RSclients Wiki
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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[]

To be added.


Game Protocol[]

Server -> Client Packets[]

Opcode Type Length (bytes) Name Description
163 Fixed 1 Run Energy Sends the players run energy percentage.



Client -> Server Packets[]

Opcode Type Length (bytes) Name Description
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.
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