I am trying to take some classes on network engineering over the summer and I would like to know how the Xbox Live System and its service challenges work. I've read stuff about an "HV" and that there is an offline HV and a live HV, I just wan't to know how the xbox connects and what kind of information it receives on login. Also, how do I go about using network protocols in my scripting, (C# or visual C) Thanks in advance
Oh god... looks like you're just trying to get your kit online. No one on this site will help you get online so you can ruin games for people, sorry.
I'm not familiar with XBOX or its online services, but you should be able to get some of the information you want by capturing the data packets sent and received; Google is your friend. Keep in mind these may be encrypted, in which case that won't help...
Thanks for the help pool. Actually I'm not trying to get a kit or hacked console online, I'm looking into how much of a challenge it would be to emulate the LIVE services using new servers and create a "HomebrewNet" or something of the sort. Not really anything my skills could accomplish but I would just like to see
LIVE has its own backend, and then publishers run their own servers with XLSP, basically on a VPS with live servers. A cursory search for XLSP should help you find what you're looking for...
Emulating LIVE servers require the private key. You could have a marketplace for homebrew like Cydia for iOS, but that must be done through your own app.
What about swapping the public key on the console with one we have the private part to (obviously that'd mean abandoning MS' servers completely)?
Thank you for the helpful information Wulf! Edit: I found this on a Chinese site, I thought it was to emulate the Live download server from your PC on port 3074, but I can't get it too work due to the language barrier. Can anyone explain to me what this guide is trying to accomplish? http://bbs.a9vg.com/thread-978505-1-1.html
Kind of, its in the 1bl which is written on the cpu flash/eeprom or whatever. Point is we can't write that.
I've done quite a bit of research into this attempting to create a new server for the original xbox. The primary protocol is a modfied version of kerberos, after handshaking everything gets encrypted. I'm not exactly sure what the encryption is based on, it could be embedded into the XBL libraries or maybe it's based on the eeprom (just speculation). I haven't had a whole lot of time to decrypt the communications i've captured, but if you could change the encrytion key to something known then you could decrypt the traffic easily. This would be easier to do on an original xbox, not so easy on a 360. The link above is to simulate XBL downloads, i have no idea if it works although i've read somewhere of this happening before.
Having a set on stone hardcoded key (doesn't mater where or how it's stored, just if it's fixed) for encrypting the internet traffic would be pretty stupid IMHO. It being stored on the flashable part of the console data would be good enough if it's kept safe. And even if it's something that's set on stone it would be at the keyvault (which is on the NAND) instead of the CPU die. As are the keys for protected devices and other connectivity stuff ...
The private key? Do you even know what the hell the private key does...? Why don't you logic correctly before posting something completely wrong...
Less gloating and more teaching please. 360 people seem to love responding in knowing smugness over what they know, yet forgetting the struggle they endured to learn such facts. If you are trying to understand how any network structure works for mmo or live games it's no different than any other internet application with user sessions. The authentication is custom, and the software is custom, but the hardware and theory is the same. http://www.nytimes.com/2008/11/18/technology/business-computing/18super.html?_r=0 http://www.eucalyptus.com/ http://www.eucalyptus.com/sites/all/files/eucalyptus-ref-arch-scalable-web-services-large-vmware.pdf I hope this is about curiosity and not some sly way of trying to get your dev on pnet. Cause if it is we don't allow pnet talk.
Thank you Assembler, very helpful information. I have no need for a kit on Pnet, it is solely out of curiosity. I am taking some network engineering classes (along with many other computer classes) over the summer, then perhaps I will have some chance at this.
The most crucial thing is load balancing. The difference is failure (Star wars galaxies, sim city online) or success (eve online single universe) There's two approaches. Supercomputer single universe or multiple "zones" for geography. Like World of Warcraft having multiple servers but until battlegrounds no interaction and complex player transfer.