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that any player could expose them.
Custom clients, especially within gaming communities, inevitably bring about
discussions of fairness. The course viewer received a fair bit of scrutiny
for making it artificially easy to vet the difficulty of a course before
playing, which combined with certain gamemodes in the game can give an
unfair advantage, but the ability to identify developer exits eventually
convinced many players of its importance in the metagame. And, with the
normalization of the course viewer on social media and streaming sites, it
eventually became a competitive necessity to match other players.
--< 5. The Scrape
Once one gets access to the feed of data it is imperative to reduce your
reliance on it. The company that operates the feed is trying their best to
shut you down. So I began exploring more endpoints in the hopes of querying
all the data on the servers.
For example course comments. They come in a number of different types: text,
reaction images and drawings. Drawings were found to be GZIP compressed
320x180 RGBA bitmaps, accessible from a external server.
response = await http.get(comment.picture.url,
headers=custom_comment_image_headers)
img = Image.frombuffer("RGBA", (320, 180),
zlib.decompress(response.body), "raw", "RGBA", 0, 1)
Comments can also be placed somewhere within the course, as well as have the
requirement of completing the course before seeing them. This endpoint gave
insight into a creative side of the game that is usually inaccessible
outside the official client given to us [29].
After almost all of the endpoints were discovered, with both their request
and response fields documented, it was time to begin scraping.
The key considerations behind effective scraping is: how can I request as
much as possible, how can I remain undetectable and how can I know I am
done.
I first tried requesting from the endless endpoint. Endless mode is a
gamemode that has a player complete as many courses as possible when
starting with a fixed number of lives. One can choose to start endless in
one of four difficulties, where every course on the servers is assigned a
difficulty. Unless Nintendo additionally prioritizes courses given a
specific criteria, like number of plays or ratio of likes to dislikes, this
endpoint is mostly randomly distributed. Sounds ok, but in practice there
are over 25 million courses uploaded. When tested this approach likely takes
multiple years.
And, anyway, how do we know we have all the courses anyway? Courses are
referred to by 9 letters and numbers, with some visibly similar characters
removed. This series of letters and numbers is just for ease of use, as it
represents a base 30 alphabet bitwise number. This bitwise encodes whether
the ID refers to a course or a "maker", as well as a checksum. The number is
then XORed, which appears to scramble the ID [30]. The reason why this
scrambling is necessary is because games utilizing the DataStore NEX
protocol allocate new objects with a continuous incrementing ID, known as
the data ID.
def course_id_to_dataid(id):
course_id = id[::-1]
charset = "0123456789BCDFGHJKLMNPQRSTVWXY"
number = 0
for char in course_id:
number = number * 30 + charset.index(char)
left_side = number
left_side = left_side << 34
left_side_replace_mask = 0b1111111111110000000000000000000000000000000000
number = number ^ ((number ^ left_side) & left_side_replace_mask)
number = number >> 14
number = number ^ 0b00010110100000001110000001111100
return number
When converted into a course ID or a maker ID the XOR serves to hide the
fact that the ID is incrementing, likely an attempt to prevent a sweep
through all courses or makers for nefarious purposes. We know the algorithm,
however, so this reversible algorithm just means there are two ways of
representing a course or maker.
Since it is incrementing where do we start? Not 0. The region of Data IDs
below 3 million in SMM2 cannot be queried. With manual testing the first
course found in the game is 4RF-XV8-WCG, data ID 3000004 uploaded on 6/27/19
02:05, a day before the game officially released. Using the method
SearchCoursesLatest (method 73), which is used in game to return a random
list of recent courses, I received a data ID close to the most recently
allocated, at the time around 40000000. Using this approach one can query
for 500 courses' info at once using GetCourses (method 70). Courses that
have since been deleted, with their ID not being reallocated, return empty
course info that could be ignored. This is the primary approach for courses.
Next is players, or makers as they are occasionally referred, which cannot
be queried as easily. Instead of querying players now we need to look at
some other methods.
In-game one can query a number of lists, like player leaderboards and lists
of courses with a search filter. The last 1000 players of a course,
including whether they liked and/or completed it, can also be queried.
Course info includes the players who created, first completed and have the
current world record, so we'll also use our potential list of 37 million
courses here.