37 lines
1.2 KiB
Markdown
37 lines
1.2 KiB
Markdown
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\[\[Category RS2\]\]
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Currently under development.
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== '''Packet structure''' == When the client sends a packet to the
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server, the first byte encapsulates its opcode. This specific opcode is
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encrypted with a value generated by the ISAAC PRNG seeded with a
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dynamically server generated key during the login block. The server
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decrypts it and associates the opcode to the packet's respective
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predefined size. If the packet does not contain a fixed size, the opcode
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will be followed by either a byte or a word - varying per packet - for
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its proper size. This is then followed by the payload.
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== '''Login''' == Blank at the moment.
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=='''Game Protocol'''==
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===Server -\> Client Packets===
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{
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---
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! Opcode ! Type ! Length (bytes) ! Name ! Description \|- \| 147 \|
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DataType.SHORT, DataOrder.LITTLE, \| 1 \| \[\[317 Run Energy\|Run
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Energy\]\] \| Sends the Mapregion \|- \|}
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===Client -\> Server Packets===
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{
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---
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! Opcode ! Type ! Length (bytes) ! Name ! Description \|- \| 49 \|
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VARIABLE BYTE \| 13 \| \[\[464 Character Design\|Character Design\]\] \|
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Sent when accepting the player's appearance on the design screen. \|- \|
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115 \| VARIABLE BYTE \| N/A \| \[\[464 Chat\|Chat\]\] \| Sent when the
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player enters a chat message. \|- \|}
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