Difference between revisions of "Network Protocol/EVENT"
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− | This | + | == Overview == |
+ | This article describes the record type '''EVENT''' of the [[Network Protocol]]. This records transmits item events. These are activating, losing and picking up an item. A new event is placed in the first free slot of '''EVENT'''. The data of all events are stored after the slot list. This announcement is active for around 3 seconds and the data is not modified during this time. This means that each console calculates the item routes and the interaction on its own. | ||
− | {{ | + | {{Network Protocol RACE}} |
− | The | + | === Event Types === |
− | + | The byte describing an event type is split up into two parts: a 3 bit action type followed by a 5 bit [[List of Identifiers#Items|object number]] for the item involved. | |
− | |||
− | |||
− | |||
− | + | {| class="textbox grid sortable center alt" | |
− | + | |+ Types | |
− | + | ! ID | |
− | + | ! Name | |
− | {| class="textbox grid sortable alt" | + | ! Description |
− | |+ | ||
− | ! | ||
|- | |- | ||
− | + | | 0 | |
− | + | | NONE | |
− | | The neutral value for unused slots | + | | The neutral value for unused slots (always paired with object ID 0x10). |
|- | |- | ||
− | + | | 1 | |
− | + | | USED | |
− | | Using an item, such as Lightning or a Mushroom. | + | | Using an item, such as the Lightning or a Mushroom. |
|- | |- | ||
− | + | | 2 | |
− | + | | SHOT | |
| Throwing an item, either forwards or backwards, such as a Green Shell or Banana. | | Throwing an item, either forwards or backwards, such as a Green Shell or Banana. | ||
|- | |- | ||
− | + | | 3 | |
− | + | | HIT-DRAGGED | |
− | | Hitting the dragged item of | + | | Hitting the dragged item of any player, either with your vehicle or an item. |
|- | |- | ||
− | + | | 4 | |
− | + | | HIT-FREE | |
− | | Hitting any item that | + | | Hitting any item that is not being dragged, either with your vehicle or an item. |
|- | |- | ||
− | + | | 5 | |
− | + | | LOSE | |
− | | Used when a Thunder Cloud is lost, either from its timer running out or from passing it to another player | + | | Used when a Thunder Cloud is lost, either from its timer running out or from passing it to another player. |
|- | |- | ||
− | + | | 6 | |
− | | | + | | {{Unknown}} |
− | | Unknown | + | | {{Unknown}} |
|- | |- | ||
− | + | | 7 | |
− | + | | DROP | |
− | | Dropping an item when hit | + | | Dropping an item when hit, including items that disappear when landing. |
|} | |} | ||
− | == Event Data Structure == | + | === Event Data Structure === |
− | + | The data structure depends on the data types defined by the slot list of EVENT. The data is not aligned. To find the DATA for a specific slot, the slots must be iterated to skip the previous data. The data size for a single event differs from 3 to 21 bytes, depending on the action type. | |
− | The data structure depends on the data types defined by the slot list of EVENT. The data is not aligned. To find the DATA for a specific slot, the slots must be iterated to skip the previous data. The data size for a single event differs from 3 to 21 bytes, depending on the action type | ||
− | {| class="textbox grid sortable alt" | + | {| class="textbox grid sortable center alt" |
− | |+ | + | |+ Data Sizes |
− | ! | + | ! ID |
+ | ! Size (bytes) | ||
|- | |- | ||
− | + | | 1 | |
− | + | | 3 | |
|- | |- | ||
− | + | | 2 | |
− | + | | Varies per item | |
|- | |- | ||
− | + | | 3 | |
− | + | | 20 | |
|- | |- | ||
− | + | | 4 | |
− | + | | 5 | |
|- | |- | ||
− | + | | 5 | |
− | + | | 5 | |
|- | |- | ||
− | + | | 6 | |
− | + | | 4 | |
|- | |- | ||
− | + | | 7 | |
− | + | | 20 | |
|} | |} | ||
− | + | {{Network Protocol}} | |
− | + | [[Category:Network Protocol|E]] | |
− | {{ | ||
− | [[ |
Latest revision as of 20:35, 28 January 2024
Overview
This article describes the record type EVENT of the Network Protocol. This records transmits item events. These are activating, losing and picking up an item. A new event is placed in the first free slot of EVENT. The data of all events are stored after the slot list. This announcement is active for around 3 seconds and the data is not modified during this time. This means that each console calculates the item routes and the interaction on its own.
Name | Amount | Size | Description |
---|---|---|---|
SLOT | 0-1 | 0x08 | Only used for redirected data via a proxy. The record identifies the original client by its slot number. |
HEADER | 1 | 0x10 | A header for a race packet. |
RACEHEADER_1 | 1 | 0x28 | A record with basic race data. |
RACEHEADER_2 | 0-1 | 0x28 | A record with game-mode specific race data (not present in live view). |
ROOM | 0-1 | 0x04 | A record containing a friend room message (not present outside friend room lobbies). |
SELECT | 0-1 | 0x38 | A record containing data to set up a match (not present during races). |
RACEDATA | 1-2 | 0x40 | A record containing race data for each player, such as positions or inputs. |
USER | 0-1 | 0xC0 | A record containing user data such as Miis and friend codes. |
ITEM | 1-2 | 0x08 | A record containing information about players' items. |
EVENT | 1 | ≥ 0x18 | A record transmitting item events. |
Event Types
The byte describing an event type is split up into two parts: a 3 bit action type followed by a 5 bit object number for the item involved.
ID | Name | Description |
---|---|---|
0 | NONE | The neutral value for unused slots (always paired with object ID 0x10). |
1 | USED | Using an item, such as the Lightning or a Mushroom. |
2 | SHOT | Throwing an item, either forwards or backwards, such as a Green Shell or Banana. |
3 | HIT-DRAGGED | Hitting the dragged item of any player, either with your vehicle or an item. |
4 | HIT-FREE | Hitting any item that is not being dragged, either with your vehicle or an item. |
5 | LOSE | Used when a Thunder Cloud is lost, either from its timer running out or from passing it to another player. |
6 | Unknown | Unknown |
7 | DROP | Dropping an item when hit, including items that disappear when landing. |
Event Data Structure
The data structure depends on the data types defined by the slot list of EVENT. The data is not aligned. To find the DATA for a specific slot, the slots must be iterated to skip the previous data. The data size for a single event differs from 3 to 21 bytes, depending on the action type.
ID | Size (bytes) |
---|---|
1 | 3 |
2 | Varies per item |
3 | 20 |
4 | 5 |
5 | 5 |
6 | 4 |
7 | 20 |
Information:
Nintendo's Servers –
Friend Code –
Nick –
Dumping Network Traffic
Record Types:
HEADER –
ROOM –
SELECT –
USER
RACEHEADER_1 –
RACEHEADER_2 –
RACEDATA –
ITEM –
EVENT
NATNEG –
ANNOUNCE –
QUIT –
STATUS –
PARAM-STRING
Wiimmfi Extensions:
Online Status –
Connection Status –
Wiimmfi packets –
Server SV
Software:
Wiimms mkw-ana