Currently under development.
== '''Packet structure''' == When the client sends a packet to the server, the first byte encapsulates its opcode. This specific opcode is encrypted with a value generated by the ISAAC PRNG seeded with a dynamically server generated key during the login block. The server decrypts it and associates the opcode to the packet's respective predefined size. If the packet does not contain a fixed size, the opcode will be followed by either a byte or a word - varying per packet - for its proper size. This is then followed by the payload.
== '''Login''' == Blank at the moment.
===Server -> Client Packets===
! Opcode ! Type ! Length (bytes) ! Name ! Description |- | 147 | DataType.SHORT, DataOrder.LITTLE, | 1 | [[317 Run Energy|Run Energy]] | Sends the Mapregion |- |}
===Client -> Server Packets===
! Opcode ! Type ! Length (bytes) ! Name ! Description |- | 49 | VARIABLE BYTE | 13 | [[464 Character Design|Character Design]] | Sent when accepting the player's appearance on the design screen. |- | 115 | VARIABLE BYTE | N/A | [[464 Chat|Chat]] | Sent when the player enters a chat message. |- |}