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The reason we cannot query players easily is because their "data ID"
equivalent is not the internal ID used by the game. Wheras a course is
associated with its data ID by every part of the game a maker ID's
corresponding data ID is only used to generate that maker ID by Nintendo,
summarily being ignored. The game actually uses PIDs, or Principal IDs, to
refer to players, and these are randomized unsigned 64 bit integers on the
switch. PID to maker ID is not reversible. While one can be used to query
the other the direction we care about, maker ID to PID, can only be
performed by GetUserOrCourse (method 131), and it only supports one maker ID
at a time. Used in-game for a search bar it is not optimized for speed. The
next best thing is just to collate all PIDs collected from other methods,
assuming that one of the following applies to every player in the game:
* Created a course
* First cleared a course
* Has an active WR on a course
* Was one of the last 1000 players to play a course,
whether they beat it or not
* Has played a Ninji event course while it was active
* Is within the top 1000 players on any in-game leaderboard (number of maker
points, score in endless mode, etc)
After finishing off with the Ninji data, which included the only queryable
replays in the game, and calling the other methods I had implemented with
each player I had collected in total, the scrape was done. It had taken 3
months and was performed on dorm gigabit internet at my university. The
result I uploaded to HuggingFace with the hope that machine learning
researchers can interpret the results and extrapolate some interesting
findings. That, or it can bolster the development of LLMs or discrete
diffusion models.
--< 6. Opening A Public Server
After the completion of the scrape it made sense to replace the feed
entirely. By this I mean the classic final frontier in game modding related
to protocol reimplementation: custom servers. That way no technical
limitation, or action on the part of Nintendo, has an impact.
Custom clients, the topic of this paper and my main work, are exceptional
starts and the only way to have live data from the feed, as well as being
more directly usable by an audience. Custom servers, however, are the best
way to follow up a custom client. Assuming a modded official client or
another custom client it's possible to hook into a new feed entirely. The
company behind the feed may not have any interest in archival, or may not
send out timely updates or may shut down the service with no recourse. With
SMM2 having been around 5 years old by that time it was not, and still is
not, an impossibility that Nintendo was considering shutting down the
servers in a few years
This final step was possible thanks to the help of a number of developers
who had begun building tools around the API following the technical
discoveries made: Kramer, Wizulus, jneen and Shadow. Kramer had begun
developing a Golang server implementing the NEX protocol, using
NintendoClients as a base. When he reached out to the rest of us we began
contributing.
NEX has a saving grace in regards to custom server development: the binary
format of requests and responses are very similar. Same versioning scheme,
same protobuf format and generally a 1-to-1 request to response protocol.
In other words, NEX is a RPC protocol. RPC protocols are easier to
reimplement because one only needs to search for packets known to be for
requests and observe what comes immediately after, knowing that most of the
response is influenced by only the request data. Well, certainly easier than
the alternative but server -> client requests are still difficult.
For example RegisterUser (method 47) seems to suggest a one-time call with
important user info. We need to know a few things about a new user in order
for other methods across the server to work (like GetUsers) so understanding
the request payload is critical. Because this method was never exposed in
the public API it had never been documented by me or others. Some of the
things we need to know are: usernames, miis and regions. So how do we begin
to dissect a request payload?
Instead of tweaking the exact payload sent we tweak the black box producing
the payload, ie the official client. If we change our username what changes?
If we change our mii what changes? Not just what changes but how often. An
hour long MITM session may be necessary to figure out when this method fires
in the first place. We discovered that this is not strictly a method for
registering users, as we discovered this is indeed the first identifying
request made by the official client, but also a method for modifying users.
Username changes trigger this method, so we can't create a user profile in
our database without checking to see if we've seen this player before.
But what in the payload we're sent is identifying? We're sent the username,
current outfit, mii, region, country code and the device ID. So of all these
fields device ID seems like the most promising ID. Indeed, on the official
client this field is identifying to the hardware, but we encountered a
problem when swapping out the official client with a custom client, namely a
Nintendo Switch emulator. Ryujinx does not have a hardware ID, it's a
portable emulator that could very well be running on a chromebook as much as
a Window's PC! So their solution is sending `0xcafe` [34].
We can find our own solution to this. The way in which we mod the official
client to redirect calls to our custom server is by hijacking a function
call that calls `snprintf` to generate the initial websocket connection
request http call. Instead of copying the http call used by the official
client and inserting just our our own domain, as we previously did, we can
add our own header with our own identifying information. A player's account
is entirely independent of Nintendo. This means they can register on our