Difference between revisions of "342 Protocol"

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{{stub}}
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{{cleanup}}
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== Login Protocol ==
 
== Login Protocol ==
The Login Protocol for the 342 is very similar in structure to that of the 317 (and other versions). The login is comprised of four stages in which the client and server switch in regards to which one is reading and which one is writing.
+
The login is comprised of four stages in which the client and server switch in regards to which one is reading and which one is writing.
 
<br/>
 
<br/>
 
===Variables:===
 
===Variables:===
Line 6: Line 9:
 
====Name Hash====
 
====Name Hash====
 
A hash of the player name, thought to be used to select an appropriate login server. This has no use in current private servers.
 
A hash of the player name, thought to be used to select an appropriate login server. This has no use in current private servers.
 +
 +
====Server Session Key====
 +
The server-session-key is one of two ciphers used to encrypt the game protocol, using the ISAAC algorithms.
 +
<br/>
 +
===="Data File Version"====
 +
Unknown, quoted from a Winterlove private server.
 +
<br/>
 +
====User ID====
 +
The ID of the user.
 +
<br/>
 +
====Username====
 +
The username of the player, used to identify their account.
 +
<br/>
 +
====Password====
 +
The password of the player account, used so only they can log into their account.
 +
<br/>
 +
====Client Session Key====
 +
The client-session-key is one of two ciphers used to encrypt the game protocol, using the ISAAC algorithms.
 +
<br/>
 +
====Connect Status====
 +
The status of the connection.
 +
{|border=2
 +
! Value
 +
! Status
 +
|-
 +
| 16
 +
| Signifies that the connection is new.
 +
|-
 +
| 18
 +
| Signifies that the session is reconnecting a previously lost connection.
 +
|-
 +
|}
 +
 +
====Size====
 +
The size of the unencrypted login packet, used to determine how many bytes need to be read from the stream by the server.
 +
<br/>
 +
====Client Version====
 +
The memory-version of the game client.
 +
{|border=2
 +
! Value
 +
! Status
 +
|-
 +
| 0
 +
| Signifies the client is a low-memory client.
 +
|-
 +
| 1
 +
| Signifies that the client is a high-memory client.
 +
|-
 +
|}
 +
 +
====CRC Values====
 +
9 4-byte values, Each containing the CRC of their respective cache files. Used by the server to verify client is up to date.
 +
<br/>
 +
 +
====Player Status====
 +
The in-game player status - player, player moderator, or administrator.
 +
<br/>
 +
{|border=2
 +
! Value
 +
! Status
 +
|-
 +
| 0
 +
| Signifies that this player is a normal player.
 +
|-
 +
| 1
 +
| Signifies that this player is a player moderator.
 +
|-
 +
| 2
 +
| Signifies that this player is an administrator.
 +
|-
 +
|}
 +
 +
====Flagged====
 +
If set to 1, information about mouse movements etc. are sent to the server. Suspected bot accounts are flagged.
 +
<br/>
 +
====Response Codes====
 +
At the beginning and end of the login procedure, we send different values to the client to allow or deny a login. The various values show different messages on the login box on the client or do something internally.
 
<br/>
 
<br/>
====Return Code====
 
The return code is a code used to identify which part of login the session is currently at.
 
 
{| border=2
 
{| border=2
 
! Value
 
! Value
Line 62: Line 140:
 
|-
 
|-
 
| 15
 
| 15
| N/A
+
| See the [[#Regarding response code 15|notes below]].
 
|-
 
|-
 
| 16
 
| 16
Line 75: Line 153:
 
| 21
 
| 21
 
| "You have only just left another world. Your profile will be transferred in: (number) seconds."
 
| "You have only just left another world. Your profile will be transferred in: (number) seconds."
|-
 
| 22
 
| "Malformed login packet. Please try again."
 
 
|-
 
|-
 
| None of the above
 
| None of the above
Line 84: Line 159:
 
|}
 
|}
  
====Server Session Key====
+
==== Regarding response code 15 ====
The server-session-key is one of two ciphers used to encrypt the game protocol, using the ISAAC algorithms.
+
On the server, players are not unregistered for quite some time. This can be best witnessed when the client forcefully closes the connection while in combat. If you're quick enough before the player dies or kills the NPC, login attempts during that time return that the account is already logged in. This probably explains why the message says "try again in 60 seconds", and they just reused the response when the player is truly logged in.
<br/>
+
 
===="Data File Version"====
+
Going along with this "players aren't offline yet" idea, when the client experiences some lag and performs a reconnect, it byte 18 as it's "connection type" to the server.
Unknown, quoted from a Winterlove private server.
+
 
<br/>
+
The server most likely saves this as a boolean (reconnect = var == 18;). When the login is entirely validated, meaning the password's are okay and the server isn't full, it can either send back the normal response, 2, or 15.
====User ID====
 
The ID of the user.
 
<br/>
 
====Username====
 
The username of the player, used to identify their account.
 
<br/>
 
====Password====
 
The password of the player account, used so only they can log into their account.
 
<br/>
 
====Client Session Key====
 
The client-session-key is one of two ciphers used to encrypt the game protocol, using the ISAAC algorithms.
 
<br/>
 
====Connect Status====
 
The status of the connection.
 
{|border=2
 
! Value
 
! Status
 
|-
 
| 16
 
| Signifies that the connection is new.
 
|-
 
| 18
 
| Signifies that the session is reconnecting a previously lost connection.
 
|-
 
|}
 
  
====Size====
+
But why 15? If you look at the client code, you'll see that the chat messages aren't cleared. If you've ever had a shitty connection you've noticed that your chat stays there upon a reconnect, and this is exactly why.
The size of the unencrypted login packet, used to determine how many bytes need to be read from the stream by the server.
+
<!-- thanks to Jim for this contribution-->
<br/>
+
There are some minor annoyances with implementing response 15, since you can't send the rights byte (or the flagged byte, I forget which).
====Client Version====
 
The memory-version of the game client.
 
<br/>
 
=====Client Version Value: 0=====
 
Signifies that the client is a low-memory client.
 
<br/>
 
=====Client Version Value: 1=====
 
Signifies that the client is a high-memory client.
 
====CRC Values====
 
Unknown.
 
<br/>
 
====Player Status====
 
The in-game player status - player, player moderator, or administrator.
 
<br/>
 
{|border=2
 
! Value
 
! Status
 
|-
 
| 0
 
| Signifies that this player is a normal player.
 
|-
 
| 1
 
| Signifies that this player is a player moderator.
 
|-
 
| 2
 
| Signifies that this player is an administrator.
 
|-
 
|}
 
  
====Flagged====
 
If set to 1, information about mouse movements etc. are sent to the server. Suspected bot accounts are flagged.
 
<br/>
 
<br/>
 
 
===Login Process:===
 
===Login Process:===
 
====Stage 1: Client -> Server====
 
====Stage 1: Client -> Server====
 
{| border=2
 
{| border=2
 
|-
 
|-
! Type
+
! Data Type
 
! Value
 
! Value
 
|-
 
|-
Line 167: Line 185:
 
|}
 
|}
 
<br/>
 
<br/>
 +
 
====Stage 2: Server -> Client====
 
====Stage 2: Server -> Client====
 
{| border=2
 
{| border=2
 
|-
 
|-
! Type
+
! Data Type
 
! Value
 
! Value
 
|-
 
|-
Line 198: Line 217:
 
|-
 
|-
 
| byte
 
| byte
| "return code"
+
| "response code"
 
|-
 
|-
| long
+
| [[QWord|long]]
 
| "server session key"
 
| "server session key"
 
|-
 
|-
 
|}
 
|}
 
<br/>
 
<br/>
 +
 
====Stage 3: Client -> Server====
 
====Stage 3: Client -> Server====
 
{| border=2
 
{| border=2
 
|-
 
|-
| Type
+
! Data Type
| Value
+
! Value
|-
 
| byte
 
| 10
 
|-
 
| int
 
| "datafileversion"[0]
 
|-
 
| int
 
| "datafileversion"[1]
 
|-
 
|-
 
| int
 
| "datafileversion"[2]
 
|-
 
| int
 
| "datafileversion"[3]
 
|-
 
| int
 
| "user id"
 
|-
 
| string
 
| "username"
 
|-
 
| string
 
| "password"
 
|-
 
| long
 
| "client session key"
 
|-
 
| long
 
| "server session key"
 
 
|-
 
|-
 
| byte
 
| byte
Line 251: Line 240:
 
| 255
 
| 255
 
|-
 
|-
| short
+
| [[Word|short]]
 
| 342
 
| 342
 
|-
 
|-
Line 257: Line 246:
 
| "client version"
 
| "client version"
 
|-
 
|-
| int
+
| [[DWord|int]]
 
| "crc values"[0]
 
| "crc values"[0]
 
|-
 
|-
| int
+
| [[DWord|int]]
 
| "crc values"[1]
 
| "crc values"[1]
 
|-
 
|-
| int
+
| [[DWord|int]]
 
| "crc values"[2]
 
| "crc values"[2]
 
|-
 
|-
| int
+
| [[DWord|int]]
 
| "crc values"[3]
 
| "crc values"[3]
 
|-
 
|-
| int
+
| [[DWord|int]]
 
| "crc values"[4]
 
| "crc values"[4]
 
|-
 
|-
| int
+
| [[DWord|int]]
 
| "crc values"[5]
 
| "crc values"[5]
 
|-
 
|-
| int
+
| [[DWord|int]]
 
| "crc values"[6]
 
| "crc values"[6]
 
|-
 
|-
| int
+
| [[DWord|int]]
 
| "crc values"[7]
 
| "crc values"[7]
 
|-
 
|-
| int
+
| [[DWord|int]]
 
| "crc values"[8]
 
| "crc values"[8]
 +
|-
 +
| byte
 +
| 10
 +
|-
 +
| [[DWord|int]]
 +
| "datafileversion"[0]
 +
|-
 +
| [[DWord|int]]
 +
| "datafileversion"[1]
 +
|-
 +
|-
 +
| [[DWord|int]]
 +
| "datafileversion"[2]
 +
|-
 +
| [[DWord|int]]
 +
| "datafileversion"[3]
 +
|-
 +
| [[DWord|int]]
 +
| "user id"
 +
|-
 +
| [[RSString|RSString]]
 +
| "username"
 +
|-
 +
| [[RSString|RSString]]
 +
| "password"
 +
|-
 +
| [[QWord|long]]
 +
| "client session key"
 +
|-
 +
| [[QWord|long]]
 +
| "server session key"
 
|-
 
|-
 
|}
 
|}
 
<br/>
 
<br/>
 +
 
====Stage 4: Server -> Client====
 
====Stage 4: Server -> Client====
 
{| border=2
 
{| border=2
 
|-
 
|-
| Type
+
! Data Type
| Value
+
! Value
 
|-
 
|-
 
| byte
 
| byte
| "return code"
+
| "response code"
 
|-
 
|-
 
| byte
 
| byte
Line 320: Line 341:
 
| VARIABLE_BYTE
 
| VARIABLE_BYTE
 
| N/A
 
| N/A
| Send message
+
| [[342:Send message|Send message]]
 
| Sends a server message (e.g. 'Welcome to RuneScape') or trade/duel request.  
 
| Sends a server message (e.g. 'Welcome to RuneScape') or trade/duel request.  
 +
|-
 +
| 99
 +
| VARIABLE_SHORT
 +
| N/A
 +
| [[342:Update players|Update players]]
 +
| Sends the player update block.
 
|-
 
|-
 
| 128
 
| 128
 
| FIXED
 
| FIXED
 
| 0
 
| 0
| Logout
+
| [[342:Logout|Logout]]
 
| Disconnects the client from the server.
 
| Disconnects the client from the server.
 
|-
 
|-

Latest revision as of 22:33, 11 October 2009

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Cleanup

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Login Protocol

The login is comprised of four stages in which the client and server switch in regards to which one is reading and which one is writing.

Variables:

The login process has a lot of variable data, compiled here is a list of the variables and their different values.

Name Hash

A hash of the player name, thought to be used to select an appropriate login server. This has no use in current private servers.

Server Session Key

The server-session-key is one of two ciphers used to encrypt the game protocol, using the ISAAC algorithms.

"Data File Version"

Unknown, quoted from a Winterlove private server.

User ID

The ID of the user.

Username

The username of the player, used to identify their account.

Password

The password of the player account, used so only they can log into their account.

Client Session Key

The client-session-key is one of two ciphers used to encrypt the game protocol, using the ISAAC algorithms.

Connect Status

The status of the connection.

Value Status
16 Signifies that the connection is new.
18 Signifies that the session is reconnecting a previously lost connection.

Size

The size of the unencrypted login packet, used to determine how many bytes need to be read from the stream by the server.

Client Version

The memory-version of the game client.

Value Status
0 Signifies the client is a low-memory client.
1 Signifies that the client is a high-memory client.

CRC Values

9 4-byte values, Each containing the CRC of their respective cache files. Used by the server to verify client is up to date.

Player Status

The in-game player status - player, player moderator, or administrator.

Value Status
0 Signifies that this player is a normal player.
1 Signifies that this player is a player moderator.
2 Signifies that this player is an administrator.

Flagged

If set to 1, information about mouse movements etc. are sent to the server. Suspected bot accounts are flagged.

Response Codes

At the beginning and end of the login procedure, we send different values to the client to allow or deny a login. The various values show different messages on the login box on the client or do something internally.

Value Response
-1 Waits for 2000ms and tries again while counting failures.
0 Exchanges session keys, player name, password, etc.
1 Waits for 2000ms and tries again.
2 Client made a successful login.
3 "Invalid username or password."
4 "Your account has been disabled. Please check your message-center for details."
5 "Your account is already logged in. Try again in 60 secs..."
6 "RuneScape has been updated! Please reload this page."
7 "This world is full. Please use a different world."
8 "Unable to connect. Login server offline."
9 "Login limit exceeded. Too many connections from your address."
10 "Unable to connect. Bad session id."
11 "Login server rejected session. Please try again."
12 "You need a members account to login to this world. Please subscribe, or use a different world."
13 "Could not complete login. Please try using a different world."
14 "The server is being updated. Please wait 1 minute and try again."
15 See the notes below.
16 "Login attempts exceeded. Please wait 1 minute and try again."
17 "You are standing in a members-only area. To play on this world move to a free area first."
20 "Invalid loginserver requested. Please try using a different world."
21 "You have only just left another world. Your profile will be transferred in: (number) seconds."
None of the above "Unexpected server response. Please try using a different world."

Regarding response code 15

On the server, players are not unregistered for quite some time. This can be best witnessed when the client forcefully closes the connection while in combat. If you're quick enough before the player dies or kills the NPC, login attempts during that time return that the account is already logged in. This probably explains why the message says "try again in 60 seconds", and they just reused the response when the player is truly logged in.

Going along with this "players aren't offline yet" idea, when the client experiences some lag and performs a reconnect, it byte 18 as it's "connection type" to the server.

The server most likely saves this as a boolean (reconnect = var == 18;). When the login is entirely validated, meaning the password's are okay and the server isn't full, it can either send back the normal response, 2, or 15.

But why 15? If you look at the client code, you'll see that the chat messages aren't cleared. If you've ever had a shitty connection you've noticed that your chat stays there upon a reconnect, and this is exactly why. There are some minor annoyances with implementing response 15, since you can't send the rights byte (or the flagged byte, I forget which).

Login Process:

Stage 1: Client -> Server

Data Type Value
ubyte 14
ubyte "name hash"


Stage 2: Server -> Client

Data Type Value
byte 0
byte 0
byte 0
byte 0
byte 0
byte 0
byte 0
byte 0
byte "response code"
long "server session key"


Stage 3: Client -> Server

Data Type Value
byte "connect status"
byte "size"
byte 255
short 342
byte "client version"
int "crc values"[0]
int "crc values"[1]
int "crc values"[2]
int "crc values"[3]
int "crc values"[4]
int "crc values"[5]
int "crc values"[6]
int "crc values"[7]
int "crc values"[8]
byte 10
int "datafileversion"[0]
int "datafileversion"[1]
int "datafileversion"[2]
int "datafileversion"[3]
int "user id"
RSString "username"
RSString "password"
long "client session key"
long "server session key"


Stage 4: Server -> Client

Data Type Value
byte "response code"
byte "player status"
byte "flagged"


Game Protocol

(needs to be documented)

Server -> Client Packets

Opcode Type Length (bytes) Name Description
98 VARIABLE_BYTE N/A Send message Sends a server message (e.g. 'Welcome to RuneScape') or trade/duel request.
99 VARIABLE_SHORT N/A Update players Sends the player update block.
128 FIXED 0 Logout Disconnects the client from the server.

Client -> Server Packets

Opcode Type Length (bytes) Name Description