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Mcs packet

Shingo INADA edited this page Jul 30, 2021 · 22 revisions

Data exchanged between mcs server and game client.

Name Packet Like Sample Detail
ConnectionIdMsg 82021031.... First client message
IntroMsg 041p0000 04110000 After ConnectionIdMsg msg
IntroMsgReturn 041p0100 04110100 After ConnectionIdMsg msg
PingMsg ?43p00xx... 1430000004120100041201000036363839313232 ---
PongMsg 063p01xxyy00 063001000200 ---
StartMsg 044p0000 04410000 Ping check done. Reset seq no.
KeyMsg ??2p... 122000009531000000000000953100000100 ---
LoadStartMsg 045p0000 04510000 Briefing Start
LoadEndMsg 045p0100 04510100 Briefing Skip
ForceMsg 047pxxxx 0470003e Seems to be sent when communication is not good.
Lag_control_test 049p0000 ---

KeyMsg

  • Sample: 1fr KeyMsg 0a20702264bd3f004e0b
Size Type Player KeyCode1 Krnd-1 SwCrnt-1 Seq1
0a 2 0 7022 64bd 3f00 4e0b
  • Sample: 2fr packed KeyMsg 1220702264bd3f004e0b702245a900004f0b
Size Type Player KeyCode1 Krnd-1 SwCrnt-1 Seq1 KeyCode2 Krnd-1 SwCrnt-2 Seq2
12 2 0 7022 64bd 3f00 4e0b 7022 45a9 0000 4f0b

Seq means succeeded PushKeyMsg count and it is stored at 00aa9610 near InetSys.

Keycode

A = 4000
B = 2000
X = 0002
Y = 0001
R = 1000
L = 8000
↑ = 0020
↓ = 0010
← = 0008
→ = 0004
S = 0080

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