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?