* feat(ubisoft): sign in to Ubisoft Connect and list the owned library * feat(ubisoft): download games natively through Demux and Ubisoft's CDN * fix(ubisoft): show the owned games on the store page * fix(ctl): reach the agent bridge by broadcast when the shell has no content command * feat(ubisoft): run Ubisoft games in one prefix with Ubisoft Connect installed and the game registered * feat(ubisoft): launch games through a native stand-in for Ubisoft Connect's local service * feat(ubisoft): document the launcher pipes, log why owned games have no download, drop the installer after extraction * feat(ubisoft): Steam-owned Ubisoft games install through Steam, and the launch session carries the game's application id * feat(ubisoft): answer Denuvo activations through Ubisoft's activation service and log unanswered pipe traffic * feat(ubisoft): report installed chunks to the game and skip add-ons the account does not own * fix(ubisoft): the overlay stays off, Ubisoft's install steps pick Windows components, and shared-prefix games keep their own settings * fix(ubisoft): write the manifest's registry values, and pick the game's exe over Ubisoft's installer stubs * fix(ubisoft): stream download slices, guard the launch hook, and keep per-game components in the shared prefix * fix(ubisoft): direct launches in the shared prefix keep their own game id * ci(ubisoft): build the launcher service after the prepared components are verified * fix(ubisoft): verify reused files, drop syncs from a signed-out account, and clear activation requests before launch * fix(ubisoft): fetch again a reused file whose slices cannot be checked
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Ubisoft launch without Ubisoft Connect
A Ubisoft game never holds its own ticket. Its DRM loader opens Ubisoft's API DLL from the Connect
folder, and that DLL asks the running launcher for the session over local named pipes. DroidDeck
answers those pipes with droiddeck-upc.exe, a small Windows program that runs in the game's prefix.
The game and every Ubisoft DLL stay unmodified, and there is no Connect client, CEF or background
service. The session the game receives is real: its ticket comes from Ubisoft's ownership service for
the signed-in account.
This file is the specification tools/ubisoft-launcher was written from. The facts come from the
protobuf descriptors embedded in Ubisoft's own uplay_r1.dll (proto_uplaydll/UplayDll.proto) and
from the public notes in Foxtrot47/Ubisoft-Connect-RE
(docs/06-launch.md, docs/10-denuvo.md). No code was taken from either.
Pieces
| Piece | Where | Job |
|---|---|---|
| Ubisoft runtime | C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\ in the shared prefix |
Ubisoft's own uplay_r1(64).dll, uplay_aux_r1(64).dll, uplay_r2(64).dll, ubiorbitapi_r2(64).dll, UbisoftGameLauncher(64).exe, the starter's imports (discord-rpc.x86/x64.dll, steam_api(64).dll) and overlay(64).dll. droiddeck-store-launch extracts exactly these 16 files with 7z from the official UbisoftConnectInstaller.exe, then deletes the installer |
| Registry | HKLM\Software\[Wow6432Node\]Ubisoft\Launcher |
InstallDir points at the runtime folder in both views; Installs\<productId>\InstallDir points at the game, with forward slashes and a trailing slash, as Connect writes it |
| Shared prefix | compatdata/2929927072 |
Every Ubisoft game runs here (UbisoftConnect.launchOptions sets STEAM_COMPAT_DATA_PATH), so the runtime is extracted once |
| Launch file | <game>/.droiddeck-ubisoft.json |
Written by droiddeck-store-launch before every launch from the app's ubisoft-launch answer: the account, the owned product ids, a fresh PC ticket, the entitlement's application id and the save folder. Removed first, so a failed refresh falls back to starting the game directly |
| Launcher | <game>/.droiddeck-launch.bat |
Runs Z:\usr\local\lib\droiddeck-ubisoft\droiddeck-upc.exe <launch file> when both exist |
| Tickets | app, Rust ubisoft/service.rs |
Demux ownership_service: initialize (owned products), then GetUplayPCTicketReq (field 14) answered in field 13 {1: success, 2: ticket} |
Pipes
All pipes are \\.\pipe\terminal_<session>_<name>, where <session> is
ProcessIdToSessionId(GetCurrentProcessId()) (1 under Wine). They are byte-mode duplex pipes with
unlimited instances, created before the game starts. Every message is a 4-byte big-endian length
followed by a proto2 message, except on uplay_service_ipc_pipe_.
| Pipe | Client | Exchange |
|---|---|---|
game_start_ipc_pipe_ |
UbisoftGameLauncher.exe |
game_starter.Upstream{1:{1:{1: build, 2: product, 10: exe, 11: arguments, ...}}} → Downstream{2:{1:{1:0 (overlay off), 2:0, 3: <root>/ + "/" + <exe under root>, 4: <root>/, 8:3, 9:{1:{1,113,0,1,0} 1:{3,123,0,0,0}}}}} |
uplay_api_process_ipc_pipe_ |
game | Req.initProcessReq{1: product, 2: game pid, 5: env set} → Rsp.initProcessRsp(13){1:1, 3:0 (overlay off), 4:3, 6:0}. Kept open. Answering it is what releases the starter (below) |
uplay_ipc_pipe_ |
game (uplay_r1.dll) |
Req.initReq(1) → Rsp.initRsp(1), answered every time it is asked. Req.installerReq(13) with initInstallerReq → Rsp.installerRsp(10){1:{1:1, 2:"", 3: language}} |
uplay_aux_ipc_pipe_ |
uplay_aux_r1(64).dll (Denuvo) |
{1: rid, 2: init} → {1: rid, 2:{1:1, 2: pid, 3:3367, 3:3368, 3:3962}}; {1: rid, 3:{2:{2: challenge}}} → {1: rid, 3:{2:{2:1, 3:0, 4: game token, 5:""}}} |
uplay_service_ipc_pipe_ |
Ubisoft helpers | Server sends {3:{1:1, 3:{1: <hwscore path>}}} once, then only reads, unframed |
upc_api_process_ipc_pipe_standard, uplay_protocol_ipc_pipe_, uplay_overlay_ipc_pipe_, orbit_ipc_pipe_, uplay_crash_reporter_ipc_pipe_ |
— | Held open, never answered |
The session (InitRsp)
| Field | Value |
|---|---|
| 1 result | 1 (InitResult_Success) |
| 2 account | {1: userId, 2: username, 3: nameOnPlatform, 4: email, 5: "" (password), 6: country} |
| 3 connected | 1 |
| 4 gameUplayId | the product |
| 5 uplayIds | every owned product whose ownership entry is owned, of type 0 or 1, in state 0 or 3 |
| 6 gameCdKeys | {1: product, 2: ""} |
| 7 isInOfflineMode | 0 |
| 8 upcTicket | the PC ticket from GetUplayPCTicket, never the Denuvo token |
| 11, 12, 15, 16, 18, 19, 21, 23 | the values a real launch carries ({1:0}, 0, overlay {1:0, 2:3}, hardware score {6211, 22395, 1.0f}, empty, {1:1, 2:1}, {2:1}, empty) |
| 17 storage | {1: "C:/users/steamuser/Saved Games/Ubisoft/<userId>/<product>/"}; the game appends file names directly, so the trailing slash matters |
| 22 ubiServices | {1: applicationId} from the account's entitlements, left out when unknown |
The overlay is reported off in all three places. uplay_r1.dll still loads overlay.dll from the
runtime folder right after the session arrives, whatever the session says; without that file it gives up
with UplayAPI [ERROR]: Startup failed: cannot load uplay library (Assassin's Creed Chronicles: China
then sits on a black screen and aborts with code 3 after about 160 s), so the runtime includes it.
Start sequence
droiddeck-upc.execreates the pipes and an auto-reset event marked inheritable, then starts the game's own exe with handle inheritance, in the install folder, with no extra arguments.- The exe sees it was not started by Connect and starts
UbisoftGameLauncher.exe -gamelauncher_wait_handle <event> -upc_uplay_id <product> ...(it exits with code 3; that is normal). - The starter asks
game_startand starts the real game from the reply. - The game announces itself on
uplay_api_process; the answer sets the event, which lets the starter exit. Without it the starter times out and its job object ends the game after about 15 seconds. uplay_r1.dllasksuplay_ipcfor the session.droiddeck-upc.exewaits for the announced process, allows 15 s for a restart, then exits with the game's code so Steam sees the game end.
A log of every exchange is written to ~/.cache/droiddeck/ubisoft/upc-<product>.log in the guest.
Denuvo
For protected titles the aux pipe carries the activation challenge. droiddeck-upc.exe writes it to
~/.cache/droiddeck/ubisoft/bridge-<product>/denuvo-<rid>.req and waits 90 s for .rsp. Answering it
needs denuvo_service with an ownership token (OwnershipTokenReq, field 28) and is the next step;
titles without Denuvo never open the aux pipe.
Not covered yet
- R2 (
UPC_*) titles useuplay_r2.dll; their pipe traffic has not been captured, so whether the same server answers them is unverified. - Orbit (
ubiorbitapi_r2) titles. - Achievements, friends, overlay, cloud saves.