Files
psopeeps-newserv/src/CommandFormats.hh
T
2022-04-03 23:34:02 -07:00

1859 lines
47 KiB
C++

#pragma once
#include <string>
#include <stdexcept>
#include <phosg/Strings.hh>
#include <phosg/Encoding.hh>
#include "PSOProtocol.hh"
#pragma pack(push)
#pragma pack(1)
// This file is newserv's canonical reference of the PSO client/server protocol.
// For the unfamiliar, the le_uint and be_uint types (from phosg/Encoding.hh)
// are the same as normal uint types, but are explicitly little-endian or
// big-endian. The parray and ptext types (from Text.hh) are the same as
// standard arrays, but have various safety and convenience features so we don't
// have to use easy-to-mess-up functions like memset/memcpy and strncpy.
// Struct names are like [S|C|SC]_CommandName_[Versions]_Numbers
// S/C denotes who sends the command (S = server, C = client, SC = both)
// If versions are not specified, the format is the same for all versions.
// For variable-length commands, generally a zero-length array is included on
// the end of the struct if the command is received by newserv, and is omitted
// if it's sent by newserv. In the latter case, we often use StringWriter to
// construct the command data instead.
// Structures are sorted by command number. Long BB commands are placed in order
// according to their low byte; for example, command 01EB is in position as EB.
// This is the format of newserv's security data, which we call the client
// config. This data is opaque to the client, so this structure is not
// technically part of the PSO protocol.
struct ClientConfig {
uint64_t magic;
uint8_t bb_game_state;
uint8_t bb_player_index;
uint16_t flags;
uint32_t proxy_destination_address;
uint16_t proxy_destination_port;
parray<uint8_t, 0x0E> unused;
} __attribute__((packed));
struct ClientConfigBB {
ClientConfig cfg;
parray<uint8_t, 0x08> unused;
} __attribute__((packed));
// 00: Invalid command
// 01 (S->C): Lobby message box
// Message box appears in lower-right corner; user must press a key to continue
struct SC_TextHeader_01_06_11_B0 {
le_uint32_t unused;
le_uint32_t guild_card_number;
// Text immediately follows this header (char[] on DC/GC, char16_t[] on PC/BB)
};
// 02 (S->C): Start encryption (except on BB)
// Client will respond with an (encrypted) 9A, 9D, or 9E command
struct S_ServerInit_DC_PC_GC_02_17 {
ptext<char, 0x40> copyright;
le_uint32_t server_key; // Key for data sent by server
le_uint32_t client_key; // Key for data sent by client
// This field is not part of SEGA's original implementation
ptext<char, 0xC0> after_message;
};
struct S_ServerInit_Patch_02 {
ptext<char, 0x40> copyright;
le_uint32_t server_key;
le_uint32_t client_key;
// BB rejects the command if it's not exactly this size, so we can't add the
// after_message like we do in the other server init commands
};
// 03 (S->C): Start encryption (BB)
// Client will respond with a 93 command
struct S_ServerInit_BB_03 {
ptext<char, 0x60> copyright;
parray<uint8_t, 0x30> server_key;
parray<uint8_t, 0x30> client_key;
// This field is not part of SEGA's original implementation
ptext<char, 0xC0> after_message;
};
// 04 (S->C): Set guild card number and update client config ("security data")
// Client will respond with a 96 command, but only the first time it receives
// this command (TODO: Is this true? It might instead be that it responds with a
// 96 only if encryption was started with a 17 rather than an 02)
struct S_UpdateClientConfig_DC_PC_GC_04 {
le_uint32_t player_tag;
le_uint32_t guild_card_number;
// The ClientConfig structure (defined in Client.hh) describes how newserv
// uses this command; other servers do not use the same format for the
// following 0x20 bytes (or may not use it at all). The cfg field is opaque to
// the client; it will send back the contents verbatim in its next 9E command.
ClientConfig cfg;
};
// 04 (S->C): Request login information (patch server) (no arguments)
// 04 (C->S): Log in (patch server)
struct C_Login_Patch_04 {
parray<le_uint32_t, 3> unused;
ptext<char, 0x10> username;
ptext<char, 0x10> password;
ptext<char, 0x40> email; // Note: this field is not present on BB
};
// 05: Disconnect
// No arguments
// 06: Chat
// Server->client format is same as 01 command
// Client->server format is very similar; we include a zero-length array in this
// struct to make parsing easier
// The guild_card_number field is used only in server->client commands
struct C_Chat_06 {
uint64_t unused;
union {
char dcgc[0];
char16_t pcbb[0];
} text;
};
// 07 (S->C): Ship select menu
// Command is a list of these; header.flag is the entry count. The first entry
// is not included in the count and does not appear on the client. The text of
// the first entry becomes the ship name when the client joins a lobby.
template <typename CharT, int EntryLength>
struct S_MenuEntry {
le_uint32_t menu_id;
le_uint32_t item_id;
le_uint16_t flags; // should be 0x0F04
ptext<CharT, EntryLength> text;
};
struct S_MenuEntry_PC_BB_07 : S_MenuEntry<char16_t, 17> { };
struct S_MenuEntry_DC_GC_07 : S_MenuEntry<char, 18> { };
// 08 (C->S): Request game list
// No arguments
// 08 (S->C): Game list
// Client responds with 09 and 10 commands
// Command is a list of these; header.flag is the entry count. The first entry
// is not included in the count and does not appear on the client.
template <typename CharT>
struct S_GameMenuEntry {
le_uint32_t menu_id;
le_uint32_t game_id;
uint8_t difficulty_tag; // 0x0A = Ep3; else difficulty + 0x22 (so 0x25 = Ult)
uint8_t num_players;
ptext<CharT, 0x10> name;
uint8_t episode; // 40 = Ep1, 41 = Ep2, 43 = Ep4. Ignored on Ep3
uint8_t flags; // 02 = locked, 04 = disabled (BB), 10 = battle, 20 = challenge
};
struct S_GameMenuEntry_PC_BB_08 : S_GameMenuEntry<char16_t> { };
struct S_GameMenuEntry_GC_08 : S_GameMenuEntry<char> { };
// 09 (S->C): Check directory (patch server)
struct S_CheckDirectory_Patch_09 {
ptext<char, 0x40> name;
};
// 09 (C->S): Menu item info request
// Server will respond with an 11 command, or an A3 if it's the quest menu
struct C_MenuItemInfoRequest_09 {
le_uint32_t menu_id;
le_uint32_t item_id;
};
// 0A: Done checking directory (patch server)
// No arguemnts
// 0B: Invalid command
// 0C: Create game (DCv1)
// Format unknown
// 0D: Invalid command
// 0E: Invalid command
// 0F: Invalid command
// 10 (C->S): Menu selection
struct C_MenuSelection {
le_uint32_t menu_id;
le_uint32_t item_id;
// Password is only present when client attempts to join a locked game
union {
char dcgc[0];
char16_t pcbb[0];
} password;
};
// 11: Ship info
// Same format as 01 command
// 12: Session complete (patch server)
// No arguments
// 13 (S->C): Message box (patch server)
// Same as 1A/D5 command
// 13 (C->S): Confirm file write
// Client sends this in response to each 13 sent by the server
// Format not documented here
// 13 (S->C): Write online quest file
// Used for downloading online quests
// Header flag = file chunk index
struct S_WriteFile_13_A7 {
ptext<char, 0x10> filename;
uint8_t data[0x400];
le_uint32_t data_size;
};
// 14: Invalid command
// 15: Invalid command
// 16: Invalid command
// 17 (S->C): Start encryption at login server (except on BB)
// Same format as 02 command, but a different copyright string
// Client will respond with a DB command
// 18: Invalid command
// 19 (S->C): Reconnect to different address
// Client will disconnect, and reconnect to the given address/port.
// Because PSO PC and some versions of PSO GC use the same port but different
// protocols, we use a specially-crafted 19 command to send them to two
// different ports depending on the client version.
struct S_Reconnect_19 {
be_uint32_t address;
le_uint16_t port;
le_uint16_t unused;
};
struct S_ReconnectSplit_19 {
be_uint32_t pc_address;
le_uint16_t pc_port;
parray<uint8_t, 0x0F> unused1;
uint8_t gc_command;
uint8_t gc_flag;
le_uint16_t gc_size;
be_uint32_t gc_address;
le_uint16_t gc_port;
parray<uint8_t, 0xB0 - 0x23> unused2;
};
// 1A: Large message box
// Client will usually respond with a D6 command (see D6 for more information)
// Contents are plain text (char on DC/GC, char16_t on PC/BB). There must be at
// least one null character ('\0') before the end of the command data.
// 1B: Invalid command
// 1C: Invalid command
// 1D: Ping
// No arguments
// When sent to the client, the client will respond with a 1D command
// 1E: Invalid command
// 1F (S->C): Information menu
// Same format and usage as 07 command
// 20: Invalid command
// 21: GameGuard control (BB)
// Format unknown
// 22: GameGuard check (BB)
// An older version of BB used a 4-byte challenge in the flag field (and the
// command had no payload). The latest version uses this 16-byte challenge.
struct SC_GameCardCheck_BB_22 {
parray<uint8_t, 0x10> data;
};
// 23: Invalid command
// 24: Invalid command
// 25: Invalid command
// 26: Invalid command
// 27: Invalid command
// 28: Invalid command
// 29: Invalid command
// 2A: Invalid command
// 2B: Invalid command
// 2C: Invalid command
// 2D: Invalid command
// 2E: Invalid command
// 2F: Invalid command
// 30: Invalid command
// 31: Invalid command
// 32: Invalid command
// 33: Invalid command
// 34: Invalid command
// 35: Invalid command
// 36: Invalid command
// 37: Invalid command
// 38: Invalid command
// 39: Invalid command
// 3A: Invalid command
// 3B: Invalid command
// 3C: Invalid command
// 3D: Invalid command
// 3E: Invalid command
// 3F: Invalid command
// 40: Guild card search
struct C_GuildCardSearch_40 {
le_uint32_t player_tag;
le_uint32_t searcher_guild_card_number;
le_uint32_t target_guild_card_number;
};
template <typename HeaderT, typename CharT>
struct S_GuildCardSearchResult {
le_uint32_t player_tag;
le_uint32_t searcher_guild_card_number;
le_uint32_t result_guild_card_number;
HeaderT reconnect_command_header;
S_Reconnect_19 reconnect_command;
ptext<char, 0x44> location_string;
le_uint32_t menu_id;
le_uint32_t lobby_id;
ptext<char, 0x3C> unused;
ptext<CharT, 0x20> name;
};
struct S_GuildCardSearchResult_PC_41 : S_GuildCardSearchResult<PSOCommandHeaderPC, char16_t> { };
struct S_GuildCardSearchResult_DC_GC_41 : S_GuildCardSearchResult<PSOCommandHeaderDCGC, char> { };
struct S_GuildCardSearchResult_BB_41 : S_GuildCardSearchResult<PSOCommandHeaderBB, char16_t> { };
// 41: Invalid command
// 42: Invalid command
// 43: Invalid command
// 44 (C->S): Confirm open file
// The client sends a 44 to confirm each 44 sent by the server
// FOrmat not documented here
// 44 (S->C): Open file for download
// Used for downloading online quests
struct S_OpenFile_PC_GC_44_A6 {
ptext<char, 0x20> name;
le_uint16_t unused;
le_uint16_t flags;
ptext<char, 0x10> filename;
le_uint32_t file_size;
};
struct S_OpenFile_BB_44_A6 {
parray<uint8_t, 0x22> unused;
le_uint16_t flags;
ptext<char, 0x10> filename;
le_uint32_t file_size;
ptext<char, 0x18> name;
};
// 45: Invalid command
// 46: Invalid command
// 47: Invalid command
// 48: Invalid command
// 49: Invalid command
// 4A: Invalid command
// 4B: Invalid command
// 4C: Invalid command
// 4D: Invalid command
// 4E: Invalid command
// 4F: Invalid command
// 50: Invalid command
// 51: Invalid command
// 52: Invalid command
// 53: Invalid command
// 54: Invalid command
// 55: Invalid command
// 56: Invalid command
// 57: Invalid command
// 58: Invalid command
// 59: Invalid command
// 5A: Invalid command
// 5B: Invalid command
// 5C: Invalid command
// 5D: Invalid command
// 5E: Invalid command
// 5F: Invalid command
// 60: Broadcast command
// When client sends this command, the server should forward it to all players
// in the same game/lobby
// See ReceiveSubcommands for details on contents
// 61: Player data
// See PSOPlayerDataPC, PSOPlayerDataGC, PSOPlayerDataBB in Player.hh for this
// command's format
// 62: Target command
// When client sends this command, the server should forward it to the player
// identified by header.flag in the same game/lobby
// See ReceiveSubcommands for details on contents
// 63: Invalid command
// 64 (S->C): Join game
// This is sent to the joining player; the other players get a 65 instead
// Header flag = entry count
template <typename LobbyDataT, typename DispDataT>
struct S_JoinGame {
parray<le_uint32_t, 0x20> variations;
// Unlike lobby join commands, these are filled in in their slot positions.
// That is, if there's one player in a game with ID 2, then the first two of
// these are blank and the player's data is in the third entry here.
LobbyDataT lobby_data[4];
uint8_t client_id;
uint8_t leader_id;
uint8_t disable_udp;
uint8_t difficulty;
uint8_t battle_mode;
uint8_t event;
uint8_t section_id;
uint8_t challenge_mode;
le_uint32_t rare_seed;
uint8_t episode;
uint8_t unused2; // Should be 1 for PSO PC?
uint8_t solo_mode;
uint8_t unused3;
struct PlayerEntry {
PlayerInventory inventory;
DispDataT disp;
};
// This field is only present if the game (+client) is Episode 3. Similarly to
// lobby_data above, all four of these are always present and they are filled
// in in slot positions.
PlayerEntry players_ep3[4];
};
struct S_JoinGame_PC_64 : S_JoinGame<PlayerLobbyDataPC, PlayerDispDataPCGC> { };
struct S_JoinGame_GC_64 : S_JoinGame<PlayerLobbyDataGC, PlayerDispDataPCGC> { };
struct S_JoinGame_BB_64 : S_JoinGame<PlayerLobbyDataBB, PlayerDispDataBB> { };
// 65 (S->C): Other player joined game
// Header flag = entry count (always 1 for 65 and 68; up to 0x0C for 67)
template <typename LobbyDataT, typename DispDataT>
struct S_JoinLobby {
uint8_t client_id;
uint8_t leader_id;
uint8_t disable_udp;
uint8_t lobby_number;
le_uint16_t block_number;
le_uint16_t event;
le_uint32_t unused;
struct Entry {
LobbyDataT lobby_data;
PlayerInventory inventory;
DispDataT disp;
};
// Note: not all of these will be filled in and sent if the lobby isn't full
// (the command size will be shorter than this struct's size)
Entry entries[0x0C];
static inline size_t size(size_t used_entries) {
return offsetof(S_JoinLobby, entries) + used_entries * sizeof(Entry);
}
};
struct S_JoinLobby_PC_65_67_68 : S_JoinLobby<PlayerLobbyDataPC, PlayerDispDataPCGC> { };
struct S_JoinLobby_GC_65_67_68 : S_JoinLobby<PlayerLobbyDataGC, PlayerDispDataPCGC> { };
struct S_JoinLobby_BB_65_67_68 : S_JoinLobby<PlayerLobbyDataBB, PlayerDispDataBB> { };
// 66 (S->C): Other player left game
// Not sent to the leaving player
// Header flag = leaving player ID (same as client_id);
struct S_LeaveLobby_66_69 {
uint8_t client_id;
uint8_t leader_id;
le_uint16_t unused;
};
// 67 (S->C): Join lobby
// This is sent to the joining player; the other players get a 68 instead
// Same format as 65 command
// 68 (S->C): Other player joined lobby
// Same format as 65 command
// 69 (S->C): Other player left lobby
// Not sent to the leaving player
// Same format as 66 command
// 6A: Invalid command
// 6B: Invalid command
// 6C: Broadcast command
// Same format and usage as 60 command
// 6D: Target command
// Same format and usage as 62 command
// 6E: Invalid command
// 6F: Set game status
// This command is sent when a player is done loading and other players can then
// join the game
// On BB, this command is sent as 016F if a quest is in progress and the game
// should not be joined by anyone else
// 70: Invalid command
// 71: Invalid command
// 72: Invalid command
// 73: Invalid command
// 74: Invalid command
// 75: Invalid command
// 76: Invalid command
// 77: Invalid command
// 78: Invalid command
// 79: Invalid command
// 7A: Invalid command
// 7B: Invalid command
// 7C: Invalid command
// 7D: Invalid command
// 7E: Invalid command
// 7F: Invalid command
// 80: Invalid command
// 81: Simple mail
// Format is the same in both directions. On GC (and probably other versions
// too) the unused space after the text contains uninitialized memory when the
// client sends this command
struct SC_SimpleMail_GC_81 {
le_uint32_t player_tag;
le_uint32_t from_guild_card_number;
ptext<char, 0x10> from_name;
le_uint32_t to_guild_card_number;
ptext<char, 0x200> text;
};
// 82: Invalid command
// 83 (S->C): Lobby menu
// This sets the menu item IDs that the client uses for the lobby teleport menu
// Command is a list of these; header.flag is the entry count (15, or 20 on Ep3)
struct S_LobbyListEntry_83 {
le_uint32_t menu_id;
le_uint32_t item_id;
le_uint32_t unused;
};
// 84 (C->S): Choose lobby
struct C_LobbySelection_84 {
le_uint32_t menu_id;
le_uint32_t item_id;
};
// 85: Invalid command
// 86: Invalid command
// 87: Invalid command
// 88 (S->C): Lobby arrows
// Command is a list of these; header.flag is the entry count
struct S_ArrowUpdateEntry_88 {
le_uint32_t player_tag;
le_uint32_t guild_card_number;
le_uint32_t arrow_color;
};
// 89 (C->S): Set lobby arrow
// Header flag = arrow color number; no other arguments
// Server should send an 88 command to all players in the lobby
// 8A (C->S): Request lobby/game name
// No arguments
// 8A (S->C): Lobby/game name
// Contents is a string (char16_t on PC/BB, char on DC/GC) containing the lobby
// or game name
// 8B: Invalid command
// 8C: Invalid command
// 8D: Invalid command
// 8E: Invalid command
// 8F: Invalid command
// 90: Invalid command
// 91: Invalid command
// 92: Invalid command
// 93 (C->S): Log in (BB)
struct C_Login_BB_93 {
ptext<char, 0x14> unused;
ptext<char, 0x10> username;
ptext<char, 0x20> unused2;
ptext<char, 0x10> password;
ptext<char, 0x30> unused3;
ClientConfigBB client_config;
};
// 94: Invalid command
// 95 (S->C): Request player data
// No arguments
// Client will respond with a 61 command
// 96 (C->S): Client checksum
struct C_ClientChecksum_GC_96 {
le_uint64_t checksum;
};
// 97 (S->C): Save to memory card
// No arguments
// 98 (C->S): Leave game
// Same format a 61 command
// Client will send an 84 when it's ready to join a lobby
// 99 (C->S): Server time accepted
// No arguments
// 9A (S->C): Verify result
// 02 = license ok
// TODO: figure out the other codes
// 9A (C->S): Initial login (no password or client config)
struct C_Login_DC_PC_GC_9A {
ptext<char, 0x20> unused;
ptext<char, 0x10> serial_number;
ptext<char, 0x10> access_key;
uint32_t player_tag;
uint32_t guild_card_number;
uint32_t sub_version;
ptext<char, 0x30> serial_number2;
ptext<char, 0x30> access_key2;
ptext<char, 0x30> email_address;
};
// 9B: Invalid command
// 9C (C->S): Log in result
// 01 = license ok
// TODO: figure out the other codes
// 9C (C->S): Register
struct C_Register_DC_PC_GC_9C {
ptext<char, 8> unused;
le_uint32_t sub_version;
le_uint32_t unused2;
ptext<char, 0x30> serial_number;
ptext<char, 0x30> access_key;
ptext<char, 0x30> password;
};
// 9D (C->S): Log in
struct C_Login_PC_9D {
le_uint32_t player_tag; // 00 00 01 00 if guild card is set (via 04)
le_uint32_t guild_card_number; // FF FF FF FF if not set
le_uint64_t unused;
le_uint32_t sub_version;
parray<uint8_t, 0x24> unused2; // 00 01 00 00 ... (rest is 00)
ptext<char, 0x10> serial_number;
ptext<char, 0x10> access_key;
ptext<char, 0x30> serial_number2;
ptext<char, 0x30> access_key2;
ptext<char, 0x10> name;
};
struct C_LoginWithUnusedSpace_PC_9D : C_Login_PC_9D {
parray<uint8_t, 0x84> unused_space;
};
// 9E (C->S): Log in with client config
// This struct is identical to PC's 9D command, but it has more data at the end
struct C_Login_GC_9E : C_Login_PC_9D {
union ClientConfigFields {
ClientConfig cfg;
parray<uint8_t, 0x20> data;
ClientConfigFields() : data() { }
} client_config;
};
struct C_LoginWithUnusedSpace_GC_9E : C_Login_GC_9E {
parray<uint8_t, 0x64> unused_space;
};
// 9F: Invalid command
// A0 (C->S): Change ship
// No arguments
// A0 (S->C): Ship select menu
// Same as 07 command
// A1 (C->S): Change block
// No arguments
// A1 (S->C): Block select menu
// Same as 07 command
// A2 (C->S): Request quest list
// No arguments
// A2 (S->C): Quest menu
template <typename CharT>
struct S_QuestMenuEntry {
le_uint32_t menu_id;
le_uint32_t item_id;
ptext<CharT, 0x20> name;
ptext<CharT, 0x70> short_desc;
};
struct S_QuestMenuEntry_PC_A2_A4 : S_QuestMenuEntry<char16_t> { };
struct S_QuestMenuEntry_GC_A2_A4 : S_QuestMenuEntry<char> { };
struct S_QuestMenuEntry_BB_A2_A4 {
le_uint32_t menu_id;
le_uint32_t item_id;
ptext<char16_t, 0x20> name;
// Why is this 10 characters longer than on other versions...?
ptext<char16_t, 0x7A> short_desc;
};
// A3 (S->C): Quest information
// Same format as 1A/D5 command (plain text)
// A4 (S->C): Download quest menu
// Same format as A2
// A5: Invalid command
// A6: Open file for download
// Used for download quests and GBA games
// Same format as 44
// A7: Write download file
// Same format as 13
// A8: Invalid command
// A9: Quest menu closed
// No arguments
// AA: Invalid command
// AB: Invalid command
// AC (C->S): Ready to start quest
// AC (S->C): Start quest
// No arguments
// When all players in a game have sent an AC to the server, the server should
// send them all an AC back, which starts the quest for all players at
// (approximately) the same time
// Sending this command to a GC client when it is not waiting to start a quest
// will cause it to crash
// AD: Invalid command
// AE: Invalid command
// AF: Invalid command
// B0: Text message
// Same format as 01 command (plain text with unused header)
// B1 (C->S): Request server time
// No arguments
// B1 (S->C): Server time
// Contents is a string of format "%Y:%m:%d: %H:%M:%S.000"
// For example: 2022:03:30: 15:36:42.000
// B2 (S->C): Write memory
// GC v1.0 and v1.1 only
// Format unknown
// Client will respond with a B3 command
// B3 (C->S): Write memory response
// GC v1.0 and v1.1 only
// Format unknown
// B4: Invalid command
// B5: Invalid command
// B6: Invalid command
// B7: Rank update (Episode 3)
struct S_RankUpdate_GC_Ep3_B7 {
le_uint32_t rank;
ptext<char, 0x0C> rank_text;
le_uint32_t meseta;
le_uint32_t max_meseta;
le_uint32_t jukebox_songs_unlocked;
};
// B8 (S->C): Send card definitions (Episode 3)
// Contents is a single little-endian le_uint32_t specifying the size of the
// (PRS-compressed) data, followed immediately by the data
// B9: Invalid command
// BA: Meseta transaction (Episode 3)
struct C_Meseta_GC_Ep3_BA {
le_uint32_t transaction_num;
le_uint32_t value;
le_uint32_t unknown_token;
};
struct S_Meseta_GC_Ep3_BA {
le_uint32_t remaining_meseta;
le_uint32_t unknown;
le_uint32_t unknown_token; // Should match the token sent by the client
};
// BB: Invalid command
// BC: Invalid command
// BD: Invalid command
// BE: Invalid command
// BF: Invalid command
// C0 (C->S): Request choice search options
// No arguments
// C0 (S->C): Choice search options
// Command is a list of these; header.flag is the entry count (incl. top-level)
template <typename CharT>
struct S_ChoiceSearchEntry {
// category_ids are nonzero; if the high byte is nonzero then the category can
// be set by the user at any time; otherwise it can't.
le_uint16_t parent_category_id; // 0 for top-level categories
le_uint16_t category_id;
ptext<CharT, 0x1C> text;
};
struct S_ChoiceSearchEntry_DC_GC_C0 : S_ChoiceSearchEntry<char> { };
struct S_ChoiceSearchEntry_PC_BB_C0 : S_ChoiceSearchEntry<char16_t> { };
// Top-level categories are things like "Level", "Class", etc.
// Choices for each top-level category immediately follow the category, so
// a reasonable order of items is (for example):
// 00 00 11 01 "Preferred difficulty"
// 11 01 01 01 "Normal"
// 11 01 02 01 "Hard"
// 11 01 03 01 "Very Hard"
// 11 01 04 01 "Ultimate"
// 00 00 22 00 "Character class"
// 22 00 01 00 "HUmar"
// 22 00 02 00 "HUnewearl"
// etc.
// C1 (C->S): Create game
template <typename CharT>
struct C_CreateGame {
le_uint64_t unused;
ptext<CharT, 0x10> name;
ptext<CharT, 0x10> password;
uint8_t difficulty;
uint8_t battle_mode;
uint8_t challenge_mode;
uint8_t episode; // unused on DC/PC
};
struct C_CreateGame_DC_GC_C1_EC : C_CreateGame<char> { };
struct C_CreateGame_PC_C1 : C_CreateGame<char16_t> { };
struct C_CreateGame_BB_C1 : C_CreateGame<char16_t> {
uint8_t solo_mode;
uint8_t unused2[3];
};
// C2 (C->S): Set choice search parameters
struct C_SetChoiceSearchParameters_C2 {
le_uint16_t disabled; // 0 = enabled, 1 = disabled
le_uint16_t unused;
struct Entry {
le_uint16_t parent_category_id;
le_uint16_t category_id;
};
Entry entries[0];
};
// C3 (C->S): Execute choice search
struct C_ExecuteChoiceSearch_C3 {
le_uint32_t unknown;
struct Entry {
le_uint16_t parent_category_id;
le_uint16_t category_id;
};
Entry entries[0];
};
// C4 (S->C): Choice search results
// Command is a list of these; header.flag is the entry count
struct S_ChoiceSearchResultEntry_GC_C4 {
le_uint32_t guild_card_number;
ptext<char, 0x10> name; // No language marker, as usual on GC
ptext<char, 0x20> info_string; // Usually something like "<class> Lvl <level>"
// Format is stricter here; this is "LOBBYNAME,BLOCKNUM,SHIPNAME"
// If target is in game, for example, "Game Name,BLOCK01,Alexandria"
// If target is in lobby, for example, "BLOCK01-1,BLOCK01,Alexandria"
ptext<char, 0x34> locator_string;
// Server IP and port for "meet user" option
le_uint32_t server_ip;
le_uint16_t server_port;
le_uint16_t unused1;
le_uint32_t menu_id;
le_uint32_t lobby_id; // These two are guesses
le_uint32_t game_id; // Zero if target is in a lobby rather than a game
parray<uint8_t, 0x58> unused2;
};
// C5 (S->C): Challenge rank update
// TODO: Document format for this command
// C6 (C->S): Set blocked senders list
struct C_SetBlockedSenders_C6 {
parray<le_uint32_t, 30> blocked_senders;
};
// C7 (C->S): Enable simple mail auto-reply
// Same format as 1A/D5 command (plain text)
// C8 (C->S): Disable simple mail auto-reply
// C9: Broadcast command (Episode 3)
// Same as 60, but only send to Episode 3 clients
// CA (C->S): Ep3 server data request
// CB: Broadcast command (Episode 3)
// Same as 60, but only send to Episode 3 clients
// CC: Invalid command
// CD: Invalid command
// CE: Invalid command
// CF: Invalid command
// D0 (C->S): Execute trade via trade window
// General sequence: client sends D0, server sends D1 to that client, server
// sends D3 to other client, server sends D4 to both (?) clients
// Format unknown
// D1 (S->C): Confirm trade to initiator
// No arguments
// D2: Invalid command
// D3 (S->C): Execute trade with accepter
// Format unknown; appears to be same as D0
// D4 (S->C): Close trade
// No arguments
// D5: Large message box
// Same as 1A command
// D6 (C->S): Large message box closed (GC)
// No arguments
// DC and PC do not send this command at all. GC v1.0 and v1.1 will send this
// command when any large message box is closed; GC Plus and Episode 3 will send
// this only for large message boxes that are sent before the client has joined
// a lobby.
// D7 (C->S): Request GBA game file
struct C_GBAGameRequest_GC_D7 {
ptext<char, 0x10> filename;
};
// D8 (S->C): Info board
// Command is a list of these; header.flag is the entry count
template <typename CharT>
struct S_InfoBoardEntry_D8 {
ptext<CharT, 0x10> name;
ptext<CharT, 0xAC> message;
};
struct S_InfoBoardEntry_PC_BB_D8 : S_InfoBoardEntry_D8<char16_t> { };
struct S_InfoBoardEntry_DC_GC_D8 : S_InfoBoardEntry_D8<char> { };
// D9 (C->S): Write info board
// Contents are plain text, like 1A/D5
// DA (S->C): Change lobby event
// Header flag = new event number. No other arguments
// DB (S->C): Verify license (GC)
struct C_VerifyLicense_GC_DB {
ptext<char, 0x20> unused;
ptext<char, 0x10> serial_number;
ptext<char, 0x10> access_key;
ptext<char, 0x08> unused2;
le_uint32_t sub_version;
ptext<char, 0x30> serial_number2;
ptext<char, 0x30> access_key2;
ptext<char, 0x30> password;
};
// DC: Player menu state (Episode 3)
// No arguments. Client expects server to respond with command = DC, flag = 0
// DC: Guild card data (BB)
struct C_GuildCardDataRequest_BB_DC {
le_uint32_t unknown;
le_uint32_t chunk_index;
le_uint32_t cont;
};
struct S_GuildCardHeader_BB_01DC {
le_uint32_t unknown; // should be 1
le_uint32_t filesize; // 0x0000490
le_uint32_t checksum;
};
// Command 02DC is used to send the guild card file data. It goes like this:
// uint32_t unknown; // 0
// uint32_t chunk_index;
// uint8_t data[0x6800, or less if last chunk]
// DD: Invalid command
// DE: Unknown (used by BB)
// DF: Invalid command
// E0 (S->C): Tournament list (Episode 3)
// Command is a list of these; header.flag is the entry count. Some servers
// always send 0x740 bytes even if the entries don't fill the space.
struct S_TournamentEntry_GC_Ep3_E0 {
le_uint32_t menu_id;
le_uint32_t item_id;
parray<uint8_t, 0x30> unknown;
};
// E0 (C->S): Request team and key config (BB)
// E1: Invalid command
// E2 (C->S): Tournament control (Episode 3)
// Flag = 0 => request tournament list (server responds with E0)
// Flag = 1 => check tournament
// Flag = 2 => cancel tournament entry
// Flag = 3 => create tournament spectator team
// Flag = 4 => join tournament spectator team
// E2 (S->C): Tournament entry control (Episode 3)
// E2 (S->C): Team and key config (BB)
// See KeyAndTeamConfigBB in Player.hh for format
// E3: Player previews (BB)
struct C_PlayerPreviewRequest_BB_E3 {
le_uint32_t player_index;
le_uint32_t unused;
};
struct S_PlayerPreview_BB_E3 {
le_uint32_t player_index;
PlayerDispDataBBPreview preview;
};
// E4: CARD lobby game (Episode 3)
// Header flag = seated state (1 = present, 0 = leaving)
struct C_CardLobbyGame_GC_E4 {
le_uint16_t table_number;
le_uint16_t seat_number;
};
// Header flag = 2
struct S_CardLobbyGame_GC_E4 {
struct Entry {
le_uint32_t present; // 1 = player present, 0 = no player
le_uint32_t guild_card_number;
};
Entry entries[4];
};
// E4 (S->C): Player choice or no player present (BB)
struct S_ApprovePlayerChoice_BB_00E4 {
le_uint32_t player_index;
le_uint32_t unused;
};
struct S_PlayerPreview_NoPlayer_BB_E4 {
le_uint32_t player_index;
le_uint32_t error;
};
// E5 (C->S): Create character (BB)
struct C_CreateCharacter_BB_E5 {
le_uint32_t player_index;
PlayerDispDataBBPreview preview;
};
// E6: Spectator team list (Episode 3)
// Same format as 08 command
// E6 (S->C): Set guild card number and update client config (BB)
struct S_ClientInit_BB_E6 {
le_uint32_t error;
le_uint32_t player_tag;
le_uint32_t guild_card_number;
le_uint32_t team_id;
ClientConfigBB cfg;
le_uint32_t caps; // should be 0x00000102
};
// E7: Save or load full player data
// See export_bb_player_data() in Player.cc for format
// E8 (C->S): Client checksum (BB)
// E8 (S->C): Accept client checksum (BB)
struct S_AcceptClientChecksum_BB_02E8 {
le_uint32_t verify;
le_uint32_t unused;
};
// E9: Invalid command
// EA: Team control (BB)
// EB: Send stream file index and chunks
// Command is a list of these; header.flag is the entry count.
struct S_StreamFileIndexEntry_BB_01EB {
le_uint32_t size;
le_uint32_t checksum;
le_uint32_t offset;
ptext<char, 0x40> filename;
};
struct S_StreamFileChunk_BB_02EB {
le_uint32_t chunk_index;
uint8_t data[0x6800];
};
// EC: Create game (Episode 3)
// Same format as C1; some fields are unused (e.g. episode, difficulty)
// TODO: Where does the "view battle allowed" flag end up?
// EC: Leave character select (BB)
// ED (C->S): Update account data (BB)
// TODO: Actually define these structures and don't just treat them as raw data
union C_UpdateAccountData_BB_ED {
le_uint32_t option; // 01ED
parray<uint8_t, 0x4E0> symbol_chats; // 02ED
parray<uint8_t, 0xA40> chat_shortcuts; // 03ED
parray<uint8_t, 0x16C> key_config; // 04ED
parray<uint8_t, 0x38> pad_config; // 05ED
parray<uint8_t, 0x28> tech_menu; // 06ED
parray<uint8_t, 0xE8> customize; // 07ED
};
// EE: Scrolling message (BB)
// Contents are plain text (char16_t)
// EF: Invalid command
// F0: Invalid command
// F1: Invalid command
// F2: Invalid command
// F3: Invalid command
// F4: Invalid command
// F5: Invalid command
// F6: Invalid command
// F7: Invalid command
// F8: Invalid command
// F9: Invalid command
// FA: Invalid command
// FB: Invalid command
// FC: Invalid command
// FD: Invalid command
// FE: Invalid command
// FF: Invalid command
// Now, the game subcommands (used in commands 60, 62, 6C, 6D, C9, and CB).
// These are laid out similarly as above. These structs start with G_ to
// indicate that they are (usually) bidirectional, and are (usually) generated
// by clients and consumed by clients.
// This structure is used by many commands (noted below)
struct G_ItemSubcommand {
uint8_t command;
uint8_t size;
uint8_t client_id;
uint8_t unused;
le_uint32_t item_id;
le_uint32_t amount;
};
// 00: Invalid subcommand
// 01: Unknown
// 02: Unknown
// 03: Unknown
// 04: Unknown
// 05: Switch state changed
// TODO: make last_switch_enabled_subcommand in both Client and Proxy use this
// when it's available
struct G_SwitchStateChanged_6x05 {
uint8_t subcommand;
uint8_t size;
le_uint16_t switch_id; // 0xFFFF for room clear when all enemies defeated
parray<uint8_t, 6> unknown;
uint8_t area;
uint8_t enabled;
};
// 06: Send guild card
template <typename CharT>
struct G_SendGuildCard_PC_GC {
uint8_t subcommand;
uint8_t size;
le_uint16_t unused;
le_uint32_t player_tag;
le_uint32_t guild_card_number;
ptext<CharT, 0x18> name;
ptext<CharT, 0x48> desc;
parray<uint8_t, 0x24> unused2;
uint8_t reserved1;
uint8_t reserved2;
uint8_t section_id;
uint8_t char_class;
};
struct G_SendGuildCard_PC_6x06 : G_SendGuildCard_PC_GC<char16_t> { };
struct G_SendGuildCard_GC_6x06 : G_SendGuildCard_PC_GC<char> { };
struct G_SendGuildCard_BB_6x06 {
uint8_t subcommand;
uint8_t size;
le_uint16_t unused;
le_uint32_t guild_card_number;
ptext<char16_t, 0x18> name;
ptext<char16_t, 0x10> team_name;
ptext<char16_t, 0x58> desc;
uint8_t reserved1;
uint8_t reserved2;
uint8_t section_id;
uint8_t char_class;
};
// 07: Symbol chat
// 08: Unknown
// 09: Unknown
// 0A: Enemy hit
struct G_EnemyHitByPlayer_6x0A {
uint8_t command;
uint8_t size;
le_uint16_t enemy_id2;
le_uint16_t enemy_id;
le_uint16_t damage;
le_uint32_t flags;
};
// 0B: Unknown (supported; game only)
// 0C: Add condition (poison/slow/etc.)
// 0D: Remove condition (poison/slow/etc.)
// 0E: Unknown
// 0F: Unknown
// 10: Unknown
// 11: Unknown
// 12: Dragon (Episode 1 boss) actions
// 13: Re Rol Le (Episode 1 boss) actions
// 14: Unknown (supported; game only)
// 15: Unknown (supported; game only)
// 16: Unknown
// 17: Unknown (supported; game only)
// 18: Unknown (supported; game only)
// 19: Dark Falz (Episode 1 boss) actions
// 1A: Unknown
// 1B: Unknown
// 1C: Unknown (supported; game only)
// 1D: Unknown
// 1E: Unknown
// 1F: Unknown (supported; lobby & game)
// 20: Unknown (supported; lobby & game)
// 21: Inter-level warp
// 22: Set player visibility
// 23: Set player visibility
struct G_SetPlayerVisibility_6x22_6x23 {
uint8_t subcommand; // 22 = invisible, 23 = visible
uint8_t subsize;
le_uint16_t client_id;
};
// 24: Unknown (supported; game only)
// 25: Equip item
struct G_EquipItem_6x25 {
uint8_t command;
uint8_t size;
uint8_t client_id;
uint8_t unused;
le_uint32_t item_id;
le_uint32_t equip_slot;
};
// 26: Unequip item
struct G_UnequipItem_6x26 {
uint8_t command;
uint8_t size;
uint8_t client_id;
uint8_t unused;
le_uint32_t item_id;
le_uint32_t unused2;
};
// 27: Use item
// Format is G_ItemSubcommand
// 28: Feed MAG
struct G_FeedMAG_6x28 {
uint8_t subcommand;
uint8_t subsize;
le_uint16_t client_id;
le_uint32_t mag_item_id;
le_uint32_t fed_item_id;
};
// 29: Delete item (via bank deposit / sale / feeding MAG)
struct G_DestroyItem_6x29 {
uint8_t subcommand;
uint8_t subsize;
le_uint16_t client_id;
le_uint32_t item_id;
le_uint32_t amount;
};
// 2A: Drop item
struct G_PlayerDropItem_6x2A {
uint8_t command;
uint8_t size;
uint8_t client_id;
uint8_t unused;
le_uint16_t unused2; // should be 1
le_uint16_t area;
le_uint32_t item_id;
le_float x;
le_float y;
le_float z;
};
// 2B: Create item in inventory (e.g. via tekker or bank withdraw)
struct G_PlayerCreateInventoryItem_6x2B {
uint8_t command;
uint8_t size;
uint8_t client_id; // TODO: verify this
uint8_t unused;
ItemData item;
le_uint32_t unknown;
};
// 2C: Talk to NPC
// 2D: Done talking to NPC
// 2E: Unknown
// 2F: Hit by enemy
// 30: Level up
struct G_LevelUp_6x30 {
uint8_t command;
uint8_t size;
uint8_t client_id;
uint8_t unused;
le_uint16_t atp;
le_uint16_t mst;
le_uint16_t evp;
le_uint16_t hp;
le_uint16_t dfp;
le_uint16_t ata;
le_uint32_t level;
};
// 31: Medical center
// 32: Medical center
// 33: Revive player (e.g. with moon atomizer)
// 34: Unknown
// 35: Unknown
// 36: Unknown (supported; game only)
// 37: Photon blast
// 38: Unknown
// 39: Photon blast ready
// 3A: Unknown (supported; game only)
// 3B: Unknown (supported; lobby & game)
// 3C: Unknown
// 3D: Unknown
// 3E: Stop moving
struct G_StopAtPosition_6x3E {
uint8_t subcommand;
uint8_t subsize;
le_uint16_t client_id;
uint64_t unknown;
le_float x;
le_float y;
le_float z;
uint32_t unused;
};
// 3F: Unknown (supported; lobby & game)
// 40: Walk
struct G_WalkToPosition_6x40 {
uint8_t subcommand;
uint8_t subsize;
le_uint16_t client_id;
le_float x;
le_float z;
uint32_t unused;
};
// 41: Unknown
// 42: Run
struct G_RunToPosition_6x42 {
uint8_t subcommand;
uint8_t subsize;
le_uint16_t client_id;
le_float x;
le_float z;
};
// 43: Unknown (supported; lobby & game)
// 44: Unknown (supported; lobby & game)
// 45: Unknown (supported; lobby & game)
// 46: Unknown (supported; lobby & game)
// 47: Unknown (supported; lobby & game)
// 48: Use technique
// 49: Unknown (supported; lobby & game)
// 4A: Unknown (supported; lobby & game)
// 4B: Hit by enemy
// 4C: Hit by enemy
// 4D: Unknown (supported; lobby & game)
// 4E: Unknown (supported; lobby & game)
// 4F: Unknown (supported; lobby & game)
// 50: Unknown (supported; lobby & game)
// 51: Unknown
// 52: Toggle shop/bank interaction
// 53: Unknown (supported; game only)
// 54: Unknown
// 55: Intra-map warp
// 56: Unknown (supported; lobby & game)
// 57: Unknown (supported; lobby & game)
// 58: Unknown (supported; game only)
// 59: Pick up item
struct G_PickUpItem_6x59 {
uint8_t subcommand;
uint8_t subsize;
le_uint16_t client_id;
le_uint16_t client_id2;
le_uint16_t area;
le_uint32_t item_id;
};
// 5A: Request to pick up item
struct G_PickUpItemRequest_6x5A {
uint8_t command;
uint8_t size;
uint8_t client_id;
uint8_t unused;
le_uint32_t item_id;
uint8_t area;
uint8_t unused2[3];
};
// 5B: Unknown
// 5C: Unknown
// 5D: Drop meseta or stacked item
struct G_DropStackedItem_6x5D {
uint8_t subcommand;
uint8_t subsize;
le_uint16_t unused;
le_uint16_t area;
le_uint16_t unused2;
le_float x;
le_float y;
le_uint32_t unused3;
ItemData data;
};
// 5E: Buy item at shop
struct G_BuyShopItem_6x5E {
uint8_t subcommand;
uint8_t subsize;
uint8_t client_id;
uint8_t unused;
ItemData item;
};
// 5F: Drop item from box/enemy
struct G_DropItem_6x5F {
uint8_t subcommand;
uint8_t subsize;
le_uint16_t unused;
uint8_t area;
uint8_t enemy_instance;
le_uint16_t request_id;
le_float x;
le_float y;
le_uint32_t unused2;
ItemData data;
};
// 60: Request for item drop (handled by the server on BB)
struct G_EnemyDropItemRequest_6x60 {
uint8_t command;
uint8_t size;
le_uint16_t unused;
uint8_t area;
uint8_t enemy_id;
le_uint16_t request_id;
le_float x;
le_float y;
le_uint32_t unknown[2];
};
// 61: Feed MAG
// 62: Unknown
// 63: Destroy an item on the ground (used when too many items have been dropped)
// 64: Unknown
// 65: Unknown
// 66: Unknown
// 67: Create enemy set
// 68: Telepipe/Ryuker
// 69: Unknown (supported; game only)
// 6A: Unknown (supported; game only)
// 6B: Unknown (used while loading into game)
// 6C: Unknown (used while loading into game)
// 6D: Unknown (used while loading into game)
// 6E: Unknown (used while loading into game)
// 6F: Unknown (used while loading into game)
// 70: Unknown (used while loading into game)
// 71: Unknown (used while loading into game)
// 72: Unknown (used while loading into game)
// 73: Invalid subcommand
// 74: Word select
// 75: Unknown (supported; game only)
// 76: Enemy killed
// 77: Sync quest data
// 78: Unknown
// 79: Lobby 14/15 soccer game
// 7A: Unknown
// 7B: Unknown
// 7C: Unknown (supported; game only)
// 7D: Unknown (supported; game only)
// 7E: Unknown
// 7F: Unknown
// 80: Trigger trap
// 81: Unknown
// 82: Unknown
// 83: Place trap
// 84: Unknown (supported; game only)
// 85: Unknown (supported; game only)
// 86: Hit destructible wall
// 87: Unknown
// 88: Unknown (supported; game only)
// 89: Unknown (supported; game only)
// 8A: Unknown
// 8B: Unknown
// 8C: Unknown
// 8D: Unknown (supported; lobby & game)
// 8E: Unknown
// 8F: Unknown
// 90: Unknown
// 91: Unknown (supported; game only)
// 92: Unknown
// 93: Timed switch activated
// 94: Warp (the $warp chat command is implemented using this)
// 95: Unknown
// 96: Unknown
// 97: Unknown
// 98: Unknown
// 99: Unknown
// 9A: Update player stat ($infhp/$inftp are implemented using this command)
// 9B: Unknown
// 9C: Unknown (supported; game only)
// 9D: Unknown
// 9E: Unknown
// 9F: Episode 2 boss actions
// A0: Episode 2 boss actions
// A1: Unknown
// A2: Request for item drop from box (handled by server on BB)
struct G_BoxItemDropRequest_6xA2 {
uint8_t command;
uint8_t size;
le_uint16_t unused;
uint8_t area;
uint8_t unused2;
le_uint16_t request_id;
le_float x;
le_float y;
le_uint32_t unknown[6];
};
// A3: Episode 2 boss actions
// A4: Unknown
// A5: Episode 2 boss actions
// A6: Trade proposal
// A7: Unknown
// A8: Episode 2 boss actions
// A9: Episode 2 boss actions
// AA: Episode 2 boss actions
// AB: Create lobby chair
// AC: Unknown
// AD: Unknown
// AE: Unknown (supported; lobby & game)
// AF: Turn in lobby chair
// B0: Move in lobby chair
// B1: Unknown
// B2: Unknown
// B3: Unknown
// B4: Unknown
// B5: BB shop request
// B6: BB shop contents (server->client only)
struct G_ShopContents_BB_6xB6 {
uint8_t subcommand;
uint8_t size; // always 2C regardless of the number of items??
le_uint16_t params; // 037F
uint8_t shop_type;
uint8_t num_items;
le_uint16_t unused;
ItemData entries[20];
};
// B7: BB buy shop item
// B8: Accept tekker result
// Format is G_IdentifyResult
// B9: Provisional tekker result
struct G_IdentifyResult_BB_6xB9 {
uint8_t subcommand;
uint8_t size;
uint8_t client_id;
uint8_t unused;
ItemData item;
};
// BA: Unknown
// BB: BB bank request
// BC: BB bank contents (server->client only)
struct G_BankContentsHeader_BB_6xBC {
uint8_t subcommand;
uint8_t unused1;
le_uint16_t unused2;
le_uint32_t size; // same as size in overall command header
le_uint32_t checksum; // can be random; client won't notice
le_uint32_t numItems;
le_uint32_t meseta;
// Item data follows
};
// BD: BB bank action (take/deposit meseta/item)
struct G_BankAction_BB_6xBD {
uint8_t subcommand;
uint8_t size;
le_uint16_t unused;
le_uint32_t item_id; // 0xFFFFFFFF = meseta; anything else = item
le_uint32_t meseta_amount;
uint8_t action; // 0 = deposit, 1 = take
uint8_t item_amount;
le_uint16_t unused2;
};
// BE: BB create inventory item (server->client only)
struct G_CreateInventoryItem_BB_6xBE {
uint8_t subcommand;
uint8_t subsize;
le_uint16_t client_id;
ItemData item;
le_uint32_t unused;
};
// BF: Ep3 change music; also BB give EXP (BB usage is server->client only)
struct G_GiveExperience_BB_6xBF {
uint8_t subcommand;
uint8_t size;
uint8_t client_id;
uint8_t unused;
le_uint32_t amount;
};
// C0: Unknown
// C1: Unknown
// C2: Unknown
// C3: Split stacked item - not sent if entire stack is dropped
struct G_SplitStackedItem_6xC3 {
uint8_t command;
uint8_t size;
uint8_t client_id;
uint8_t unused;
le_uint16_t area;
le_uint16_t unused2;
le_float x;
le_float y;
le_uint32_t item_id;
le_uint32_t amount;
};
// C4: Sort inventory
struct G_SortInventory_6xC4 {
uint8_t command;
uint8_t size;
le_uint16_t unused;
le_uint32_t item_ids[30];
};
// C5: Unknown
// C6: Unknown
// C7: Unknown
// C8: Enemy killed
struct G_EnemyKilled_6xC8 {
uint8_t command;
uint8_t size;
le_uint16_t enemy_id2;
le_uint16_t enemy_id;
le_uint16_t killer_client_id;
le_uint32_t unused;
};
// C9: Unknown
// CA: Unknown
// CB: Unknown
// CC: Unknown
// CD: Unknown
// CE: Unknown
// CF: Unknown (supported; game only)
// D0: Unknown
// D1: Unknown
// D2: Unknown
// D3: Unknown
// D4: Unknown
// D5: Unknown
// D6: Unknown
// D7: Unknown
// D8: Unknown
// D9: Unknown
// DA: Unknown
// DB: Unknown
// DC: Unknown
// DD: Unknown
// DE: Unknown
// DF: Unknown
// E0: Unknown
// E1: Unknown
// E2: Unknown
// E3: Unknown
// E4: Unknown
// E5: Unknown
// E6: Unknown
// E7: Unknown
// E8: Unknown
// E9: Unknown
// EA: Unknown
// EB: Unknown
// EC: Unknown
// ED: Unknown
// EE: Unknown
// EF: Unknown
// F0: Unknown
// F1: Unknown
// F2: Unknown
// F3: Unknown
// F4: Unknown
// F5: Unknown
// F6: Unknown
// F7: Unknown
// F8: Unknown
// F9: Unknown
// FA: Unknown
// FB: Unknown
// FC: Unknown
// FD: Unknown
// FE: Unknown
// FF: Unknown
#pragma pack(pop)