Experimenting with recreating a custom client for Gigantic. This repo is just a reference implementation for building up on and documenting the existing work done by Gabs.
The game is required to be patched in a few ways in order to be playable. Each (soon to be) root folder in the repo corresponds to a required component in the architecture that is in need of patching or rewrite.
The Gigantic client uses arksdk.dll
in order to obtain user info, friends and an authorization token. In order for the client to connect to the custom server (instead of Arc/Motiga servers), a different dll needs to be compiled with the code in the ArcSDK
folder and the resulting binary (arksdk.dll
) replacing the existing one in Gigantic's folder.
This embodies a modified launcher used to launch Gigantic rather than relying on Arc's laucher. The launcher itself takes in:
- a server address to connect to
- the clients username
- the clients password
and sends this information to the Http Server located at the server address to retrieve an authentication token.The launcher now launches the game (Gigantic, usually Binaries\Win64\RxGame-Win64-Test.exe
) as well as a tcp server. The patched ArcSDK in the game connects to this tcp server and receives the token & user info.
In order for the game itself to connect to the http server, the AuthUrlPrefix
fields in RxGame\Config\DefaultEngine.ini
needs to be changed with the server address inputted from the launcher (still need to find a better way to do this).
The data server contains both the Http Server and the Mice Server as an umbrella-ish project.
The http server (from what I can tell) is reponsibly for handling sign-in information and responding with authenticated information (username, token, friends, etc.) as well as an address to the Mice Server. It seems to also handle match history, leaderboards and cdn inventory items? (More info is needed here)
The mice server is in charge of party matches, queuing up and starting games. Gigantic, using the data received from the http server, connects to the mice server through TCP and has the option to utilize Salsa/(12 or 15) for encryption. Once a party and match are found, each client for the match is sent some session info which contains the address of the Match Server used to communicate game data while playing with each other. Some of the features the mice server handles are:
- Party Queuing/Messaging/Hosting/Inviting
- Friend List/Request/Response/Notification
- Player Status/Messaging/Inventory/Shop/Lobbying
TODO: needs to be documented