Difference between revisions of "FFFFFFFF"

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==Packet Structure==
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Each Page should have a STRUCT section, which gives the variable type and a variable name if known. ==Variable Types ==
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BYTE    = uint8, 1 byte, mostly used for flags or small integer IDs
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SHORT    = uint16, 2 bytes. Used for various data.
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INT      = uint32, 4 bytes. Used for various data.
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FLOAT    = uint32, 4 bytes. Floating point value. Used for various data.
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LONG    = uint64, 8 bytes. Used mostly for object IDs.
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A_STRING = Ascii String, 2 byte Size, 1 byte characters.
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U_STRING = Unicode String, 4 byte Size, 2 byte characters.
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C_STRING = Customization String, 2 byte Size, see Customization String Format Below.
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B_STRING = Byte String, 4 bytes Size, 1 byte characters. Used only for session key.
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{  }    = LIST component, this is a sub section repeated as a list of data. Indent Variable types with 1 space.
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Unknown Variable Names: Use ?? or Unknown for the name to display that there is no clue as to what the data does.
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Uncertin Variables: Use a single question mark ? in the name to display uncertainty in the variables understanding.
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==Additional Guidelines==
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In Addition, each page should contain a section for Variable Descriptions should be made. This should include a brief, or detailed description as needed to document what the variable does and how it can be used. Also the Opperand_Count and Opcode should be listed with it.
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Finally an Additional Info section should be provided to give more info in the case it is needed for that packet.
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<pre>
 
= STRUCT =
 
= STRUCT =
 
{{{
 
{{{
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Anything Additional Goes here.
 
Anything Additional Goes here.
 
}}}
 
}}}
 +
</pre>

Revision as of 21:57, 17 December 2006

Packet Structure

Each Page should have a STRUCT section, which gives the variable type and a variable name if known. ==Variable Types ==

BYTE = uint8, 1 byte, mostly used for flags or small integer IDs SHORT = uint16, 2 bytes. Used for various data. INT = uint32, 4 bytes. Used for various data. FLOAT = uint32, 4 bytes. Floating point value. Used for various data. LONG = uint64, 8 bytes. Used mostly for object IDs. A_STRING = Ascii String, 2 byte Size, 1 byte characters. U_STRING = Unicode String, 4 byte Size, 2 byte characters. C_STRING = Customization String, 2 byte Size, see Customization String Format Below. B_STRING = Byte String, 4 bytes Size, 1 byte characters. Used only for session key. { } = LIST component, this is a sub section repeated as a list of data. Indent Variable types with 1 space.

Unknown Variable Names: Use ?? or Unknown for the name to display that there is no clue as to what the data does.

Uncertin Variables: Use a single question mark ? in the name to display uncertainty in the variables understanding.

Additional Guidelines

In Addition, each page should contain a section for Variable Descriptions should be made. This should include a brief, or detailed description as needed to document what the variable does and how it can be used. Also the Opperand_Count and Opcode should be listed with it.

Finally an Additional Info section should be provided to give more info in the case it is needed for that packet.


= STRUCT =
{{{
SHORT:		VarName
SHORT:		16bitVariable
INT:		32bitVariable
INT:		LookAList
{
 LONG:		64bitVariable
 BYTE:		8bitVariable
 BYTE:		??
}
A_STRING:	AsciiString
U_STRING:	UnicodeString
C_STRING:	CustomizationString
}}}
----
= Variable Description =
{{{
OpperandCount	= 9
Opcode		= FFFFFFFF

AsciiString:
This variable is a string for the name.

64bitVariable:
This variable is an ID for that guy.

8bitVariable:
This byte is a flag for stuff.
}}}
----
= Notes =
{{{
Anything Additional Goes here.
}}}