Difference between revisions of "Network protocol (Worms Armageddon)"
From Worms Knowledge Base
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== General == | == General == | ||
− | + | * Sizes and offsets are in bytes | |
− | + | * All offsets are from the start of the packet's data | |
− | Word size = 2 | + | * Word size = 2 bytes |
− | DWord size = 4 | + | * DWord size = 4 bytes |
− | + | * Everything is LSB on the wire | |
== Message header == | == Message header == | ||
− | + | {| border="1" | |
− | Offset Size Value | + | !Offset |
− | 00 Byte 1 for frontend messages, 2 for ingame (compression?) | + | !Size |
− | 01 Byte (??) | + | !Value |
− | 02 Word Message size | + | |- |
− | 04 Word Command | + | |00 |
+ | |Byte | ||
+ | |1 for frontend messages, 2 for ingame (compression?) | ||
+ | |- | ||
+ | |01 | ||
+ | |Byte | ||
+ | |(??) | ||
+ | |- | ||
+ | |02 | ||
+ | |Word | ||
+ | |Message size | ||
+ | |- | ||
+ | |04 | ||
+ | |Word | ||
+ | |Command | ||
+ | |} | ||
Length: 6 | Length: 6 | ||
− | |||
== Join == | == Join == | ||
− | |||
Joining consists of several steps: | Joining consists of several steps: | ||
− | + | === Step 1 === | |
Command: 0x0004 | Command: 0x0004 | ||
Direction: From client | Direction: From client | ||
Size: 128 | Size: 128 | ||
− | Nick at 06, null terminated. | + | * Nick at 06, null terminated. |
Figure out what follows. | Figure out what follows. | ||
− | + | === Step 2 === | |
− | + | ||
Command: 0x0008 | Command: 0x0008 | ||
Direction: To client | Direction: To client | ||
Line 38: | Line 49: | ||
Figure out error messages. (different commands?) | Figure out error messages. (different commands?) | ||
− | + | === Step 3 === | |
− | + | ||
Command: 0x0005 | Command: 0x0005 | ||
Direction: From client | Direction: From client | ||
Size: 114 | Size: 114 | ||
− | Nick at 06, null terminated. | + | * Nick at 06, null terminated. |
Figure out what follows. | Figure out what follows. | ||
− | + | === Step 4 === | |
− | + | ||
Server sends: | Server sends: | ||
− | Player list, see below. | + | * Player list, see below. |
− | Team list (when not empty), see below. | + | * Team list (when not empty), see below. |
− | Map data, see below. (Map is not sent when we rejoin?) | + | * Map data, see below. (Map is not sent when we rejoin?) |
− | + | * A message with command 0x001f? What is it? | |
− | + | Figure out how the scheme is sent here when it's not the default Intermediate | |
− | + | ||
== Player list == | == Player list == | ||
− | |||
Command: 0x000b | Command: 0x000b | ||
Direction: To client | Direction: To client | ||
Line 75: | Line 82: | ||
Depending, that leaves 330, 328 or 324 trailing bytes. | Depending, that leaves 330, 328 or 324 trailing bytes. | ||
Figure out what follows (or what is before the array). | Figure out what follows (or what is before the array). | ||
− | |||
== Team list == | == Team list == | ||
− | |||
Command: 0x000c | Command: 0x000c | ||
Direction: To client | Direction: To client | ||
+ | TODO | ||
== Scheme data == | == Scheme data == | ||
− | |||
Command: 0x000d | Command: 0x000d | ||
Direction: To client | Direction: To client | ||
Size: 308 | Size: 308 | ||
− | + | I saw two messages for a single scheme change? | |
Word at 06 is 0x0000 for the first, 0x0007 for the second. | Word at 06 is 0x0000 for the first, 0x0007 for the second. | ||
− | Otherwise identical | + | Otherwise identical. |
DWord at 08 is always 0xffffffff? | DWord at 08 is always 0xffffffff? | ||
Line 100: | Line 105: | ||
79 bytes after, probably 76 extra for scheme version 2. | 79 bytes after, probably 76 extra for scheme version 2. | ||
Remaining 3 are 0x0046ec? | Remaining 3 are 0x0046ec? | ||
− | |||
== Ready signal == | == Ready signal == | ||
− | |||
Command: 0x000f | Command: 0x000f | ||
Direction: Both ways | Direction: Both ways | ||
Line 112: | Line 115: | ||
DWord at 08 is on/off? | DWord at 08 is on/off? | ||
DWord at 0b is player number? | DWord at 0b is player number? | ||
− | |||
== Map data == | == Map data == | ||
− | |||
(Atleast for random generated:) | (Atleast for random generated:) | ||
Line 123: | Line 124: | ||
Figure out contents. (can't see a resemblance with stored format) | Figure out contents. (can't see a resemblance with stored format) | ||
− |
Revision as of 17:29, 16 September 2006
Contents
General
- Sizes and offsets are in bytes
- All offsets are from the start of the packet's data
- Word size = 2 bytes
- DWord size = 4 bytes
- Everything is LSB on the wire
Message header
Offset | Size | Value |
---|---|---|
00 | Byte | 1 for frontend messages, 2 for ingame (compression?) |
01 | Byte | (??) |
02 | Word | Message size |
04 | Word | Command |
Length: 6
Join
Joining consists of several steps:
Step 1
Command: 0x0004 Direction: From client Size: 128
- Nick at 06, null terminated.
Figure out what follows.
Step 2
Command: 0x0008 Direction: To client Size: 6
Acknowledgement. Empty message. Figure out error messages. (different commands?)
Step 3
Command: 0x0005 Direction: From client Size: 114
- Nick at 06, null terminated.
Figure out what follows.
Step 4
Server sends:
- Player list, see below.
- Team list (when not empty), see below.
- Map data, see below. (Map is not sent when we rejoin?)
- A message with command 0x001f? What is it?
Figure out how the scheme is sent here when it's not the default Intermediate
Player list
Command: 0x000b Direction: To client Size: 1176
This looks like it's sending a raw array of player structures. Each player structure is 120 bytes in size.
Names are limited to 17 characters, and are padded with 0 bytes. (If a name is exactly 17 characters, there will NOT be a null-terminator) Figure out what the rest is.
Considering there can be 7 players, the total length should be 840 bytes. Array starts at 06, 08 or 0b?
Depending, that leaves 330, 328 or 324 trailing bytes. Figure out what follows (or what is before the array).
Team list
Command: 0x000c Direction: To client
TODO
Scheme data
Command: 0x000d Direction: To client Size: 308
I saw two messages for a single scheme change? Word at 06 is 0x0000 for the first, 0x0007 for the second. Otherwise identical.
DWord at 08 is always 0xffffffff? Byte at 0xd always 0x00?
(Atleast for version 1 scheme:) Scheme starts at 0e. No SCHM header. No version number? 79 bytes after, probably 76 extra for scheme version 2. Remaining 3 are 0x0046ec?
Ready signal
Command: 0x000f Direction: Both ways Size: 16
Word at 06 always 0x736e?
DWord at 08 is on/off? DWord at 0b is player number?
Map data
(Atleast for random generated:)
Command: 0x002b Direction: To client Size: 64
Figure out contents. (can't see a resemblance with stored format)