Package-level declarations

Types

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class ConnectionTelemetry : IncomingGameMessage

Connection telemetry is sent as part of the first packets during login, written during the part of login that handles login rebuild messages and player info initialization. While the packet sends more properties than the four listed here, they are never assigned a value, so they're just dummy zeros.

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class DetectModifiedClient(val code: Int) : IncomingGameMessage

Detect modified client is sent by the client right before a map load if the client has been given a frame. For simple deobs, this is generally not the case. In OSRS, the code is consistently sent as '1,057,001,181'.

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data object Idle : IncomingGameMessage

Idle messages are sent if the user hasn't interacted with their mouse nor their keyboard for 15,000 client cycles (20ms/cc) in a row, meaning continuous inactivity for five minutes in a row.

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data object MapBuildComplete : IncomingGameMessage

Map build complete is sent when the client finishes building map after a map reload. This packet is primarily used by the server for p_loaddelay; procs, which delay current active script until the client has finished loading the map, with a 10-game-cycle timeout.

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class MembershipPromotionEligibility : IncomingGameMessage

An enhanced-client-only packet to inform the server of the status of membership eligibility.

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data object NoTimeout : IncomingGameMessage

No timeout packets are sent every 50 client cycles (20ms/cc) to ensure the server doesn't disconnect the client due to inactivity.

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class ReflectionCheckReply(val id: Int, val result: ByteBuf) : IncomingGameMessage

A reflection check reply is sent by the client whenever a server requests a reflection checker to be performed.

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class SendPingReply : IncomingGameMessage

Sends a ping reply to the server whenever the server requests it.

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class SoundJingleEnd(val jingleId: Int) : IncomingGameMessage

Sound jingle end packet is sent when a jingle finishes playing in the client, used to resume normal music from the start again (basically informs the server that it needs to reset its internal play-time counter back to zero).

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class WindowStatus : IncomingGameMessage

Window status is sent first on login, and afterwards whenever the client changes window status.