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Telnet's Packet Numbering System
NOTICE: Telnet is a legacy protocol that is not used on Battle.net anymore as of 2005. All the below information should be taken with a grain of salt. When receiving data from a Battle.net Telnet-enabled server, there is a format that follows: #### NAME PARAMS() EOL ------------------------------ #### is a 4-digit decimal number, padded with zeros if necessary. NAME is a name identifier for the number (####). PARAMS() are parameters (data) delimited by 0x20 (spaces); this is packet-specific. EOL is the End-Of-Line: Caret return (0x0D) and/or Line feed (0x0A). ------------------------------ Now normally, a packet would look something like: 1018 INFO "Something spectacular." However, as you can see, 1018 isn't exactly close to 0000, is it? There's a pattern here. The first '1' tells the type of packet that was received, a list of known id's:
This can be proven by this algorithm: 1018 INFO = 1000 + 18 = 1000 + 0x12 = 0x12 EID_INFO And to prove it even more, SID_NULL is 0x00, or 2000 NULL, correct? Check this out: 2000 NULL = 2000 + 0 = 2000 + 0x00 = 0x00 SID_NULL If you still do not believe this algorithm, then you surely cannot deny this one: 2010 NAME = 2000 + 10 = 2000 + 0x0A = 0x0A SID_ENTERCHAT As we all know, SID_ENTERCHAT is responsible for giving you your online username, as seen by others within channels and games -- 2010 NAME does that as well. Is there a coincidence? I don't think so. Blizzard did this on purpose. ------------------------------ Knowing this, we can assume other EIDs and other SIDs to follow that format, for example: SID_MESSAGEBOX("An error occurred which caused this dialog to appear.") ...can be displayed as... 2025 DIALOG "An error occurred which caused this dialog to appear." ------------------------------ This opens a world of possibilities for the Telnet protocol. |
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User Comments
For detailed questions and discussion, visit the Battle.net Research Forum
Mar 07, 2011
08:10 AM
Pretty cool findings there... There's lot to test with Telnet now on the W3DM server then, haha.
Mar 14, 2011
02:25 AM
Yeah I found it out a while back ago when I was making my RBNETD software and was implementing the ol' Telnet protocol but couldn't find a way for SID_MESSAGEBOX through Telnet; this led me to find the format Blizzard was using for the packet ID's in Telnet.
Not sure if someone else actually knew about this or not, but I didn't find it anywhere so I felt compelled to document it.