Difference between revisions of "Test101"

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(Asynchronous Transfer Mode (ATM) Fundamentals)
 
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=Asynchronous Transfer Mode (ATM) Fundamentals=
 
 
 
==What is ATM?==
 
 
Asynchronous Transfer Mode (ATM) is a high-performance, cell-oriented switching and multiplexing technology that utilizes fixed-length cells to carry different types of traffic (i.e. voice, data and video). It provides an equitable, controllable mechanism to statistically share the bandwidth provided by the underlying infrastructure The demand from the market for a high speed network that can carry a mix of media streams has been the key driver behind the continuously evolving ATM standards. The ATM Forum established in 1991is an international voluntary organization composed of vendors service providers, research organizations and users (i.e.Cisco, Sprint, Nortel, and Network Equipment and Technologies). Its purpose is to accelerate the use of ATM products and services through the rapid convergence of interoperability specifications, promotion of industry cooperation, and other activities.
 
 
ATM is also a capability that can be offered as an end-user service by service providers (as a basis for tariffed services) or as a networking infrastructure for these and other services. The most basic service building block is the ATM virtual circuit, which is an end-to-end connection that has defined end points and routes but does not have bandwidth dedicated to it. Bandwidth is allocated on demand by the network as users have traffic to transmit. ATM also defines various classes of service to meet a broad range of application needs (nrtVBR,rtVBR,UBR,ABR,CBR and GFR-Guarantee frame rate).
 
 
 
==Benefits of ATM== 
 
 
The benefits of ATM are the following:
 
• high performance via hardware switching (gigabit, terabit switches on the horizon)
 
• dynamic bandwidth for bursty traffic (voice, data and video bursty)
 
• class-of-service support for multimedia  (latency requirements)
 
• scalability in speed and network size (DS1 to OC12 (622Mbps))
 
• international standards compliance (CO and customer premises environments allowing for multivendor operation
 
 
==ATM  Technology & Cell format==
 
 
 
In ATM networks, all information is formatted into fixed-length cells consisting of 48 bytes (8 bits per byte) of payload and 5 bytes of cell header . The fixed cell size ensures that time-critical information such as voice or video is not adversely affected by long data frames or packets. The header is organized for efficient switching containing fields to help deal with congestion, maintenance, and error control problems. The header information is generated in the ATM layer, while the payload data is provided in 48 byte chunks by the AAL.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
GFC - Generic Flow Control
 
Was intended as a mechanism for flow control between the ATM network and user.
 
No standards were ever developed for the GFC; it is never (or almost never) used.
 
 
VPI - Virtual Path Identifier
 
Allows 28 = 256 VPs on the ‘UNI’ and 212 = 4096 VPs on the ‘NNI’
 
 
VCI - Virtual Channel Identifier
 
Allows 216 = 65536 VCs
 
 
PTI - Payload Type Indicator (3 BIT CELL)
 
Used to identify contents of cell:
 
Bit 1 User data (0)  or OAM F5 or reserved (1)
 
Bit 2 Congestion (1) or no congestion (0)
 
Bit 3 Used with AAL5
 
 
CLP - Cell Loss Priority
 
Discard priority (equivalent to Frame Relay’s DE)
 
 
HEC - Header Error Correction
 
Error check for the header only
 
Can correct 1 bit error, can detect 2 bit errors
 
May not detect 3 or more bit errors, or may interpret 3 or more errors as a single bit error
 
Also used for cell delineation (more later)
 
 
 
 
 
 
ATM is connection oriented. Organizing different streams of traffic in separate calls allows the user to specify the resources required and allows the network to allocate resources based on these needs. Multiplexing multiple streams of traffic on each physical facility (between the end user and the network or between network switches)—combined with the ability to send the streams to many different destinations—enables cost savings through a reduction in the number of interfaces and facilities required to construct a network.
 
 
ATM standards defined two types of ATM connections: virtual path connections (VPCs), which contain virtual channel connections (VCCs). A virtual channel connection (or virtual circuit) is the basic unit, which carries a single stream of cells, in order, from user to user. A collection of virtual circuits can be bundled together into a virtual path connection. A virtual path connection can be created from end-to-end across an ATM network. In this case, the ATM network does not route cells belonging to a particular virtual circuit. All cells belonging to a particular virtual path are routed the same way through the ATM network, thus resulting in faster recovery in case of major failures.
 
 
An ATM network also uses virtual paths internally for the purpose of bundling virtual circuits together between switches. Two ATM switches may have many different virtual channel connections between them, belonging to different users. These can be bundled by the two ATM switches into a virtual path connection. This can serve the purpose of a virtual trunk between the two switches. This virtual trunk can then be handled as a single entity by, perhaps, multiple intermediate virtual path cross connects between the two virtual circuit switches.
 
 
Virtual circuits can be statically configured as permanent virtual circuits (PVCs) or dynamically controlled via signaling as switched virtual circuits (SVCs). They can also be point-to-point (router to router) or point-to-multipoint (ELAN), thus providing a rich set of service capabilities. SVCs are the preferred mode of operation because they can be dynamically established, thus minimizing reconfiguration complexity.  We use SPVC’s.
 
 
 
ATM and OSI model:
 
 
The protocols defining ATM are based on the 7-layer model for Open Systems Interconnection (OSI). ATM is only concerned with the bottom two OSI layers: the physical layer and the data link layer.
 
****As per Eric S this is open to interpretation as some argue that it also involves the network layer***
 
 
 
************NOTE OF INTEREST************
 
 
How is ATM used as the backbone for other networks?
 
 
The vast majority (roughly 80 percent) of the world's carriers use ATM in the core of their networks. ATM has been widely adopted because of its unmatched flexibility in supporting the broadest array of technologies, including DSL, IP Ethernet, Frame Relay, TLS, SONET/SDH and wireless platforms. It also acts as a unique bridge between legacy equipment and the new generation of operating systems and platforms. ATM freely and easily communicates with both, allowing carriers to maximize their infrastructure investment.
 
 
FRF.8 (frame relay forum) SIWF maps frame relay DLCI’s to ATM VCC’s on a one-to-one basis
 
FRF.5 (frame relay forum) NIWF encapsulates frame relay over ATM and multiplexes many frame relay DLCI’s to one ATM VCC
 
 
 
 
 
 
 
 
 
 
 
 
==ATM Classes of Services==
 
 
ATM is connection oriented and allows the user to specify the resources required on a per-connection basis (per SVC) dynamically. There are the five classes of service defined for ATM (as per ATM Forum UNI 4.0 specification). The QoS parameters for these service classes are summarized in the tables below.
 
 
Asynchronous Transfer Mode Adaptation Layers (AALs) support the convergence of different information types into ATM cells. Five AALs have been developed to provide QoS options and offer specific support needed for various traffic types.  AALs can be correlated to the traffic types supported by ATM.
 
 
The AAL consists of 2 sublayers:
 
CS- Convergence sublayer- assures the necessary error control and sequencing as well as the sizing of information
 
SAR- Segmentation and Reassembly sublayer – divides the CS message into 48-byte payload packets and attaches them to the five-byte header.
 
 
 
 
ATM Service Classes
 
Service Class
 
Quality of Service Parameter
 
constant bit rate (CBR) 
 
AAL 1 This class is used for emulating circuit switching. The cell rate is constant with time. CBR applications are quite sensitive to cell-delay variation. Examples of applications that can use CBR are voice traffic (i.e., nx64 kbps), videoconferencing, and television. 
 
AAL 1 supports traffic that is critically impaired by time delays in transmission
 
variable bit rate–non-real time (VBR–NRT)
 
AAL 3,4,5 This class allows users to send traffic at a rate that varies with time depending on the availability of user information. Statistical multiplexing is provided to make optimum use of network resources. Multimedia e-mail is an example of VBR–NRT.
 
AAL 3 and AAL 4 are combined to provide support for connectionless VBR traffic such as frame relay applications. 
 
AAL 5 traffic requires sequencing and minimum error correction.
 
variable bit rate–real time (VBR–RT)
 
AAL 2 This class is similar to VBR–NRT but is designed for applications that are sensitive to cell-delay variation. Examples for real-time VBR are voice with speech activity detection (SAD) and interactive compressed video.
 
available bit rate (ABR)
 
AAL 5 This class of ATM services provides rate-based flow control and is aimed at data traffic such as file transfer and e-mail. Although the standard does not require the cell transfer delay and cell-loss ratio to be guaranteed or minimized, it is desirable for switches to minimize delay and loss as much as possible. Depending upon the state of congestion in the network, the source is required to control its rate. The users are allowed to declare a minimum cell rate, which is guaranteed to the connection by the network.
 
unspecified bit rate (UBR)
 
AAL 5 This class is the catch-all, other class and is widely used today for TCP/IP.
 
 
 
 
 
 
 
 
 
==ATM QoS==
 
 
Quality of Service (QoS) is a measurement of the delay and reliability that a particular connection will support. QoS is used to designate resources at connection setup time and to ensure that a network performance objectives are met. See table below.
 
 
ATM QoS Parameters
 
Technical Parameter Definition
 
cell loss ratio (CLR) CLR is the percentage of cells not delivered at their destination because they were lost in the network due to congestion and buffer overflow. i.e ratio of lost cells to total transmitted cells
 
cell transfer delay (CTD) The delay experienced by a cell between network entry and exit points is called the CTD. It includes propagation delays, queuing delays at various intermediate switches, and service times at queuing points.
 
cell delay variation (CDV) CDV is a measure of the variance of the cell transfer delay. High variation implies larger buffering for delay-sensitive traffic such as voice and video.
 
peak cell rate (PCR) ** The maximum cell rate at which the user will transmit. PCR is the inverse of the minimum cell inter-arrival time.
 
sustained cell rate (SCR) ** This is the average rate, as measured over a long interval, in the order of the connection lifetime.
 
burst tolerance (BT MBS)** This parameter determines the maximum burst that can be sent at the peak rate. This is the bucket-size parameter for the enforcement algorithm that is used to control the traffic entering the network.
 
 
Cell error ratio (CER) This ratio of errored cells in a transmission in relation to the total cells sent in a transmission. The measurement is taken over a time interval.
 
 
Severly errored cell block ratio (SECBR) Produces a ratio of the number of severely errored cell blocks divided by the total number of transmitted blocks.
 
 
 
** Traffic Management Parameters
 
 
Terms and definitions:
 
 
VC - Virtual Channel
 
VP - Virtual Path
 
VCI - Virtual Channel Identifier
 
VPI - Virtual Path Identifier
 
VCL - Virtual Channel Link
 
VPL - Virtual Path Link
 
VCC - Virtual Channel Connection
 
VPC - Virtual Path Connection
 
SVC - Switched Virtual Channel
 
SVP - Switched Virtual Path
 
SPVC - Soft Permanent Virtual Channel
 
SPVP - Soft Permanent Virtual Path
 
PVC - Permanent Virtual Channel
 
PVP - Permanent Virtual Path
 
 
 
VC - Virtual Channel - This is an end-to-end virtual connection between two applications or services.  All traffic between end applications or services occurs at the Virtual Channel level.  The Virtual Channel is a series of Virtual Channel Links (identified by Virtual Channel Identifiers) that, together, form a Virtual Channel Connection (or just a Virtual Channel).
 
 
VP - Virtual Path - This is a virtual connection that consists of a group of one or more Virtual Channels with some common characteristic.  The Virtual Path is a series of Virtual Path Links (identified by Virtual Path Identifiers) that, together, form a Virtual Path Connection (or just a Virtual Path).
 
 
VCI - Virtual Channel Identifier - This identifies a specific instance of a virtual channel within a virtual path on a physical link.
 
 
VPI - Virtual Path Identifier - This identifies a specific instance of a virtual path on a physical link.
 
 
VCL - Virtual Channel Link - This is a segment of a VC from where a VCI is assigned to where the VC is switched, farther along.  This is a segment of the VC as it exists on one physical link; a section of the VC where one VCI value stays the same.
 
 
VPL - Virtual Path Link - This is a segment of a VP from where a VPI is assigned to where the VC is switched, farther along.  This is a segment of the VP as it exists on one physical link; a part of the VP where one VPI value stays the same.
 
 
VCC - Virtual Channel Connection - A concatenation of VCLs to form an end system to end system channel.
 
 
VPC - Virtual Path Connection - A concatenation of VPLs between virtual path end points.
 
 
SVC - Switched Virtual Channel - This is a virtual channel that is dynamically established between two application end points (typically CPE to CPE).  Originating CPE signals the ATM network requesting a VC to a remote end-point (using its address).  This requires UNI signaling at the network access points and ATM routing within the ATM network(s).
 
 
SVP - Switched Virtual Path - This is a virtual path that is dynamically established between two application end points (typically CPE to CPE).  Originating CPE signals the ATM network requesting a VP to a remote end-point (using its address).  This requires UNI signaling at the network access points and ATM routing within the ATM network(s).  While this is supported by standards and ATM networks, there does not appear to be any CPE that actually does SVPs yet.
 
 
SPVC - Soft or Switched Permanent Virtual Channel - This is a hybrid; part SVC, part PVC.  The CPE provision the connection as a PVC.  One ATM network end-point provisions the VC to call a remote address and VPI/VCI.  The connection through the ATM network is dynamically setup.  The connection will be re-routed if an element within the ATM network fails (provided alternate facilities are available).
 
 
 
SPVP - Soft or Switched Permanent Virtual Path - This is a hybrid; part SVP, part PVP.  The CPE provision connections as a PVCs.  One ATM network end-point provisions the VP to call a remote address and VPI.  The connection through the ATM network is dynamically setup.  The connection will be re-routed if an element within the ATM network fails (provided alternate facilities are available).
 
 
PVC - Permanent Virtual Channel - This is a virtual channel where each connection point along the VC is permanently linked to the next connection point.  There are no re-route capabilities in case of link failure since each part of the VC is permanently connected to each resource.
 
 
PVP - Permanent Virtual Path - This is a virtual path where each connection point along the VP is permanently linked to the next connection point.  There are no re-route capabilities in case of link failure since each part of the VP is permanently connected to each resource.
 
 
ATM addressing:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
NSAP formats used by Sprint Canada
 
 
The ATM address uniquely identifies each piece of ATM equipment in the network. It is 20 bytes in length and contains 40 hexidecimal characters. It is structured so that the bytes towards the left of the address represent more general information, while the bytes to the right represent more specific information.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
TORACCW AtmIf/50 Uni Addr/39124F81000122000000005F00 00206850000000,primary
 
TORACCW AtmIf/50 Uni Addr/39124F81000122000000005F00 0020480D003200,default
 
 
 
d -p mod
 
nodePrefix            39124f81000122000000005f00
 
 
39124f81000122000000005f00LLmmmmnnoooo00
 
 
LL Reserved ID 8 bits number range 00
 
mmmm Customer ID 16 bits 0000>9999
 
nn Customer port ID 16 bits 0000>9999
 
oooo Reserved ID 8 bits 0000
 
 
 
 
 
 
 
d fratm/40000 addr/*
 
myAddress 3730361500999999000000000000000000000000
 
 
15 Ontario 009 TORACCG 99999 identifies one switch
 
 
 
 
 
==ATM Networking Standards==
 
 
P-NNI - Private Network to Network Interface  This is an interswitch protocol that supports dynamic routing and addressing and is intended for use between switches belonging to the same network.  Switches in a P-NNI network can be configured into a hierarchy which allows P-NNI networks to efficiently grow to very large sizes. P-NNI provides two types of protocols:
 
-Routing protocol is used for the exchange of network topology information
 
-Signaling protocol is used between switches during connection establishment
 
 
 
B-ICI - Broadband Inter Carrier Interface A formal specification on an ATM interface between to different ATM networks used to carry multiple services.  It specifies responsibility for numerous issues including space, power, provisioning, and addressing, and defines procedures for signaling.  Signaling is based on a standard called B-ISUP, which is an extension of SS7 signaling.
 
 
UNI -User-Network Interface This is intended primarily for connecting terminal equipment (CPE) to an ATM network switch.
 
 
IISP - Interim Interswitch Signaling Protocol This is intended primarily between ATM switches within the same network.  It supports signaling for the setup of VCs, but addressing is static.  This was the only interswitch protocol available before P-NNI was released.
 
 
‘NNI’ - Network to Network Interface  There isn’t an ‘NNI’ interface defined for ATM.  The standard for connecting two ATM networks is the B-ICI process document. In practice most carriers connecxt with back to back UNI, with no signalling enabled.
 
 
 
 
 
==OAM - Operations, Administration, and Maintenance==
 
 
ATM allows for special OAM cells to flow along with user data through the network.  These OAM cells are used by the network to check for faults, report fault conditions, and exchange some basic performance information between network elements. 
 
 
There are two main types of ATM OAM cells: F4 and F5.  F4 cells travel along VPs and F5 cells travel along VCs.  Also, there are segment OAM cells and end-to-end OAM cells.
 
 
F4 segment OAM cells use VCI=3 of the VPI and F4 end-to-end OAM cells use VCI=4.
 
F5 OAM cells are distinguished from user cells by the PTI
 
 
 
Three types of OAM cells are:
 
Loopback cells - generation of these cells is optional.  Loopback cells travel across a VC segment or between VC end points and verify the VC has no faults along its path.  If loopback cells do not return to the originator, the VC is marked inactive until loopback cell flow is restored.
 
 
AIS and RDI cells - Alarm Indication Signal and Remote Defect Indication.  These OAM cells signal upstream and downstream equipment of a fault along the VCs path.
 
 
Passport Trace cells.  These are proprietary Nortel Passport OAM cells that function similarly to TCP/IP’s traceroute command.  All reachable connection points within an ATM segment respond back to the originator of the cells; a list of all reachable connection points is generated.
 

Latest revision as of 14:33, 26 September 2009

test



SELECT DISTINCT
  `draft_schematic_item_link`.schematic_id,
  `item_types`.id,
  `item_types`.object_string
FROM
  `item_types`
  INNER JOIN `draft_schematic_item_link` ON (`item_types`.id = `draft_schematic_item_link`.item_type),
  `item_family_attribute_defaults`
WHERE `item_types`.object_string like '%wearable%' AND `item_types`.object_string not like '%armor%' AND `draft_schematic_item_link`.item_family = 0 ORDER BY `item_types`.object_string;




To-Do List for Preview

Entertainer:

- add visual effects
- possibly add mind buffs
- add /registerlocation

General:

- fix constant 'angry' mood upon login
- add burstrun
- add flybys to all cities
- add welcome / starting email
- add banks
- add mission population
- add survey missions
- add delivery missions
- fix /who /friend issues
- shuttle timer seems to be off by a few seconds, ie delay exists when the flap hits the ground to when you can actually use ticket
- implement backpacks
- make blue frog item selection a dynamic one (possibly tie to a table in the db where we can control what's on the frog, tying back to the item_type table)
- fix weather script to be more random
- fix schematics display in crafting tool / datapad after learning a new skill, seems to be tied to waypoints somehow.
- fix survey / sampling (wounds, proper yields, existing bugs)
- add badges for mastering professions
- region maps for bazaar search

Chat:

- add group chat commands
- possibly implement remainder of chat packets

Crafting:

- add Artisan schematics
- add the feature where clicking a crafting station launches the crafting session

Test1

ID Label Handler Unpack Pack Class System Status
ObjController071 DataTransform 00B4B000 00AD4860 00AD4810 NetworkController Movement
ObjController0CC CombatAction 006E5210 0119C330 0119C230 ClientController Combat
ObjController0DD StartNpcConversation 0062AA10 00B12F20 00B12E70 PlayerCreatureController NPCConverse
ObjController0DE StopNpcConversation 0062AA10 00B12BD0 00B12BB0 PlayerCreatureController NPCConverse
ObjController0DF NpcConversationMessage 0062AA10 00B14FF0 00B14FD0 PlayerCreatureController NPCConverse
ObjController0E0 NpcStringList 0062AA10 00B123A0 00B12300 PlayerCreatureController NPCConverse
ObjController0E3 OpponentInfo 006E5210 00B14C60 00B14BF0 ClientController Combat
ObjController0EA HarvesterResourceData 0062AA10 00B17F00 00B17DD0 PlayerCreatureController Harvester
ObjController0EE EmptyHarvesterResponse 006E5210 00B191F0 00B191D0 ClientController Harvester
ObjController0F1 DataTransformWithParent 00B4B000 00AD43B0 00AD4360 NetworkController Movement
ObjController0F2 String 006392E0 00B12880 00B12810 CreatureController Animation
ObjController0F4 SpatialChat 0062AA10 00AEF2C0 00AEF2A0 PlayerCreatureController Spatial Chat
ObjController0F8 MissionDetailsResponse 0062AA10 00B17160 00B17120 PlayerCreatureController Missions
ObjController0FA AcceptMissionResponse 0062AA10 00B165D0 00B165B0 PlayerCreatureController Missions
ObjController0FC RemoveMissionResponse 0062AA10 00B165D0 00B165B0 PlayerCreatureController Missions
ObjController102 DraftSchematics 006E5210 00AF6D00 00AF6C70 ClientController Crafting
ObjController103 DraftSlots 006E5210 00AF7280 00AF7190 ClientController Crafting
ObjController10C CraftingIntResponse 006E5210 00B193B0 00B19390 ClientController Crafting
ObjController113 ExperimentationResponse 006E5210 00B193B0 00B19390 ClientController Crafting
ObjController115 SecureTrade 0062AA10 00AE3060 00AE3010 PlayerCreatureController Trade
ObjController117 CommandQueueRemove 0062AA10 00AE3850 00AE37E0 PlayerCreatureController Commands
ObjController12E Social 0062AA10 00AF3E70 00AF3E50 PlayerCreatureController Player Emote
ObjController131 Posture 006392E0 00B11F50 00B12090 CreatureController Posture
ObjController134 CombatSpam 0062AA10 00AEED70 00AEED50 PlayerCreatureController Combat
ObjController13B SitOnObject 006392E0 00ACE300 00ACE2E0 CreatureController Sit On Object
ObjController140 WeaponRanges 006E5210 00B11BB0 00B11B30 ClientController Combat
ObjController142 AbortMission 0062AA10 00ADE520 00ADE500 PlayerCreatureController Missions
ObjController147 ObjectMenuResponse 0062AA10 00AF35F0 00AF3510 PlayerCreatureController Radial Menu
ObjController166 SetupSwgSharedNetworkMessages 006392E0 01194F20 01194EE0 CreatureController Entertainer
ObjController167 SetupSwgSharedNetworkMessages 0062AA10 01195040 01194FF0 PlayerCreatureController Commands
ObjController1BD ShowFlyText 006E5210 00B13280 00B13260 ClientController Combat
ObjController1BE NextStageResponse 006E5210 00B193B0 00B19390 ClientController Crafting
ObjController1BF DraftSlotsQueryResponse 0062AA10 00B19CB0 00B19BF0 PlayerCreatureController Crafting
ObjController1C2 EndCraftingSession 006E5210 011951C0 01195180 ClientController Crafting
ObjController1DB BiographyUpdateMessage 0062AA10 01196180 01196130 PlayerCreatureController Biography
ObjController1E7 PlayerSearchResponse 0062AA10 01196340 011962B0 PlayerCreatureController Player Search
ObjController1FC StartingLocationsList 0062AA10 011967B0 01196720 PlayerCreatureController Starting Location
ObjController1FD SetupSwgSharedNetworkMessages 0062AA10 011965B0 01196530 PlayerCreatureController Starting Location
ObjController207 ResourceWeights 0062AA10 00B13C30 00B13A90 PlayerCreatureController Crafting
ObjController229 AddPlayerBuffMessage 006392E0 00AC81C0 00AC8190 CreatureController Buffs
ObjController22A RemovePlayerBuffMessage 006392E0 00AC80C0 00AC80A0 CreatureController Buffs
ObjController22B SetupSharedNetworkMessages 006E5210 00AC8310 00AC8300 ClientController Radial
ObjController22C SetupSharedNetworkMessages 006E5210 00AC8310 00AC8300 ClientController Radial
ObjController238 ImageDesignChangeMessage 0062AA10 00B0B990 00B0B620 PlayerCreatureController Image Design
ObjController239 ImageDesignEndMessage 0062AA10 00B0B990 00B0B620 PlayerCreatureController Image Design
ObjController23A ImageDesignStartMessage 0062AA10 00B11260 00B111C0 PlayerCreatureController Image Design
ObjController3E8 SetupSwgSharedNetworkMessages 0062AA10 01196180 01196130 PlayerCreatureController ??
ObjController3F5 SetupSharedNetworkMessages 0061C740 00AC8340 00AC8320 PlayerShipController JTL
ObjController3F6 SetupSwgSharedNetworkMessages 0062AA10 01196CD0 01196C20 PlayerCreatureController ??
ObjController3F8 ShipHit 00618850 00AC8420 00AC8400 ShipController JTL
ObjController3F9 EnvironmentalHit 00618850 00AC84C0 00AC84A0 ShipController JTL
ObjController3FE SetupSwgSharedNetworkMessages 0062AA10 01195B30 01195A70 PlayerCreatureController ??
ObjController401 SetupSharedNetworkMessages 0062AA10 00AC85C0 00AC8540 PlayerCreatureController Mediator UI
ObjController412 SetupSwgSharedNetworkMessages 0061C740 01195890 01195850 PlayerShipController JTL
ObjController413 SetupSwgSharedNetworkMessages 0061C740 01195890 01195850 PlayerShipController JTL
ObjController41D PlayerShipsList 0062AA10 01196A60 01196980 PlayerCreatureController JTL
ObjController42D JumpToSpace 0062AA10 01195B30 01195A70 PlayerCreatureController JTL
ObjController42E SetupSwgSharedNetworkMessages 0062AA10 01197240 01197230 PlayerCreatureController JTL
ObjController42F SetupSwgSharedNetworkMessages 0062AA10 01197240 01197230 PlayerCreatureController JTL
ObjController432 NebulaLightningHit 00618850 00B107A0 00B10730 ShipController JTL
ObjController437 SetupSwgSharedNetworkMessages 0062AA10 01195890 01195850 PlayerCreatureController ??
ObjController439 SetupSwgSharedNetworkMessages 0062AA10 01196EE0 01196EB0 PlayerCreatureController ??
ObjController43C SetupSwgSharedNetworkMessages 0062AA10 01195890 01195850 PlayerCreatureController Group Lottery
ObjController43D SetupSwgSharedNetworkMessages 0062AA10 01195890 01195850 PlayerCreatureController Group Lotter
ObjController440 QuestTaskCounterMessage 0062AA10 00B0F6F0 00B0F630 PlayerCreatureController Quests
ObjController441 QuestTaskTimerMessage 0062AA10 00B0F0D0 00B0F020 PlayerCreatureController Quests

Test2

ID Label Handler Unpack Pack Class System Status
ObjController071? DataTransform 00B3D250 00AD4860 00AD4810 Movement 14,2B
ObjController0ED? ResourceEmptyHopper 0099DB90 00AF6340 00AF6320 Harvesters 83
ObjController0F1? DataTransformWithParent 00B3D250 00AD43B0 00AD4360 Movement 14
ObjController0F5 MissionListRequest 00979340 00AF4980 00AF4930 Mission 83
ObjController0F9? MissionAcceptRequest 009797A0 00AF51B0 00AF5190 Mission 83
ObjController106? CraftExperiment 0098CF20 00AF5E60 00AF5DF0 Crafting 83
ObjController107? CraftFillSlot 00701AC0 00AEC2A0 00AEC240 Crafting 83
ObjController108? CraftEmptySlot 0098C190 00AF5480 00AF5430 Crafting 83
ObjController115? SecureTrade 005E13F0 00AE3060 00AE3010 Trade 23
ObjController116? CommandQueueEnqueue 0062CB50 00AE3EF0 00AE3E80 Commands 23
ObjController117? CommandQueueRemove 0062CBD0 00AE3850 00AE37E0 Commands 23
ObjController126 UseObject 00618930 00ADE520 00ADE500 Radial 83
ObjController13F? TeleportAck 0061C310 00AE3500 00AE34E0 JTL 23
ObjController142? AbortMission 00979960 00ADE520 00ADE500 Missions 83
ObjController146? ObjectMenuRequest 009698C0 00AF35F0 00AF3510 Radial 23
ObjController15A? CraftCustomization 0098C570 00AF5860 00AF57B0 Crafting 83
ObjController238? ImageDesignChangeMessage 00D9E780 00B0B990 00B0B620 Image Design 23
ObjController239? ImageDesignEndMessage 00D9D360 00B0B990 00B0B620 Image Design 23
ObjController3FA? SetupSwgSharedNetworkMessages 006189A0 01194F20 01194EE0 JTL 83
ObjController41C? RequestPlayerShips 00E29EE0 01195890 01195850 JTL 83
ObjController435? DroidCommandProgrammingMessage 00DFCED0 00B10020 00B0FEF0 JTL 23
ObjController436? SetupSwgSharedNetworkMessages 00E00570 01195890 01195850 User Interface 23
ObjController438? SetupSwgSharedNetworkMessages 00652630 01196EE0 01196EB0 JTL 23
ObjController43C? SetupSwgSharedNetworkMessages 00E35280 01195890 01195850 Group Lottery 0B
ObjController43F? SetupSwgSharedNetworkMessages 00F121F0 01197040 01196FE0 Group Lottery 23