BNCS stands for Battle.Net Chat Server and is the protocol that Blizzard's Battle.net enabled games use to communicate. Every BNCS message has the same header:
(BYTE) Always 0xFFThe BNCS protocol is aggresively enforced by Battle.net - at least, for clients - and violations of the protocol generally result in an IP ban.
When connecting to a BNCS server, you must first tell the server which protocol you wish to use by sending a protocol ID byte before any packets. Some of the protocol IDs are:
Battle.net's Realm Servers are what control Diablo II's realms. Realm (Sometimes referred to as MCP) message headers are
also always the same, albeit slightly different from BNCS's:
(WORD) Message length, including this headerViolations of the MCP protocol are less severely enforced by MCP servers. If they IP ban at all, it is generally only for a few minutes.
When connecting to an MCP server, you must first send the protocol ID byte 0x01 before sending any packets, like for BNCS. See Diablo II Realm Server Logon Sequence for the logon sequence.
D2GS stands for Diablo 2 Game Server. This constitutes the in-game protocol used by Diablo II. The D2GS protocol is somewhat more complicated than other Blizzard protocols - most D2GS messages have set lengths, and those that don't generally have some unique way of obtaining it. The headers are as follows (for decompressed messages):
(BYTE) Message IDFor compressed messages:
(BYTE) Message SizeSee Diablo II Game Server Accept Sequence for the logon sequence.
Botnet is a system whereby bots can share information about users and send commands to eachother. It is also used by various bot authors as a means of leak protection & statistics collection, and to administer BNLS & Webchannel, in addition to being a useful chat medium when more privacy is needed than Battle.net allows. The headers are as follows:
(BYTE) Protocol Version (Currently 0x01)BNLS Headers
BNLS is the Battle.Net Logon Server, and can be used by bot authors to perform some of the computational tasks required during a Battle.net logon. It also allows
bot authors to obtain useful information such as the current version byte for a game client, and has provisions for BNCS server emulator authors.
It has the following headers:
(WORD) Message Length, including this headerWarcraft III In-game Headers
Used by both ladder games and custom games, the format of these messages are nearly the same as BNCS packets. Every packet has the same header:
(BYTE) Always 0xF7Specific message formats for Warcraft III in-game is not documented yet, but will be available in the near future.
Storm UDP Protocol
This protocol is defined and processed by functions within Storm.dll and is used for numerous games - namely, Diablo 1, Warcraft II: BNE, Starcraft, and Starcraft: Brood War.
(WORD) ChecksumChecksum is performed by a storm function and is calculated on the whole message, starting at Header Length.
Header Length is the length of the entire message.
Seq1 is the sender's position in the outbound stream.
Seq2 is the most recently recieved message.
CLS is always a value from 0-2, 0 indicating that the message is processed by Storm, 1 for asynchronous data, 2 for synchronous data, both of which are passed onto the game client.
Command specifies the message type for CLS type zero, but is always zero otherwise.
PlayerID is the ID of the sending player.
Resend contains control flags.
Synchronous messages contain data that all clients must process on the same turn.
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