rswiki-book/src/464-Protocol.md

1.2 KiB

\[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 |- | 163 | Fixed | 1 | 317 Run Energy | Sends the players run energy percentage. |- |}

===Client -> Server Packets===

{

! Opcode ! Type ! Length (bytes) ! Name ! Description |- | 49 | VARIABLE BYTE | 13 | 464 Character Design | Sent when accepting the player's appearance on the design screen. |- | 115 | VARIABLE BYTE | N/A | 464 Chat | Sent when the player enters a chat message. |- |}