Luigi Auriemma
https://aluigi.freeforums.org/
EAlist (Battlefield Bad Company 2 yeah)
https://aluigi.freeforums.org/ealist-battlefield-bad-company-2-yeah-t1308.html Page 1 of 2
Author: aluigi [ 16 Mar 2010 15:33 ]
Post subject: EAlist (Battlefield Bad Company 2)
I know that many people were interested in a server lister for the new Battlefield game so I have just released EAlist that allows to list the servers of any game supported by Electronic Arts:
https://aluigi.org/papers.htm#ealist
example:
ealist -n bfbc2-pc -a myusername mypassword bfbc2-pc
the last field of the -a option is the name of the game for which has been enabled the account.
indeed the accounts on EA are uniques but they are activated for specific games so (for example) if we have the dedicated server of Medal of Honor Airborne and have activated an EA account with username myuser and password mypass but we want to retrieve the list of servers of Bad Company 2 for Xbox 360 we will need to use:
ealist -n bfbc2-360 -a myuser mypass mohair-pc
aluigi Post subject: fesl.ea.com protocolPosted: 08 Feb 2010 23:46
Joined: 13 Aug 2007 21:44
Posts: 3925
Location: https://aluigi.org The Electronic Arts games use a centralized login mechanism for forcing both players and admins to play only online, with the result that usually these games don't support/work in LAN.
the centralized server has the suffix "fesl.ea.com" like mohair-pc.fesl.ea.com, bfwest-dedicated.fesl.ea.com, lotr-pandemic-pc.fesl.ea.com and so on for various games like: Battlefield 2142 / Heroes, Command & Conquer 3, The Lord of the Rings, Medal of Honor Airborne, Need for Speed Carbon / Undercover, Mercenaries 2, Dragon Age and so on.
the connection is performed to port 18240 over SSL and the game verifies the certificate sent by the fesl server (it compares various fields and then the hash) so is not possible for the people to understand the protocol or emulate it without the original server's certificate and its private key.
the only solution is skipping the check and this operation is performed by the following one-byte-only modification I have released just in this moment:
https://aluigi.org/patches/fesl.lpatch
(remember the patcher https://aluigi.org/mytoolz.htm#lpatch)
DUMPING OF THE DECRYPTED PROTOCOL:
personally I'm not interested to the protocol because it's very simple and is not part of this little research, anyway capturing the decrypted connection with the fesl server is really a joke:
- apply the above modification
- get stcppipe: https://aluigi.org/mytoolz.htm#stcppipe
- launch it: stcppipe -S -d c:\ mohair-pc.fesl.ea.com 18240 18240
- now add the following line into your hosts file: 127.0.0.1 mohair-pc.fesl.ea.com
- launch the client or the dedicated server of the game
- result: client -> local_stcppipe -> fesl_server
note that in my example I have used mohair-pc.fesl.ea.com that is the fesl server of Airborne, so substituite it with the hostname used by your game.
stcppipe will dump the decrypted data in files with the CAP extension (open them with Wireshark) in c:\.
remember to restore the hosts files after the usage or to use directly the IP address of the fesl server in stcppipe if you want to maintain this "tunnel" solution for more time.
EXAMPLE OF PROTOCOL:
I have added some asterisks (*) for covering some unique fields and I have cut the big packets containing the same data block.
note that the long "data" fields are simply encoded with base64.
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