Difference between revisions of "ChatOnSendRoomMessage"

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(Sample Packet)
 
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__NOTOC__
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{{PageHeader|Server Packet|ChatOnSendRoomMessage (E7B61633)}}
 
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{| border="0" width="90%" cellpadding=6
 
{| border="0" width="90%" cellpadding=6
 
|-
 
|-
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===Struct===
 
===Struct===
 
----
 
----
 
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{| align="center"
 +
|-
 +
||
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|{{int}}||'''Opcode'''
 
|{{int}}||'''Opcode'''
 
|-
 
|-
|{{int}}||'''Success Bitmask'''
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|{{int}}||'''ErrorCode'''
 
|-
 
|-
|{{int}}||'''Counter'''
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|{{int}}||'''MessageID'''
 
|-
 
|-
 +
|}
 
|}
 
|}
  
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----
 
----
  
*Success
+
* '''ErrorCode'''
:0: Succeded, nothing displayed
+
:A integer containing a code for the error that occured. Used to determine what error message to display.
:0x10: Too large
+
::0:Success: [PlayerName]: [Message]
 +
::9: Your message to [RoomPathName] was not sent because you are not a moderator.
 +
::16: Your message to [RoomPathName] was not sent because it was too long.
 +
::Default: Your message to [RoomPathName] was not sent.
  
*Counter
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* '''MessageID'''
:Increment each time you send this per client.
+
:Every message sent from the client contains a unique ID number. It is incremented with each message sent. For server replies, send back the same ID number to ACK the message. You can use the ID number to safeguard against multiple/duplicate messages.
  
 
'''Allways send this before [[ChatRoomMessage]], build it in the same funtion and multi.'''
 
'''Allways send this before [[ChatRoomMessage]], build it in the same funtion and multi.'''
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|-
 
|-
 
|}
 
|}
 
 
|}
 
|}
 
----
 
 
==Sample Code==
 
----
 
 
<pre>
 
Insert Code Snippet Here...
 
</pre>
 
  
 
==Sample Packet==
 
==Sample Packet==
  
 
<pre>
 
<pre>
Data A
 
ChatOnSendRoomMessage
 
 
199.108.197.147:44463 -> 192.168.0.161:4834(Server -> Client)
 
Enc: T  Comp: T    Seed: 0xFBB51320    Length: 102
 
 
00 09
 
05 B6
 
00 19
 
0E
 
 
03 00  
 
03 00  
33 16 B6 E7                   // ChatOnSendRoomMessage
+
33 16 B6 E7 // ChatOnSendRoomMessage
00 00 00 00  
+
00 00 00 00 // Error Code
01 00 00 00
+
01 00 00 00 // MessageID
4E
+
      
05 00
+
44 E4 4C CD                  // ChatRoomMessage
+
03 00                         // string count
+
53 57 47                      // SWG
+
0A 00                         // string count
+
53 68 61 64 6F 77 66 69 72 65 // Shadowfire
+
05 00                         // string count
+
65 73 27 65 6D                // es'em
+
68 D5 28 03                  // room id
+
12 00 00 00                                      // string count
+
74 00 65 00                                      // t.e.
+
73 00 74 00 69 00 6E 00 67 00 20 00 67 00 75 00  // s.t.i.n.g...g.u.
+
69 00 6C 00 64 00 20 00 63 00 68 00 61 00 74     // i.l.d...c.h.a.t.
+
00 00 00 00
+
00 10 ED           
+
 
</pre>
 
</pre>

Latest revision as of 07:37, 11 May 2008

Server Packet - ChatOnSendRoomMessage (E7B61633)

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Struct


INT Operand Count
INT Opcode
INT ErrorCode
INT MessageID

Variable Descriptions


Opperand_Count = 3

Opcode = E7B61633


  • ErrorCode
A integer containing a code for the error that occured. Used to determine what error message to display.
0:Success: [PlayerName]: [Message]
9: Your message to [RoomPathName] was not sent because you are not a moderator.
16: Your message to [RoomPathName] was not sent because it was too long.
Default: Your message to [RoomPathName] was not sent.
  • MessageID
Every message sent from the client contains a unique ID number. It is incremented with each message sent. For server replies, send back the same ID number to ACK the message. You can use the ID number to safeguard against multiple/duplicate messages.

Allways send this before ChatRoomMessage, build it in the same funtion and multi.

Tags


S→C This packet originates on the server.

100% This packet has been completely reversed.

Sample Packet

03 00 
33 16 B6 E7 // ChatOnSendRoomMessage
00 00 00 00 // Error Code
01 00 00 00 // MessageID