PES 2013 Private Server

Here is what was done since last post i made:

MATCH & RATING:

[+] Full ranked match recording. Every finished match is written with both
sides, teams, score, how it ended, region and timestamps.
[+] Live rating ladder. Win, draw and loss each move the rating by a configured
amount, and points accumulate alongside it.
[+] Divisions D5 to D1, awarded from where the rating lands.
[+] Six skill levels from Beginner to Superstar, following the rating.
[+] Full career record: matches, wins, draws, losses, goals for and against,
current win streak and best win streak ever.
[+] Disconnect handling. A player who leaves forfeits, and the side that stayed
is credited with the win.
[+] Fair play counter. The commendation given at the end of a match is stored
and shown on the player card.
[+] Placement ratings. The rating a player carried out of each of their first
five ranked matches is kept, which is what the game reads while a new
player's rating is still settling.
[+] Skill based matchmaking. Players are paired by the level the client
reports.
[+] Match history per player, and a distinct opponent list.


PROFILE & SETTINGS:
[+] Avatars. Upload, storage and delivery, with size and checksum validation.
[+] Manner grade, sent as the nested record the game reads, carrying fair play
count, manner rating and disconnect rate together.
[+] Nickname tags. Fifty tags in the database, unlockable per account, with the
three the game ships with available from the start.
[+] Player card: birthday, country, area, favourite team, favourite player and
intro text.
[+] Global rank, counted live from the rating ladder.
[+] Chat preference per account.
[+] Profile caching with automatic invalidation on every write, so a result
screen always shows the rating from the match that just ended.


ROOMS & LOBBIES:
[+] Four blocks, each with its own lobbies, named the way Konami numbered them
[+] Room creation, joining, leaving and readiness tracking.
[+] Host migration.
[+] Live room list. Rooms and players appear and disappear as they happen,
without needing a screen refresh.
[+] Live player lists inside a room, updated on join and leave.
[+] Region population counts, published every ten seconds, including honest
numbers for regions this machine does not serve.
[+] Lobby match list.


PEER TO PEER:
[+] Full P2P handshake between matched players: host address, reflexive address
and NAT type exchanged both ways.
[+] STUN server on three ports for NAT discovery.
[+] Relay addressing for players who cannot connect directly.
[+] Network quality grading with green, yellow and red thresholds, feeding the
input delay the game picks.


COMMUNITIES:
[+] Create, join, withdraw, delete.
[+] Owner controls: kick a member, set the description, set a password, set how
far the community card opens.
[+] Community browser with keyword and language search, paged.
[+] Community card with the full member roster and who is online.
[+] Joined community list and a default community per player.
[+] Removal notice. A member removed by an owner is told once, the next time
they connect.
[+] Community mode presence, so the server knows who is in the community
section.


FRIENDS & SOCIAL:
[+] Friend list with online state.
[+] Friend requests.
[+] Block list.
[+] Widget matchmaking from the pop-out panel, sharing the same queue as the
main menu.
[+] Recently played opponents list.


ANNOUNCEMENTS & CONTENT:
[+] Pre-login and post-login announcement screens, each targetable separately
from the portal.
[+] Information screen, filterable by language.
[+] Welcome message, licence text and top menu announcements.
[+] Broadcast to everyone currently online.
[+] Data pack and patch version reporting.


MASTER LEAGUE ONLINE:
[+] Team creation with name, short name and base team.
[+] Squad storage and player ratings.
[+] Team funds, power and resources.
[+] Master League record: matches, wins, draws, losses, goals, streaks.
[+] Game plan storage.


ADMIN PORTAL:
[+] Account management.
[+] Announcement and information publishing.
[+] Team and squad data.
[+] Nickname tag management.


INFRASTRUCTURE:
[+] Single configuration file covering both deployment and game values.
[+] Panic isolation. A fault in one session cannot disconnect anyone else.
[+] Full request and response logging with the fields each command carried.
[+] Multi region ready: shared accounts and ladder, isolated play per region.



WOW!!! Are we expecting the server to be released soon?
 
:D How did you get the avatars working? I’m having a really hard time getting them to work properly on my PES 2021 server.
Dunno about PES 2021, but in PES 2013 the avatar goes up as CMD_SET_AVATAR over the gate (game update it every login if there is avatar from saved data meaning if u use two client with same save data both will push same avatar to server, also it updates avatar from settings like i did in the video) and comes back down over HTTP via CMD_GET_AVATAR_HTTP , avatar_data is hex text (not raw bytes), avatar_data_size and avatar_md5 are both of the decoded bytes and it's a fixed 12288-byte buffer.
 
@izcarti first of all congrats m8
i've spent quite sometime trying to do what you did in i dont know how much
as a SWE myself i'd really love it if the code you made was open sourced (please !)
and still congrats, i've seen the videos , really really incredible work
Thanks, its going to be open source very soon dw.
 
Yeah works fine the game uses SecuROM, has nothing to do with steam its not even in steam ig.
I know the game doesn't used steam, but I was curious how you identify differents players...how does the server identify or assigns differences unique IDs to differences players?

steam reference was only an example how PESBUL server give new unique IDs to cracked version of pes2021 using a real ID used with a steam account of the user
 
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I know the game doesn't used steam, but I was curious how you identify differents players...how does the server identify or assigns differences unique IDs to differences players?

steam reference was only an example how PESBUL server give new unique IDs to cracked version of pes2021 using a real ID used with a steam account of the user
Yes, you need unique ID's, no, you don't need a real ID :) But in this case, is easyer to use your original Steam ID so you can keep your in-game account, and you alway will have same ID.
 
Yes, you need unique ID's, no, you don't need a real ID :) But in this case, is easyer to use your original Steam ID so you can keep your in-game account, and you alway will have same ID.
I know your way mate, ;) but I was curious about its way (how he assigns a unique id to differences players) with its server and pes2013 ;)
 
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I know the game doesn't used steam, but I was curious how you identify differents players...how does the server identify or assigns differences unique IDs to differences players?

steam reference was only an example how PESBUL server give new unique IDs to cracked version of pes2021 using a real ID used with a steam account of the user
There is login system in game as i you see in the video so you register an account and login.
 
I know the game doesn't used steam, but I was curious how you identify differents players...how does the server identify or assigns differences unique IDs to differences players?

steam reference was only an example how PESBUL server give new unique IDs to cracked version of pes2021 using a real ID used with a steam account of the user
the game sends a set of game_id + game_id_password, and at one points there's also a command for the game serial number, but with the two first you can get a proper login, this is pretty similar to pes5/6 game server, so, yeah, you need to create a game first on a web provided by him, actually, this game back then was on steam (I think it was the first of the saga to show up) but their auth wasnt via steam
 
What happen if two players have different DLC version?
funny enough the game already had a logic for this, the client reports its own player data and team tables into two MD5s and sends them at login to the server to compare with clean checksum, so a patched or different dlc wouldn't be able to play any matches, the server runs dlc_version=6.00, the last one Konami shipped, so most people should already match. i made a fully tuning room in the source code so people can still run custom patches servers also.

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@izcarti Does the game offer co-op modes beyond 2v2, such as 3v3, 4v4, or 11v11?
From what I remember, I think... no! That’s one of the reasons I never really liked the online modes in those games.

I believe PES 2009 was the last PES game with a proper Co-op mode, and then we had to wait around 9 years for it to return. Such a waste.

PES 2018 was the first game to bring Co-op back after that.
 
That’s great—thanks to @༺Ƥeຮ༻ , we already have the PES 2021 version. If they pull it off, it would be fantastic for everyone who loves that game; personally, I wasn't able to play the online Master League, so it would be wonderful. Best of luck and keep up the teamwork to make it happen.
 
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