>To whoever actually cares anymore,
THANK YOU!!! I keep forgetting to bring home a plain old dummy hub for sniffing.
>Here is the result of about 1/2 hour of packet sniffing a failing xbox. This
>is my xbox, it hasn't been able to go online since Tuesday morning. I have
>seen a few requests on various boards for this, so I'm crossposting it like
>crazy.
>Beginning to end frame capture analysis of a XBOX Live dashboard
>connectivity test...
>Initially, obviously, there is a DHCP disc, then a return offer, then a req,
>then finally an ack. If you know anything about networking, you know
>what I'm talking about. One oddity here is, during the usual dhcp
>exchange, the xbox was doing arp requests within the broadcast domain
>for it's own IP, strange, but not showstopping. This goes on for about 5
>seconds, then we move on to the second phase.
That was the DHCP client making sure nobody else is using the IP in order to avoid conflict. Normal stuff.
>IP Mutlicast tests, the xbox hits whatever it's default router is with IP
>multicast packets. They are of address 239.255.255.250, which I'm sure if
>I had the time to look it up, it would be UPNP. It tried 3-4 of these then
>moves on to the DNS query portion.
Yup, that's used for UPnP. See
http://upnp.org/down..._ssdp_v1_03.txt>The first lookup is for AS.XBOXLIVE.COM against my primary DNS server,
>the return was 207.46.247.6, which if you reverse out, you can see that it
>reverses to AS.XBOXLIVE.COM. Then there is a 2 packet exchange
>between the xbox and AS.XBOXLIVE.COM. The packets are interesting,
>and mostly in hex. The first packet is sourced from the xbox with a data
>payload byte size of 421. .27 seconds later I get a replay from
>AS.XBOXLIVE.COM with a data payload size of 784 bytes. Couple of
>things to note...
>Within these packets, there is some dechiperable text, things like
>PASSPORT.NET and XBOX.COM. Also I see this...
>Xbox.Version=1.00.4831.5
>Title=0xFFFE0000
>TitleVersion=268595456
>SN.(MY SERIAL NUMBER)@xbox.com
>(MY SERIAL NUMBER)=my ACTUAL xbox's serial. :/
I think the version number MAY play a role in the results you get from a modded box. Some people can connect with the mod chip disabled, others can't connect no matter what. Maybe one version can be blocked by SN and the other can only be blocked if the BIOS is detected as different at sign on???
>Now THIS is juicy, during a connection test the xbox is passing your serial
>number in PLAIN TEXT. LOL, maybe it's not critical, but I don't think I like it
>much. I hope that this means somehow that the serial isn't THAT big of a
>deal, not sure.
I bet you a million dollars that this is important. Blocking a box by serial number while keeping track of all shipped serial numbers will deffinitely make it difficult to circumvent a SN block. If we figure out a way to change the reported SN though and we use other people's SNs, there would be too many valid boxes getting banned and MS would have to free everybody.
>In the send data packet from my xbox to AS.XBOXLIVE.COM I saw
>absolutely none of the data in my "Y" screen (X,Y,Z information). It
>appeared to be program code or encypted, perhaps both.
XYZ is nothing more than a hash of the network configuration. Change your IP, gateway, mask, DNS. Then check the XYZ info and see how much it changed. Maybe it's just meant to help Xbox Live support get the network config without making customers worry about privacy.
>OK then, once this is done, the xbox does yet MORE IP multicast packets
>out to 239.255.255.250, AGAIN more UPNP. Then guess what, MORE DNS
>queries (catching a pattern yet?

, but THIS time it's for
>TGS.XBOXLIVE.COM which resolved out to 207.46.247.6 THE SAME DAMN
>SERVER, nice fault tolerance, maybe they do this as some sort of reverse
>DNS round-robin, dunno. Anway there is one packet out and one packet
>in for an exchange between my box and the server this time it's a bit
>different. The outgoing data packet is 1076 bytes in size and the return is
>1054 bytes. Although the data packets are much larger this time around,
>the plaintext data I show up above is also in these packets. Odd...
Give em a break. They're just getting the server up. Once they have the backup server running, they'll change the second A record to point to the second server farm. It'll probably be in a different geographic location.
>After that 2 packet exchange the xbox does 2 mutlicasts second for 3
>seconds resulting in 6 more UPNP multicast packets. I wonder why they
>are trying this at the end? Dunno.
The Xbox doesn't know why it can't connect, so it's trying to make sure the ports are definitely open before giving up?
>So, in summation, the xbox tries to hit 2 servers, AS.XBOXLIVE.COM and
>TGS.XBOXLIVE.COM which both resolve out to the same IP address. I
>was hoping for more cleartext in the basic data packets used for
>connectivity tests, but oh well. Now at least at a very basic level I
>understand the process, the bad thing is I don't think I'm really closer to
>understanding WHY MINE DOESN'T WORK!!!!! ahem.
I think we all know why our boxen aren't working.

>I know there are ppl out there who know networking better than I. I
>hope someone will take this and do some of their own sniffing and come
>up with something. The sniffs I did were done using Network Monitor 2.0,
>IRIS, and Sniffer 4.6. Enjoy.
Save the netmon trace and post it for d/l. I have netmon 2 and was trained by a certain company *cough* *cough* in using it.

>Thanks,
>Z