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Storm UDP Protocol
Used by StarCraft, Diablo, and WarCraft II use the Storm UDP Protocol to communicate during games. As detailed by skywing: The header you are working with is specific to the Storm UDP protocol The storm packets are sent and received "inside" the Battle.net UDP Message dubbed [0x00] PKT_STORM, from client to client only. Therefore, the "Storm Header" above is documented in [0x00] PKT_STORM. On the wire, it appears as starting with four bytes of zeros, but remember, that's the Battle.net UDP Message header. In the Storm Protocol Messages and the three game specific sections, CLS 1 and 2 paclets are documented. The documentation is quite complicated, so here is how it is laid out here: For CLS 0 packets, they are listed under Storm UDP Messages in the form "C > C [CLS 0 0xXX] STORM_PACKETNAME" where XX is the command ID in PKT_STORM and PACKETNAME is an invented name to identify the right packet. For CLS 1 and 2 packets, they are listed under SCGP Messages (for StarCraft), W2GP Messages (for WarCraft II), or D1GP Messages (for Diablo) in the form "C > C [0xXX] YYYY_PACKETNAME" XX is the first byte in the data payload. YYYY_PACKETNAME is an invented name to identify the right packet. The PKT_STORM command will be 0 due to the reasons above. In a protocol, CLS 1 and 2 packets never have conflicting packet IDs. To see what CLS a packet is, see the packet's page. For consistency, all packet format fields will start after the end of the storm header. So for CLS 1 and 2, they will contain the packet ID. For CLS 2, there may be more than one packet after the header to parse, depending on what was sent during the game turn. All packet names were invented for consistency in this documentation based on their purpose. Related: [0x00] PKT_STORM (S->C) |
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