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Fortnite 1.8 custom rules for Fiddler (outdated)
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import System; | |
import System.Web; | |
import System.Windows.Forms; | |
import Fiddler; | |
class Handlers | |
{ | |
static var SquadPlayground = false; | |
static var RegionOverride = "NAE"; | |
static function OnBeforeRequest(oSession: Session) { | |
// Apparently, Epic updated the authorization token, so let's change that. | |
if (oSession.HostnameIs("account-public-service-prod03.ol.epicgames.com")) { | |
if (oSession.PathAndQuery.Contains("/account/api/oauth/token")) { | |
oSession.oRequest.headers["Authorization"] = "basic MzQ0NmNkNzI2OTRjNGE0NDg1ZDgxYjc3YWRiYjIxNDE6OTIwOWQ0YTVlMjVhNDU3ZmI5YjA3NDg5ZDMxM2I0MWE="; | |
} | |
} | |
if (oSession.HostnameIs("fortnite-public-service-prod11.ol.epicgames.com")) { | |
// A fix for profile0 error, etc... | |
if (oSession.PathAndQuery.Contains("/QueryProfile?profileId=profile0")) { | |
oSession.url = oSession.url.Replace("profileId=profile0","profileId=athena"); | |
} | |
else if (oSession.PathAndQuery.StartsWith("/fortnite/api/game/v2/matchmakingservice/ticket/player/")) { | |
// TODO: Clean up this code | |
var uriSplit = (oSession.url + "?").split("?"); | |
var queryString = HttpUtility.ParseQueryString(uriSplit[1]); | |
var bucketSplit = queryString.Get("bucketId").split(":"); | |
bucketSplit[0] = "REPLACE_BUILDID"; | |
bucketSplit[2] = RegionOverride; // Set region override | |
// 2 = Solo | |
// 10 = Duo | |
// 9 = Squad | |
switch (bucketSplit[3]) { | |
case "2": bucketSplit[3] = "playlist_defaultsolo"; queryString.Remove("player.option.fillTeam"); break; | |
case "10": bucketSplit[3] = "playlist_defaultduo"; break; | |
case "9": | |
if (SquadPlayground) | |
bucketSplit[3] = "playlist_playground"; | |
else | |
bucketSplit[3] = "playlist_defaultsquad"; | |
break; | |
default: FiddlerObject.alert("Unknown Match Type (" + bucketSplit[3] + ")"); // Cannot handle this match type | |
} | |
var bucketString = bucketSplit.join(":"); | |
queryString.Set("bucketId", bucketString); | |
// TODO: Handle subregions? | |
switch (bucketSplit[2]) { | |
case "NAE": | |
queryString.Set("player.subregions", "OH,VA"); | |
break; | |
} | |
queryString.Set("player.option.crossplayOptOut", "false"); // I guess to opt out of crossplay? | |
queryString.Set("party.WIN", "true"); // Windows platform | |
// Input style is Keyboard & Mouse | |
queryString.Set("input.KBM", "true"); | |
queryString.Set("player.input", "KBM"); | |
queryString.Set("player.playerGroups", queryString["partyPlayerIds"]); // TODO: Support this? | |
oSession.url = uriSplit[0] + "?" + queryString.ToString(); // Hackjob | |
} | |
} | |
} | |
static function OnBeforeResponse(oSession: Session) { | |
oSession.utilDecodeResponse(); // Decode response before handling anything | |
if (oSession.HostnameIs("fortnite-public-service-prod11.ol.epicgames.com")) { | |
// VersionCheck bypass | |
if (oSession.PathAndQuery.StartsWith("/fortnite/api/versioncheck?version=")) { | |
oSession.oResponse.headers.HTTPResponseCode = 200; | |
oSession.oResponse.headers.HTTPResponseStatus = "200 OK"; | |
oSession.oResponse.headers.Remove("X-Epic-Error-Code"); | |
oSession.oResponse.headers.Remove("X-Epic-Error-Name"); | |
oSession.utilSetResponseBody("{\"type\":\"NO_UPDATE\"}"); | |
} | |
// Empty JSON request to bypass some errors | |
else if (oSession.PathAndQuery.Contains("/RefreshExpeditions") || | |
oSession.PathAndQuery.Contains("/IncrementNamedCounterStat") || | |
oSession.PathAndQuery.Contains("/GetMcpTimeForLogin")) { | |
oSession.oResponse.headers.HTTPResponseCode = 200; | |
oSession.oResponse.headers.HTTPResponseStatus = "200 OK"; | |
oSession.oResponse.headers.Remove("X-Epic-Error-Code"); | |
oSession.oResponse.headers.Remove("X-Epic-Error-Name"); | |
oSession.utilSetResponseBody("{}"); | |
} | |
} | |
} | |
} |
If you want to talk to me, you can DM me: https://discord.gg/axpBTBH
After 2/3 years of this FiddlerScript being broken, I'm proud to announce a new FiddlerScript (in C#) that doesn't require any other software other than Fiddler!
https://gist.github.com/nyamimi/fa59cabe76a338793680384a7db62e48
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now that's just disappointing :(
I looked forward to exploiting MCP now that I have my hands on a tool that can literally enable the ue4 console on engine builds starting from the year 2016 onwards but apparenlty not