A new game has just came out and I want to build an application that analyses game statistics in real time as games are played. The developers of the game offer a replay service allowing other gamers to view a stream of the current game, each game exists for 24 hours after the game expires.

Today I opened the game up, began watching a replay and kicked off a new Wireshark session to analyse any TCP/UDP packets as they came in, but to my disappointment (and as I expected) all packets were SSL encrypted.

I understand that I cannot decrypt these packets without the Private key, which is on the server to ensure forward secrecy and there is no way I will ever have access to that, but is there any other way I can intercept the packets before they reach my PC? I did some reading and found that ARP spoofing could be used to trick the server into thinking I am the client and then relay information between client/server but I don't think that will solve the SSL issue?

The only thing I am certain of is that the developers do not currently offer a public endpoint to expose this data, but there are 2 rival fan sites that are somehow scraping this data. Are there any techniques that I could adopt to get further with this?

  • @JasonGeffner I may be mistaken, but wasn't Echo Mirage retired? I believe that's what Xi Lu needs for his problem – Alex Jul 29 '16 at 20:37
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    Read about mitmproxy and possibly fiddler, and certificate pinning. Basically you set up a server that your pc connects to, which will impersonate the real game server, decrypt stuff, and open its own SSL connection to the real server. – Guntram Blohm Jul 29 '16 at 21:41

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