\[\[Category RS2\]\] 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. \|- \|}