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Alicia protocol
Maroš Prejsa edited this page Mar 16, 2024
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Reverse engineered communication protocol between Alicia Server and Alicia Client. Protocol is based on the TCP/IP protocol.
Server | Desc |
---|---|
Lobby | Synchronous |
Relay | Asynchronous, (ranch, ...) |
Race | Asynchronous |
Guild Chat |
The format of the network messages transmitted between the client and the server.
Type | Name | Note |
---|---|---|
uint32 | Message magic | Encoded message information |
uint8[x] | Message data | Actual message data |
Message magic is encoded information about the message identifier, message "jumbo" (with default value of 16384), message data lenth and "message buffer size" (with default value of 4092).
Example of how to encode and decode message information
Messages from the client to the server.
Type | Name | Note |
---|---|---|
uint16_t | ||
uint16_t | ||
string[52] | ||
uint32_t | Game ID | |
string[260] |
Messages from the server to the client.
Clientbound
Type | Name | Note |
---|
Clientbound
Type | Name | Note |
---|---|---|
uint8_t | Enum response code |
If responde code value is outside the enum range, default login fail message is shown to the user.
Response code ordinal | Name | Note |
---|---|---|
1 | CR_INVALID_USER | |
2 | CR_DUPLICATED | |
3 | CR_INVALID_VERSION | |
4 | CR_INVALID_EQUIPMENTS | |
5 | CR_INVALID_LOGIN_ID | |
6 | CR_DISCONNECT_YOURSELF |