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Network packets


FIXME - Needs additional information on Brick Hill Legacy network Packets.

Network packets are a way of contacting to the host or client via sending or receiving data. The amount of defined network packets has been changing ever since the implementation of Http Dll 2.11) in Brick Hill Legacy Beta.

The table will be updated. There's too much stuff to describe.

Brick Hill Legacy (latest) Network Packets


Network Packet type What does the network packet contain?
1 (Authentication packet, defined
by Node Hill as Authentication)
What Client sends:
Token (user's auth key)
Client version
What Host sends (should be received by client):
Network ID (object id of a obj_client, assigned by Node Hill)
Brick Count
User ID (retrieved via Brick Hill site API, hence the auth key must be verified)
Username
Are you an admin? (1 - true, 0 - false)
Membership type (integer)
Game ID
Game Name
2 (Unused method of
loading bricks)
What Host should have sent:
Brick Data
3 (New player packet, client creates
the obj_figure Object, defined by
Node Hill as SendPlayers)
What Host sends:
Player Amount (in total)
Net ID of new player
New player's username
New player's User ID (retrieved via Brick Hill site API on host side)
Is new player an admin? (1 - true, 0 - false)
New player's membership type (integer)
4 (New Player data Packet,
defined in GameMaker Client
via packet_handler script; defined
by Node Hill as Figure)
Client receives:
ID type
New Player's Network ID
ID types, defined in GameMaker client:
A - Position by X
B - Position by Y
C - Position by Z
D - ?
E - Camera Rotation
F - Player rotation by Z
G - Player scale by X
H - Player scale by Y
I - Player scale by Z
K - Head color
L - Torso color
M - Left Arm color
N - Right arm color
O - Left leg color
P - Right Leg color
Q - Face Item ID
R - Shirt Item ID (unused, old)
S - Pants Item ID (unused, old)
T - T-Shirt Item ID (unused, old)
U - First Equipped Hat Item ID
V - Second Equipped Hat Item ID
W - Third Equipped Hat Item ID
X - Score
Y - Team

The next ID Types are defined by GameMaker client as Local Changes:
1 - Walking Speed
2 - Jump Height
3 - Field of View
4 - Camera distance
5 - Camera position by X
6 - Camera position by Y
7 - Camera position by Z
8 - Camera rotation by X
9 - Camera rotation by Y
a - Camera rotation by Z
b - Camera Type
c - Camera Object
e - Health
f - Speech (bubble chat message)
g - Equipped tool (requires Slot ID, mesh and texture ID)
h - Unequip tool
i - Is player alive? (1 - true, 0 - false)

The next ID Types are defined by GameMaker client as “new clothing system”:
j - Clothe1
k - Clothe2
l - Clothe3
m - Clothe4
n - Clothe5
5 (Remove Player Packet, defined
by Node Hill as RemovePlayer)
Client receives the removed User's Network ID
6 (Chat Message Packet,
defined by Node Hill as Chat)
Client receives a formed by Host chat message
7 (Environment Data, GUI,
defined by Node Hill as
PlayerModification)
What Client receives:
Data Type (string):
topPrint - Top text message
centerPrint - Middle text message
bottomPrint - Bottom text message
Ambient - Ambient color
Sky - Sky color
BaseCol - Baseplate color
BaseSize - Baseplate size
Sun - Sun intensity
kick - Kicks the client (this will become a vulnerability
if the player socket will not be destroyed by Host itself)
prompt - Prompt message
WeatherSnow - Sets the weather to snow
WeatherRain - Sets the weather to rain
WeatherSun - Sets the weather to sun
TweakDisableFigureCulling - Disables the Figure culling option
TweakDisableLighting - Disables lighting
TweakRaySpacing - ?
MoreClickInfo - enables more information on click (?)
8 (Kill Packet, defined by Node Hill
as Kill)
Client receives the user's Network ID and sets the alive variable to 0
1)
GameMaker 8.1 extension with better networking features.
hosting/netpackets.1764688103.txt.gz · Last modified: by blamedenny