Thread: Handshake Service Type Opcodes

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  1. #1 Handshake Service Type Opcodes 
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    Looking for an identification of the rest of the opcodes? Here's what we publicly know so far: ([Only registered and activated users can see links. ])

    Code:
    package org.redrune.tools.constants
    
    /**
     * @author Tyluur <[email protected]>
     * @[Only registered and activated users can see links. ] February 18, 2020
     */
    object ServiceOpcodes {
    
        const val GAME_CONNECTION = 14
    
        const val FILE_SERVICE = 15
    
        const val GAME_LOGIN = 16
    
        const val LOBBY_LOGIN = 19
    
        const val WORLDLIST_REQUEST = 23
    
        const val CHECK_WORLD_SUITABILITY = 24
    
        const val SSL_WEB_CONNECTION = 27
    
        const val ACCOUNT_CREATION_CONNECT = 28
    
        const val SOCIAL_NETWORK_CONNECT = 29
    
        const val SOCIAL_NETWORK_LOGIN = 30
    }
    Last edited by Tyluur; 02-19-2020 at 03:15 AM.
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    Quote Originally Posted by Velocity View Post
    i'd love to get called in the middle of the night just to hear an indian voice whisper "the nulls are back friend, how i fix"
    Quote Originally Posted by Savions View Post
    ive seen eastern europe prostitutes with a brighter future than this project
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  2. #2  
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    Are we sure the numbers in between actually do anything?
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  3. #3  




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    Quote Originally Posted by Makar View Post
    Are we sure the numbers in between actually do anything?
    A bunch are unused in 667

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  4. #4  
    The stupid noob


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    These are for 592, (id assume they wouldnt have changed but dont know for sure)
    Code:
     ACC_CREATION_OTHERINFO = 20
        ACC_CREATION_CHECKUSERNAME = 21
        ACC_CREATION_FINAL = 22
    Working on a 592 project c:
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    Quote Originally Posted by Tyler_ View Post
    These are for 592, (id assume they wouldnt have changed but dont know for sure)
    Code:
     ACC_CREATION_OTHERINFO = 20
        ACC_CREATION_CHECKUSERNAME = 21
        ACC_CREATION_FINAL = 22
    Yeah in 727, account creation is handled through the same packet decoding and encoding procedures as being logged into the game world rather than having any special login opcodes.
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