameters Response
Yes
  • l Friend's login. Present if the "Add buddy" button is used.
  • e Friend's email. Present if the "share" button is used.
  • c Is present but empty when ok.
  • v Error code, see below.

List of seen error codes:

ID Meaning
14 Unknown username
143 You must wait before adding back a deleted friend

CheckLogin

Checks if login is already used for account creation.

Session required? Parameters Response
No (Set to 1)
  • l Player login.
  • e Set to 1 if login is used, otherwise 0.
  • p ?. Set to 0.

MailAccount

Requests the server to send a password recovery email.

Session required? Parameters Response
No (Empty)
  • login Player login.

Empty response

Disconnect

Closes connection.

Session required? Parameters Response
Yes

Empty parameters

Empty response

GetBuddies

Gets the friends list.

Session required? Parameters Response
Yes
  • u Current UTC timestamp, as YYYY:MM:DD:hh:mm:ss.

Left to document

  • c Current UTC timestamp, as YYYYMMDDhhmmss.
  • b Represents one friend, can have multiple of them:
    • a Friend's login.
    • x Set to 1 when friend online, 0 when offline.
    • y Set to 1 wile waiting for confirmation, 0 when accepted.

GetManialinkInfos

Gets info about a manialink.

Session required? Parameters Response
Yes
  • manialink Name of the manialink
  • c Price of the manialink.
  • l Player's coppers amount.
  • a ? Set to 1 or 0.
  • m Name of the manialink.
  • u URL of the page corresponding to the manialink.
  • t ? Maybe a TTL.
  • rl Represents distribution of amount in c. Only set when c is != 0:
    • r Represents one player. At least two in rl:
      • l Player login (nadeo for the 5% tax).
      • c Amount of coppers going to the player.

GetManialinkResource

Gets info about a maniacode.

Session required? Parameters Response
Yes
  • manialink Name of the maniacode.
  • m Name of the maniacode.
  • u URL of the page corresponding to the maniacode.

GetOnlineProfile

Gets info about the player.

Session required? Parameters Response
Yes
  • dt ?
  • cor ?

A lot is left to document here

  • a General info about the player:
    • a Player's login.
    • b Player's display name.
    • c Player's region.
    • d ? Set to 0.
    • e ? Set to 0.
    • j ?
    • k ?
  • b ?
  • h Describes the splash screen to display after login:
    • a Unix timestamp, current date (unknown purpose).
    • c Full HTTP URL of the manialink to display.

GetLeagues

Gets the regions list.

Session required? Parameters Response
No (Set to 1)

Empty parameters

  • l Multiple of them, one per region:
    • a Region name.
    • b Parent regions (separated with "|", eg. "France|Alsace").
    • i An URL pointing to the region's flag (dds).

OpenSession

Gets a session ID.

Session required? Parameters Response
No (Set to 1)
  • cr 8 characters random hex value.
  • i Session ID.
  • s ?. Seems Hexadecimal.
  • k Base64 encoded, see below.

k is hard-coded in the game's binary. One value has been seen, both for United and Nations:

MIGdMA0GCSqGSIb3DQEBAQUAA4GLADCBhwKBgQCpBgX3c4ezM18RiGPlQiVKINu+JicxOd6yuHl5q30
00CdTLu53A3ceuelum2+ui+MmASL3JjmVVOoNURvK7GCt79wLUUSbtTaZPXPr73TioZBCVkPd8chAb8
EurZtlDp5QQvDCaoCfFJ4V8VJgM0IK0qVIHRP+D03tKgb2WOgK9QIBEQ==

RemoveBuddy

Removes a player from the friends list.

Session required? Parameters Response
Yes
  • b Friend's login.

Empty response

ReceiveMessages

Checks for messages.

Session required? Parameters Response
Yes
  • f Current UTC timestamp, as YYYY:MM:DD:hh:mm:ss.
  • r Represents a message, can have multiple of them:
    • s Sender's login.
    • d UTC timestamp of sending, as YYYYMMDDhhmmss.
    • u Subject.
    • t Content.
    • o Amount of coppers in the message.
  • l New coppers amount.
  • n Current UTC timestamp, as YYYYMMDDhhmmss.

RequestAllowed

Checks if a request is allowed.

Session required? Parameters Response
Yes
  • r Request type.
  • m Unknown. Set to 1.
  • r Request type (same as r in parameters).
  • c Cost in coppers.
  • l Current coppers amount.
  • a 1 if allowed, 0 if not.

SendMessages

Sends a message to a player.

Session required? Parameters Response
Yes
  • r1 Destination's login.
  • s1 Subject of the message.
  • m1 Content of the message.
  • d1 Amount of coppers attached to the message.
  • c ?

Subscribe

Registers a new account. Warning: This is sent over HTTPS.

Session required? Parameters Response
No (Set to 1)
  • pw Password for the account.
  • ik ?. Seems caps hexadecimal.
  • email Supplied email.
  • cp ?. Empty.
  • np Region.
  • an If the user accepts to receive Nadeo news on his email address.
  • s Game key associated with the account.

RedirectOnMasterServer

This response happens sometimes. It tells the client to switch auth server. When received, the client sends same request it just sent, but to the other server specified.

Here is a description of the response:

  • a
    • b Name of the game.
    • c New server address to use.
    • d Endpoint (generally online_game).
    • e HTTPS port.
    • f HTTP port.
    • g Base region (World).
    • h ?. Set to 1
    • i ?. Set to 1
    • j (Maybe) List of authorized/available remote methods (described below), or permissions.
      • k One remote call (multiple of them in the j tag)
        • l Method/Permission name.
        • q Might be if authorized/available or not (seems always 1).

Here is a list of the methods that have been seen in k:

  • AddCustomChallenge
  • AddResults
  • CheckServerPassword
  • Connect
  • ConvertAccount
  • CreateGroup
  • Disconnect
  • GetChallenge
  • GetChallengeFromUId
  • GetManialinkResource
  • GetReplay
  • MoveFromLeague
  • PayCoppersTransaction
  • SLiveUpdate
  • SendMessages
  • ShareChallenge
  • StartOfficialRecord
  • StopOfficialRecord
  • Subscribe
  • SubscribeToGroup
  • UnsubscribeFromGroup
  • UpdateOnlineProfile
  • UploadOfficialRecord
  • ValidateSoloAccount

How to help

Use a packet analyzer to see the game's communication while experimenting with client features, and describe requests and responses in as much detail as possible.