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.
To be added.
Server -> Client PacketsEdit
|163||Fixed||1||Run Energy||Sends the players run energy percentage.|
Client -> Server PacketsEdit
|49||VARIABLE BYTE||13||Character Design||Sent when accepting the player's appearance on the design screen.|
|115||VARIABLE BYTE||N/A||Chat||Sent when the player enters a chat message.|