Partial fix protocol #135

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PureCS 2018-07-08 07:44:08 -07:00
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commit 9acdd60189
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@ -1,10 +1,12 @@
\[\[Category RSC\]\] This page refers to the RSC \#135 client revision.
You can find a partially refactored RSC \#135 client
\[https://bitbucket.org/\_mthd0/rsc here\].
# Protocol #135 (RSC)
== '''Packet structure''' ==
This is a RuneScape Classic protocol.
You can find a partially refactored client for it [here](https://bitbucket.org/_mthd0/rsc/).
<pre>if (len >= 160 {
## Packet structure
```
if (len >= 160 {
[byte] (160 + (len / 256))
[byte] (len & 0xff)
} else {
@ -17,22 +19,32 @@ You can find a partially refactored RSC \#135 client
[byte] opcode
for (int i = 0; i < len; i++)
[byte] data[i]
</pre>
RSC-135 uses big-endian byte order exclusively.
```
'''Data types'''
## Byte order
int8 - an 8-bit integer, or byte.<br> int16 - a 16-bit integer, or
short, or WORD.<br> int32 - a 32-bit integer, or int, or DWORD.<br>
int64 - a 64-bit integer, or long, or QWORD.<br> u - unsigned<br> a -
when writing, increment the MSB (most significant byte, or first byte)
by 128. When reading, if the first byte unsigned is lower than 128,
that's your value, otherwise decrement the first byte by 128 and read as
normally.<br>
This protocol uses big-endian byte order exclusively.
'''Bit Access'''
## Data types
<pre>private static final int bitmasks[] = {
| Name | Description |
|---|---|
| int8 | An 8-bit integer (i.e. byte) |
| int16 | An 16-bit integer (i.e. short/Word) |
| int32 | An 32-bit integer (i.e. int/DWord) |
| int64 | An 64-bit integer (i.e. long/QWord) |
Note: If the name is postfixed with `u`, it means that the type is unsigned.
Note: If the name is postfixed with `a`, then when writing, increment the MSB
(most significant byte, or first byte) by 128.
When reading, if the first byte unsigned is lower than 128, that's your
value, otherwise decrement the first byte by 128 and read as normally.
## Bit access
```java
private static final int bitmasks[] = {
0, 1, 3, 7, 15, 31, 63, 127, 255, 511, 1023, 2047, 4095, 8191, 16383, 32767, 65535,
0x1ffff, 0x3ffff, 0x7ffff, 0xfffff, 0x1fffff, 0x3fffff, 0x7fffff, 0xffffff, 0x1ffffff,
0x3ffffff, 0x7ffffff, 0xfffffff, 0x1fffffff, 0x3fffffff, 0x7fffffff, -1
@ -62,11 +74,15 @@ public void write_bits(int num, int val) {
public void end_bit_access() {
offset = (bitpos + 7) / 8;
}</pre>
== '''Reference''' == Player usernames are encoded and decoded with the
following methods:
}
```
<pre>public static long encode_37(String s) {
## Reference
Player usernames are encoded and decoded with the following methods:
```java
public static long encode_37(String s) {
String s1 = "";
for (int i = 0; i < s.length(); i++) {
char c = s.charAt(i);
@ -112,10 +128,12 @@ public static String decode_37(long l) {
}
return s;
}
</pre>
```
Chat messages are encoded and decoded with the following methods:
<pre>public static byte encodedmsg[] = new byte[100];
```java
public static byte encodedmsg[] = new byte[100];
public static char decodedmsg[] = new char[100];
private static char charmap[] = {
' ', 'e', 't', 'a', 'o', 'i', 'h', 'n', 's', 'r', 'd', 'l', 'u', 'm', 'w', 'c', 'y', 'f',
@ -204,89 +222,100 @@ public static int encode_msg(String str) {
if (i != -1)
encodedmsg[enclen++] = (byte) (i << 4);
return enclen;
}</pre>
== '''Login''' == \* The username and password are prepared. This is
done by replacing any spaces or illegal characters with \_ and appending
spaces to the string until its length is 20. \* The connection with the
server is established. \* The client reads a raw long from the server,
this is the "session id". \* The client creates a new frame, opcode 0 or
19 if the player is reconnecting. \* A short, the client's revision
number (135) is placed in the buffer. \* A long, the player's username
encoded with mod37 (see above) is placed in the buffer. \* A string
encoded with RSA and the player's session id (the password) is placed in
the buffer. \* An integer, the player's "ranseed" value is placed in the
buffer. \*\* "ranseed" does not seed anything. RSC135 does not use ISAAC
ciphering. It is an applet parameter or read from uid.dat. Presumably,
it was used to identify players connecting from the same computer. \*
The stream is then flushed. \* A byte is read from the stream and
discarded. \* Another byte is read, this is the login response code from
the server.
}
```
{
---
## Login
! Login Resp. ! Description \|- \| 0 \| Successful login \|- \| 1 \|?
\|- \| 3 \| Invalid username or password \|- \| 4 \| Username already in
use \|- \| 5 \| Client has been updated \|- \| 6 \| IP address is
already in use \|- \| 7 \| Login attempts exceeded \|- \| 11 \| Account
temporarily disabled \|- \| 12 \| Account permanently disabled \|- \| 15
\| Server is currently full \|- \| 16 \| Members-only server \|- \| 17
\| Members-only area? \|}
* The username and password are prepared by replacing any spaces or
illegal characters with _ and appending spaces to the string until its
length is 20.
* The connection with the server is established.
* The client reads a raw long from the server, this is the "session id".
* The client creates a new frame, opcode 0 or 19 if the player is reconnecting.
* A short, the client's revision number (135) is placed in the buffer.
* A long, the player's username encoded with mod37 (see above) is placed in the
buffer.
* A string encoded with RSA and the player's session id (the password) is
placed in the buffer.
* An integer, the player's "ranseed" value is placed in the buffer.
* "ranseed" does not seed anything. RSC135 does not use ISAAC ciphering.
It is an applet parameter or read from uid.dat. Presumably, it was
used to identify players connecting from the same computer.
* The stream is then flushed.
* A byte is read from the stream and discarded.
* Another byte is read, this is the login response code from the server.
== '''Registration''' ==
Login responses
- The username and password are prepared. This is done by replacing
any spaces or illegal characters with \_ and appending spaces to the
string until its length is 20.
- The connection with the server is established.
- The client reads a raw long from the server, this is the "session
id".
- The client creates a new frame, opcode 2.
- A short, the client's revision number (135) is placed in the buffer.
- A long, the player's username encoded with mod37 (see above) is
placed in the buffer.
- A short, the applet's "referid" parameter is placed in the buffer.
- A string encoded with RSA and the player's session id (the password)
is placed in the buffer.
- An integer, the player's "ranseed" value is placed in the buffer.
\*\* "ranseed" does not seed anything. RSC135 does not use ISAAC
ciphering. It is an applet parameter or read from uid.dat.
Presumably, it was used to identify players connecting from the same
computer.
- The stream is then flushed.
- A byte is read from the stream and discarded.
- Another byte is read, this is the newplayer response code from the
server.
| Response Code | Description
|---|---|
| 0 | Success. |
| 1 | ? |
| 3 | Invalid username or password. |
| 4 | Username already in use. |
| 5 | Client has been updated. |
| 6 | IP address already in use. |
| 7 | Login attempts exceeded. |
| 11 | Account temporarily disabled. |
| 12 | Account permanently disabled. |
| 15 | Server is currently full. |
| 16 | Members-only server. |
| 17 | Members only area? |
{
---
## Registration
! Newp Resp. ! Description \|- \| 2 \| Successful registration \|- \| 3
\| Username already taken \|- \| 5 \| Client has been updated \|- \| 6
\| IP address is already in use \|- \| 7 \| Registration attempts
exceeded? \|}
* The username and password are prepared.
This is done by replacing any spaces or illegal characters
with \_ and appending spaces to the string until its length is 20.
* The connection with the server is established.
* The client reads a raw long from the server, this is the "session id".
* The client creates a new frame, opcode 2.
* A short, the client's revision number (135) is placed in the buffer.
* A long, the player's username encoded with mod37 (see above) is placed
in the buffer.
* A short, the applet's "referid" parameter is placed in the buffer.
* A string encoded with RSA and the player's session id (the password)
is placed in the buffer.
* An integer, the player's "ranseed" value is placed in the buffer.
"ranseed" does not seed anything. RSC135 does not use ISAAC ciphering.
It is an applet parameter or read from uid.dat.
Presumably, it was used to identify players connecting from the same computer.
* The stream is then flushed.
* A byte is read from the stream and discarded.
* Another byte is read, this is the newplayer response code from the server.
== '''Mob Appearance Update''' ==
Registration responses
Firstly, create a new packet with the opcode 250. Write the total number
of expected updates (uint16).
| Response Code | Description |
|---|---|
| 2 | Success. |
| 3 | Username already taken. |
| 5 | Client has been updated. |
| 6 | IP address already in use. |
| 7 | Registration attempts exceeded? |
Secondly, for each 'thing' to update, write the (server) index of the
## Mob Appearance Update
Firstly, create a new packet with the opcode 250.
Write the total number of expected updates (uint16).
Secondly, for each entity to update, write the (server) index of the
mob the update applies to (uint16), and the 'update type' (int8)
followed by whatever data that type expects.
'''Update type 1 - Public chat messages'''
### Update type 1: Public chat messages
- uint8 - The length of the chat message.
- string (raw) - The encoded chat message.
* uint8 - The length of the chat message.
* string (raw) - The encoded chat message.
'''Update type 2 - Combat damage'''
### Update type 2: Combat damage
- uint8 - The damage recieved.
- uint8 - That mob's 'current' hitpoints level.
- uint8 - That mob's 'base' hitpoints.
* uint8 - The damage recieved.
* uint8 - That mob's 'current' hitpoints level.
* uint8 - That mob's 'base' hitpoints.
'''Update type 3/4 - Projectiles'''
### Update type 3/4: Projectiles
The update type is 3 when the target is a NPC, or 4 is the target is a
player.
@ -294,43 +323,45 @@ player.
The standard magic projectile id is 1, and the standard ranged
projectile id is 2.
- uint16 - The projectile's id.
- uint16 - The (server) index of the projectile's target entity.
* uint16 - The projectile's id.
* uint16 - The (server) index of the projectile's target entity.
'''Update type 5 - Appearance'''
### Update type 5: Appearance
Hair style, body type, leg type, and colours are as they are sent by the
client's character design packet.
- uint16 - The player's status? Doesn't appear to do anything.
- int64 - The player's username encoded with mod37.
- uint8 - The size of the sub-update. \*\* uint8 - The player's hair
style + 1, or 0 if they are wearing a helmet \*\* uint8 - The
player's body type + 1, or 0 if they are wearing a platebody \*\*
uint8 - The player's leg type + 1, or 0 if they are wearing legs
\*\* uint8 - The animation id + 1 (look in the client) of the
player's offhand item or 0. \*\* uint8 - The animation id + 1 of the
player's hand item or 0. \*\* uint8 - The animation id + 1 of the
player's head item or 0. \*\* uint8 - The animation id + 1 of the
player's body item or 0. \*\* uint8 - The animation id + 1 of the
player's leg item or 0. \*\* uint8 - The animation id + 1 of the
player's neck item or 0. \*\* uint8 - The animation id + 1 of the
player's shoes or 0. \*\* uint8 - The animation id + 1 of the
player's gloves or 0. \*\* uint8 - The animation id + 1 of the
player's cape or 0.
- uint8 - The player's hair colour.
- uint8 - The player's top colour.
- uint8 - The player's leg colour.
- uint8 - The player's skin colour.
- uint8 - The player's combat level.
- uint8 - 1 if the player is skulled.
* uint16 - The player's status? Doesn't appear to do anything.
* int64 - The player's username encoded with mod37.
* uint8 - The size of the sub-update.
* uint8 - The player's hair style + 1, or 0 if they are wearing a helmet.
* uint8 - The player's body type + 1, or 0 if they are wearing a platebody.
* uint8 - The player's leg type + 1, or 0 if they are wearing legs.
* uint8 - The animation id + 1 (look in the client) of the player's offhand item or 0.
* uint8 - The animation id + 1 of the player's hand item or 0.
* uint8 - The animation id + 1 of the player's head item or 0.
* uint8 - The animation id + 1 of the player's body item or 0.
* uint8 - The animation id + 1 of the player's leg item or 0.
* uint8 - The animation id + 1 of the player's neck item or 0.
* uint8 - The animation id + 1 of the player's shoes or 0.
* uint8 - The animation id + 1 of the player's gloves or 0.
* uint8 - The animation id + 1 of the player's cape or 0.
* uint8 - The player's hair colour.
* uint8 - The player's top colour.
* uint8 - The player's leg colour.
* uint8 - The player's skin colour.
* uint8 - The player's combat level.
* uint8 - 1 if the player is skulled.
== '''Packets''' == The packet opcodes are unchanged from previous
revisions, presumably this was before the protocol was being regularly
modified to deter the developers of bots such as \[\[AutoRune\]\]. The
payload/structure is quite similar to most other RSC revisions.
## Packets
The packet opcodes are unchanged from previous revisions, presumably
this was before the protocol was being regularly modified to deter the
developers of bots such as AutoRune.
=== '''Incoming Data''' === '''TODO: Duelling stuff, 240''' {\|
The payload/structure is quite similar to most other RSC revisions.
### Incoming packets
'''TODO: Duelling stuff, 240''' {\|
class="wikitable" \|- ! scope="col" width="140px" \| Name ! scope="col"
width="50px" \| Opcode ! scope="col" width="350px" \| Payload !
scope="col" width="300px" \| Description \|- ! Display Message \| 8 \|\|
@ -640,6 +671,6 @@ player's chosen design when they log in for the first time. \* 0 -
Adventurer class \* 1 - Warrior class \* 2 - Wizard class \* 3 - Ranger
class \* 4 - Miner class \|} Notes:
- Opcodes marked with \* are preceded by Walk to Entity.
- When closing the duel confirm screen, it may send the decline trade
packet, for some reason.
* Opcodes marked with \* are preceded by Walk to Entity.
* When closing the duel confirm screen, it may send the decline trade packet,
for some reason.