Header:
Bytes | Description | Length |
---|---|---|
0x00-0x01 | Set to the session ID of the server | 2 |
0x02-0x03 | The length of the packets body in bytes | 2 |
0x04-0x07 | The command (aka action aka OP code): 04000000 | 4 |
0x08-0x0B | The sequence number of the packet: 00000000 | 4 |
0x0C-0x0F | The checksum of the packets body | 4 |
0x10-0x11 | Unknown initial value | 4 |
0x12-0x13 | Unknown initial value | 4 |
Body:
Bytes | Description | Length |
---|---|---|
0x14-0x17 | Base value for "ping pong" packets, though byte-swapped | 4 |
0x18-0x1b | Unknown | 4 |
0x1c-0x23 | Some kind of session key (returned byte swapped in the next packet from the client) | 4 |
0x24-0x25 | Padding: 00 00 | 2 |
0x26-0x27 | Session ID for the client (will be the first 2 bytes of every next packet from the client) | 2 |
0x28-0x2b | Base for the checksum generation on the server | 4 |
0x2c-0x2f | Base for the checksum generation on the client | 4 |
0x30-0x3f | Some constant (same for every account, every server) | 16 |
That's all currently known behind the magic happening in the first packet from the server.
Thanks bwg for recapitulating those infos. I hope someone will use them for good. But i wonder what turbine is thinking about this, at last its still an officially running game, and we have just seen what happened to one of the (famous) WoW PServers. If i where able to create such a great thing i would probably keep it rather low on spreading.
AntwortenLöschentutorial of reading and sending packet of other games?
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