rswiki-book/src/508-Protocol.md

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2018-07-03 00:31:18 -04:00
\[\[Category RS2\]\]
== '''Packet structure''' == When the client sends a packet to the
server, the first byte encapsulates its opcode. This specific opcode is
encrypted with a value generated by the ISAAC PRNG seeded with a
dynamically server generated key during the login block. The server
decrypts it and associates the opcode to the packet's respective
predefined size. If the packet does not contain a fixed size, the opcode
will be followed by either a byte or a word - varying per packet - for
its proper size. This is then followed by the payload.
== '''Login''' == Every connection to the main 'gateway' server sends a
single byte of data, mostly well known as the connection type. The
connection type tells the main server which type of connection you wish
to initiate. The old engine list consists of:
- Login initiation - connection type 14
- Update - connection type 15
- Fresh login - connection type 16
- JAGGRAB - connection type 17
- Reconnecting login - connection type 18
- Worldlist - varies, connection type 255 in \#508
- Potentially more...
The connection type we will cover in the following paragraphs is the
login connection type, 14. After the login handshake initiating
connection type, the client writes a small bit of data derived from the
logging in player's username. This is believed to help select the
appropriate login server. On successful handshake, the server sends back
8 ignored by
At this point, the client reads in one byte, called the status code. The
status code 0 is expected to start the login protocol correctly. If the
status code is 0, the client reads a long, dubbed by many as the server
session key. This is used to help generate a unique seed for the client
session's packet opcode masking. The client then stores two ints that
are the upper and lower ints of the client session key, which has the
same purpose as the server's key. The client then starts writing the
login block, which is RSA encrypted.
The login block starts with the byte 10, which is considered a magic
number. Following it is the client session key and server session key
longs. Trailing behind the session keys comes the client's username
packed to a 64-bit long and password written as a C-string
(NUL-terminated ASCII). This block is then RSA encrypted and stored for
later use.
Now starts the login request packet. It starts off with a flag telling
the server whether or not the client is reconnecting or connecting for
the first time \[NOW CLASSIFIED AS CONNECTION TYPE\]. The byte is 18 or
16, respectively. Following is the size of the rest of the login
response packet, including the login block that trails at the end, to
tip the server how much data it should expect. Later comes the client
revision int. After the client revision, an unknown byte is written that
seems to always be zero (possibly the memory usage game-type flag \[low
mem/high mem\]), followed by constantly zero byte and yet another zero
byte. Next the packet writes the game applet width and height in pixels
as shorts, followed quickly after by the UID (unique identifier or user
identifier). Next comes the C-string settings string passed as a param
to the applet, and after it the int affiliate identifier (probably
identifies the game affiliate it was run on) with another int right
after it. This int that trails behind is an unknown int that only has 22
bits used, all of which represent various flags within the client. Any
clues as to what they are would be nice. The packet is just about
crafted completely. \[In 525, a strange short is written here\]. To
finish off the main chunk, the client writes all cache's reference table
index-based CRC32 checksums as ints (29 in 539, 27 in 508, etc). To top
it off, the RSA encrypted login block is appended to the end and the
packet is sent to the server.
The ISAAC ciphers are seeded for packet opcode masking after adding 50
to each int of the session keys, and the status code is reread. This
finishes the login protocol.
== '''Game Protocol''' == Game packet header:
<pre>
ubyte - opcode
ubyte - packet size only if packet size is sent as -1 (length: VAR_BYTE)
ushort - packet size only if packet size is sent as -2 (length: VAR_SHORT)
</pre>
After the header is read by the server, the packet specific data is then
read and decoded by the server.
===Server -\> Client Packets=== {\| border=2 \|- ! Opcode ! Type !
Length (bytes) ! Name ! Description \|- \| 8 \| FIXED \| 2 \| \[\[508
System update\|System update\]\] \| Displays the system update counter
on the player's client. \|- \| 93 \| FIXED \| 7 \| \[\[508 Send
interface\|Send interface\]\] \| \|- \| 99 \| FIXED \| 1 \| \[\[508 Run
energy\|Run energy\]\] \| Sets the players run energy. \|- \| 104 \|
FIXED \| 0 \| \[\[508 Logout\|Logout\]\] \| Logs the player out. \|- \|
217 \| FIXED \| 6 \| \[\[508 Send skill levels\|Send skill levels\]\] \|
Sends the player's skill levels to the client to be drawn on the skill
tab. \|- \| 218 \| VARIABLE BYTE \| N/A \| \[\[508 Send message\|Send
message\]\] \| Writes a string to the client's chat box. \|- \| 239 \|
FIXED \| 3 \| \[\[508 Set window pane\|Set window pane\]\] \| \|- \| 252
\| VARIABLE BYTE \| N/A \| \[\[508 Send player option\|Send player
option\]\] \| \|}
===Client -\> Server Packets===
{
---
! Opcode ! Type ! Length (bytes) ! Name ! Description \|- \| 63 \| FIXED
\| 6 \| \[\[508 Dialogue Options\|Dialogue Options.\]\] \| Sent when a
player clicks an dialogue button. The data sent is InterfaceId,
buttonId, and something yet not discovered. \|- \|}