PLAY03

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Baseline - PLAY03

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PLAY Packet Type QuickNav
PLAY01 - PLAY03 - PLAY06 - PLAY08 - PLAY09


BaseLine Struct


SHORT:          ObjectOpperandCount
FLOAT:          Complexity
ASTRING:        STF File
INT:            STF Spacer
ASTRING:        STF Name
USTRING:        CustomName
INT:            Volume
INT:            GenericInt(NotUsed)
INT:            MyFlagsList
 {
 INT:           FlagBitmask
}
INT:            MyProfileList
{
 INT:           ProfileBitmask
}
ASTRING:        ProfessionTag
INT:            BornDate
INT:            TotalPlayTime

Deltas Struct


SHORT:                  UpdateCount
SHORT:                  UpdateType
{
  00:
    FLOAT:              Complexity
  01:
    ASTRING:            STF File
    INT:                STF Spacer
    ASTRING:            STF Name
  02:
    USTRING:            CustomName
  03:
    INT:                Volume
  04:
    INT:                GenericInt(NotUsed)
  05:
    INT:                MyFlagsList
    {
      INT:              FlagBitmask
    }
  06:
    INT:                MyProfileList
    {
      INT:              ProfileBitmask
    }
  07:
    ASTRING:            ProfessionTag
  08:
    INT:                BornDate
  09:
    INT:                TotalPlayTime
}

Variable Descriptions


ObjectOpperandCount = 10

Complexity:

The Complexity of the Object or Schematic to create an object.

STF Name:

The Name of the Object taken from an STF File Reference.

CustomName:

A custom specified name for the object. (User created).

Volume:

The volume of space the object takes up.

GenericInt: Not Used in PLAY

FlagBitmask:

Miscellaneous player flags including AFK/LFG/Etc
[INT1]
1 - LFG(can combine with HELPER)
2 - HELPER(can combine with LFG)
4 - ROLEPLAYER (no tag)
80 - AFK (overrides previous tags)
100 - LD (overrides other tags)
200 - Faction Rank(seperate tag)

[INT4]
80000000 - Anonymous (no tag) 

ProfileBitmask:

A bitmask containing all the options selected for your profile (likes, dislikes, compatibility).

Note: The 4 integers get sent from the client when a change is made to their profile.

ProfessionTag:

The string of the skill name to be used for the title. Note the skill must be marked that it can be a title to work. (See the Skill Table).

BornDate:

The integer of the time when the character was created to be used as born date. This has been implemented by simply using yyyymmdd. Client ignores - / (spaces) in this, so a simple date without any characters makes this work. Example 20080110

TotalPlayTime:

The number of seconds you have played this character. Incremented by the server every 30 seconds. No idea how to convert to minutes/hours/days. Can be changed to a counter or something and displayed in the character sheet with a mod.

Tags


100% This packet has been completely reversed.

Sample Packet


======================Xenos break======================================
0A 00
00 00 80 3F //Complexity

0F 00 // string count
73 74 72 69 6E 67 5F 69 64 5F 74 61 62 6C 65 // string_id_table
00 00 00 00 // string spacer
00 00
00 00 00 00 //CustomName
00 00 00 00 //Volume
00 00 00 00 //GenericINT(not used with PLAY)
04 00 00 00 //MyFlags (find possible values!)
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
04 00 00 00 //MyProfile (make chart of values!)
07 07 04 00
01 00 00 20
00 08 00 00
00 10 02 00
00 00 //Profession Tag
00 00 00 00 //BornDate (single integer.. not processed. might need to add xx/yy/zz format in .exe)
00 00 00 00 //TotalPlayTime (update every 30 seconds, count in seconds, displayed in seconds, client updates itself too).

MyFlags
[INT1]
1 - LFG(can combine with HELPER)
2 - HELPER(can combine with LFG)
4 - ROLEPLAYER (no tag)
80 - AFK (overrides previous tags)
100 - LD (overrides other tags)
200 - Faction Rank(seperate tag)

[INT4]
80000000 - Anonymous (no tag)

MyProfile
Large List.. you will need to clear your players cache from the client to get this to display.
It saves based on what the client sets, and then caches it only sending the values to the server.
Even if the server sends new ones, the client wont display (because it is relying on the cache)

===========Rouse breaks of nge packets
05 00 
53 21 86 12 // DeltaMessage
9C 97 9A 8F 25 00 00 00  // ID
59 41 4C 50 03 //  YALP 3
08 00 00 00 
01 00 09 00 
4A 01 00 
00 1C
=======================================

05 00 
0C 5F A7 68  // BaselineMessage
EB 28 50 B0 24 00 00 00 // ID
59 41 4C 50 03 // YALP 3
87 00 00 00 
10 00 00 00 
80 3F 
0F 00 // string count
73 74 72 69 6E 67 5F 69 64 5F 74 61 62 6C 65 // string_id_table
00 00 00 00 // string spacer
00 00
00 00 00 00 //CustomName
00 00 00 00 //Volume
00 00 00 00 //GenericINT(not used with PLAY)
04 00 00 00 //MyFlags (see above chart)
00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 
04 00 00 00 //MyProfile 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 
92 08 00 00   
D6 70 04 00 
4B 00 00 00 
12 00               // string count
66 6F 72 63 65 5F   // force_
73 65 6E 73 69 74 69 76 65 5F 31 61 // sensitive_1a
5D 82 00 00
00 00 00 00 
88 C2 01 00 
00 00 00 00 
01 00 00 00      
49

=========== cAble @ projectswg's Play3Delta NGE Packet Break ===============

0x05, 0x00, #Update Type
0x53, 0x21, 0x86, 0x12, #Deltas Opcode
0xBF, 0xEE, 0x46, 0x3E, 0x33, 0x00, 0x00, 0x00, #Play ObjectID
0x59, 0x41, 0x4c, 0x50, 0x03, #Play03
0x08, 0x00, 
0x00, 0x00, 
0x01, 0x00, 
0x09, 0x00, #Delta variable for updating total time played
0x76, 0x4C, 0x62, 0x00, #TotalTimePlayed 74days13hours



CU by cAble

05 00 #Operand
0C 5F A7 68 #Baselines Message
22 6C 35 E3 16 00 00 00 #Character ID
59 41 4C 50 03 #Play03
95 00 00 00 #Size of data to follow (INT)
0C 00 #This short is something to do with complexity. 
00 00 80 3F #Complexity (float)

0F 00 #AStringSIze
73 74 72 69 6E 67 5F 69 64 5F 74 61 62 6C 65 ##string_id_table

00 00 00 00 #StringSpacer
00 00 #Unknown Short(this short could appear further down, but will need expermenting
00 00 00 00 
00 00 00 00 
00 00 00 00
04 00 00 00 #MyFlags (LFG 1 / 2 Helper/ 4 Roleplayer / 80 AFK / 100 LD)

00 00 00 00 
00 00 00 00 
00 00 00 00
00 00 00 80 
04 00 00 00 #MyProfile

00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 

22 00 #Astring; Size
63 6C 61 73 73 5F 66 6F 72 63 65 73 65 6E 73 69 74 69 76 65 5F 70
68 61 73 65 32 5F 6D 61 73 74 65 72 #SkillTitle "class_forcesensitive_phase2_master"


E9 06 00 00 #BornDate
5A 29 04 00 #TotalPlayTIme
4B 00 00 00 #PlayTimeAccumulated

12 00 #Astring Size  ### 
66 6F 72 63 65 5F 73 65 6E 73 69 74 69 76 65 5F 31 61 ##force_sensitive_1a