![]() It then reads the a 1 bit value that specifies whether or not to add the player to the updating list. This represents the current player's direction it walked to. 1, the client updates the current player's last update cycle time and adds the current player to the local player list as well, but also reads in 3 bit quantity.0, the client updates the current player's last update cycle time, adds the current player to the local player list, and adds it to the updating list.If the flag is not 0, it then reads the movement update type, which is a 2 bit quantity. If the flag is 0, it sets the current updating player's last update cycle time to the current game logic loop cycle time, and adds the player to the local player list. This is the movement update required flag. Inside this loop, the client reads 1 bit. ![]() The client begins by reading an 8 bit value telling the client how many players there are to update. It then sets our players position to the plane, x, and y positions as told to. Directly after, it reads two 7 bit quantities, representing the new relative X and relative Y coordinates of our player to our current map region's origin. It then reads 1 bit, which describes whether or not to clear the awaiting-waypoint queue, basically to stop client from further queued stepping, such as used in teleporting.Īfter this, it reads the 'update required' bit, and checks to see if further update is required. Only 0-3 inclusive are appropriate planes supported by the client. It reads in 2 bits which represents our player's plane, or its level of height, in the game world. Type 3 on the other hand is different.Trailing behind it is also the 1 bit 'update required' flag as type 1. The first represents the player's last direction, and the second it's current direction. Type 2 functions in much of the same way as its previous, only this time it reads two 3 bit values.The client reads 3 bits, which represents the direction you moved in, and then 1 bit, which states whether further update is required. Type 1 tells the client you moved in one direction.Type 0 basically tells the client there is nothing to update for our player, just add its index to the local updating list.There are 4 recognized movement update types: The value is called the movement update type. If it's not updating our player, it exits and goes onto step b. 'our player', or the player the client is controlling. This bit tells the client whether or not it is currently updating d) Player update block flag-based updates.The player updating process consists of 4 parts: Out.writeByte(i) // "small bit of data derived from. Out.writeByte(14) // Initiate connection type Long l = TextUtils.encodeAsBase37Integer(username) On successful handshake, the server sends back 8 ignored bytes. This is believed to help select the appropriate login server. After the login handshake initiating connection type, the client writes a small bit of data derived from the logging in player's username. The connection type we will cover in the following paragraphs is the login connection type, 14. Reconnecting login - connection type 18.New connection login - connection type 16.The connection type tells the main server which type of connection you wish to initiate. ![]() This is then followed by the payload.Įvery connection to the main 'gateway' server sends a single byte of data, mostly well known as the connection type. 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. The server decrypts it and associates the opcode to the packet's respective predefined size. ![]() This specific opcode is encrypted with a value generated by the ISAAC PRNG seeded with a dynamically server generated key during the login block. When the client sends a packet to the server, the first byte encapsulates its opcode. ![]()
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