rswiki-book/src/468-Protocol.md

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2018-07-03 00:31:18 -04:00
\[\[Category RS2\]\]
Currently under development.
== '''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''' == Blank at the moment.
=='''Game Protocol'''==
===Server -\> Client Packets===
{
---
! Opcode ! Type ! Length (bytes) ! Name ! Description \|- \| 147 \|
DataType.SHORT, DataOrder.LITTLE, \| 1 \| \[\[317 Run Energy\|Run
Energy\]\] \| Sends the Mapregion \|- \|}
===Client -\> Server Packets===
{
---
! Opcode ! Type ! Length (bytes) ! Name ! Description \|- \| 49 \|
VARIABLE BYTE \| 13 \| \[\[464 Character Design\|Character Design\]\] \|
Sent when accepting the player's appearance on the design screen. \|- \|
115 \| VARIABLE BYTE \| N/A \| \[\[464 Chat\|Chat\]\] \| Sent when the
player enters a chat message. \|- \|}