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. |