Thread: Initial game packet structure

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  1. #1 Initial game packet structure 
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    Hi all,

    I'm attempting to create a server, never done this before so apologies for any noobiness lol.
    I've been following this: https://rsps.fandom.com/wiki/317_Protocol
    It seems great and all, but as soon as it hits the player updating / map updating it seems off. As such I grabbed something called winterLove (I think that's it?) and checked how he creates the initial packet structure after the login procedure.

    He begins by creating a frame using this method:

    Code:
        public void createFrame(int i)
        {
            buffer[currentOffset++] = (byte)(i + packetEncryption.getNextKey());
        }
    My first question is, as the server session key I'm receiving from my client isn't encrypted whatsoever (for real, it's just straight up byte[] = data type), can I omit the "packetEncryption.getNextKey" in my server?
    If the above is possible, then the frame ID is just simply 73 in the first instance he uses for updating the map regions. So could I effectively just write two separate buffers to the socket like so(?) (73 seems to be the map and 81 the player initialisation):
    Code:
    [73, ...rest of buffer]
    [81, ...rest of buffer]
    Again, apologies if this is a little nooby I have very little idea how the client is functioning and the deob is well, nearly impossible for me to pinpoint what anything is haha. Any guidance/help is appreciated. I've not used any decryption for ISAAC / RSA as it just isn't present in my initial login packet so I presumed I don't need the seeded key to add to my frame ID's?

    Appreciate all the help in advance,
    Thanks!
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  2. #2  
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    Quote Originally Posted by cloxxxo View Post
    Hi all,

    I'm attempting to create a server, never done this before so apologies for any noobiness lol.
    I've been following this: https://rsps.fandom.com/wiki/317_Protocol
    It seems great and all, but as soon as it hits the player updating / map updating it seems off. As such I grabbed something called winterLove (I think that's it?) and checked how he creates the initial packet structure after the login procedure.

    He begins by creating a frame using this method:

    Code:
        public void createFrame(int i)
        {
            buffer[currentOffset++] = (byte)(i + packetEncryption.getNextKey());
        }
    My first question is, as the server session key I'm receiving from my client isn't encrypted whatsoever (for real, it's just straight up byte[] = data type), can I omit the "packetEncryption.getNextKey" in my server?
    If the above is possible, then the frame ID is just simply 73 in the first instance he uses for updating the map regions. So could I effectively just write two separate buffers to the socket like so(?) (73 seems to be the map and 81 the player initialisation):
    Code:
    [73, ...rest of buffer]
    [81, ...rest of buffer]
    Again, apologies if this is a little nooby I have very little idea how the client is functioning and the deob is well, nearly impossible for me to pinpoint what anything is haha. Any guidance/help is appreciated. I've not used any decryption for ISAAC / RSA as it just isn't present in my initial login packet so I presumed I don't need the seeded key to add to my frame ID's?

    Appreciate all the help in advance,
    Thanks!
    You shouldn't use winterLove as a reference. Pick a better and more documented base such as apollo.

    https://github.com/apollo-rsps/apollo
    Last edited by Blaketon; 03-28-2020 at 08:53 AM. Reason: Provided a link
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    Quote Originally Posted by Blaketon View Post
    You shouldn't use winterLove as a reference. Pick a better and more documented base such as apollo.

    https://github.com/apollo-rsps/apollo
    Ahh, thanks. Bit weird to see a Jenkins CI/CD in an MS Azure pipeline just for an RSPS... He's even got full tests lol. But thanks, I'll have a proper look at it soon!
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