WIRE FIX. The 1.10.64 client writes and reads the immunity flags in alphabetical order after the u32 state (GameMessage::SetStatusImmunity:: Serialize @ 0x00d8f140; the field offsets are named by the Flash export at 0x00d8f410): BasicAttack, DOT, ImaginationGain, ImaginationLoss, Interrupt, Knockback, PullToPoint, QuickbuildInterrupt, Speed. DLU wrote them in declaration order, so e.g. a knockback immunity reached the client as an imagination-gain immunity. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Packet and Game Message Architecture
This document describes how DLU reads and writes network packets and game messages, the struct-based architecture everything is being moved to, and the plan for getting there.
Hard rule: the wire format never changes as part of a conversion. The LEGO Universe 1.10.64 client depends on every message ID, enum value, field order, field width and bit of padding. A conversion may only change how the server produces the bytes, never the bytes. Every conversion proves this with byte-equality tests against the old code before the old code is deleted (see Verification). Where DLU's bytes are known to be wrong, the fix is its own clearly labelled change, verified against the client, never part of a conversion.
Sources for layouts, in order of trust: the 1.10.64 client in Ghidra, then lu_packets, then lcdr-utils packet definitions. When they disagree, the client wins.
1. Where we are
1.1 Final state
Every packet and every game message is a struct. The migration in section 4 is complete.
| Family | Base | Where | Dispatch |
|---|---|---|---|
| Game messages (wire) | GameMessages::NetGameMsg |
17 per-domain files dGame/dGameMessages/<Domain>Messages.{h,cpp}: Activity, Building, Combat, Effects, Inventory, Mission, Movement, Object, Pet, Player, Property, QuickBuild, Racing, Skill, Trade, Vendor, Zone (about 280 structs) |
g_MessageHandlers in GameMessageHandler.cpp (118 inbound messages); no switch. Unknown IDs are logged at debug level, messages that fail Deserialize are logged and dropped. |
| Game messages (internal) | GameMessages::GameMsg, NetGameMsgEvent<Msg> |
GameMessages.h (base types and the server-internal events only) |
Entity::RegisterMsg / HandleMsg |
| Packets | LUBitStream |
one file pair per ServiceType in dNet/ (CommonPackets, AuthPackets, ChatPackets, WorldPackets, ClientPackets, MasterPackets + master/*), Stamps, WorldRoutePacket, Mail in dGame/dUtilities/Mail.* |
per-service maps and PacketDispatcher |
GameMessages.cpp holds only the base code (GameMsg::Send, NetGameMsg::WritePacket/ReadPacketHeader/Send/
SendToClient/BroadcastExcept). There are no GameMessages::Send*/Handle* functions left. Inbound messages are
handled by the struct's Handle, which delegates to a component method where the behaviour belongs to one
component (for example PossessorComponent::OnDismountComplete, InventoryComponent::On*) or keeps logic that
spans several entities (platform resyncs, rails, activities) in the handler.
Removed: the CBITSTREAM, CMSGHEADER, CINSTREAM, CINSTREAM_SKIP_HEADER, SEND_PACKET, SEND_PACKET_BROADCAST
and HEADER_SIZE macros, the free BitStreamUtils::WriteHeader (use LUBitStream::WriteHeader) and PacketUtils.
The frozen oracles in tests/**/Legacy/ still use the macros verbatim through the test-only
tests/dGameTests/LegacyPacketMacros.h.
ChatPackets::SendSystemMessage stays as a thin helper: it builds the general chat struct and sends it.
1.2 What still touches raw bytes, and why
| Where | What | Why it stays |
|---|---|---|
AuthServer, ChatServer, MasterServer, WorldServer, dServer HandlePacket |
packet->data[0] compared with RakNet IDs (ID_USER_PACKET_ENUM, ID_DISCONNECTION_NOTIFICATION, ID_CONNECTION_LOST, ID_NEW_INCOMING_CONNECTION, ...) |
RakNet's own connection messages, not LU packets. Everything after the RakNet ID is read with LUBitStream::ReadHeader and a struct. |
EntityManager |
ID_REPLICA_MANAGER_CONSTRUCTION/SERIALIZE/DESTRUCTION headers written before the components |
Replica serialization, out of scope (see below). |
dGame/dBehaviors/*, the sBitStream of skill messages |
Behavior bit streams | The skill payload is its own format, carried as bytes inside the skill structs. |
MessageInspector |
Copies the payload bytes of sent/received game messages | A capture tap; the header is read with NetGameMsg::ReadPacketHeader. |
Out of scope: replica/component serialization (Component::Serialize) and LDF/AMF, which are separate formats
with their own tests.
Before the migration (survey of origin/main @ 129199e4) there were 161 hand written GameMessages::Send*
functions, 101 Handle* functions behind a 112-case switch, about 120 hand written packet functions across the
servers, 90 raw header writes and 58 CINSTREAM / 29 packet->data[i] reads.
1.3 Inconsistencies inside the new style, and how they are settled
| # | Inconsistency | Decision |
|---|---|---|
| 1 | Three packet base designs in flight: LUBitStream on main, the unmerged auth-packet-re-write redesign (per-service bases), the old local packet-refactor branch (dNet/packets/*). |
LUBitStream as on main. The other branches are not used. |
| 2 | GameMessageHandler ignored the result of Deserialize. |
Drop and log messages that fail to deserialize (PR 0). |
| 3 | The same GameMsg type was used for wire messages and server-internal events; msg.Send() and msg.Send(sysAddr) went to different places. |
Split into GameMsg (internal) and NetGameMsg (wire); mixing them is a compile error (PR 0). |
| 4 | Registration is ad hoc: one GM map + switch, a Mail map, switches or if-chains in every server. | One map per message family (see 2.1, 2.2). |
| 5 | Struct locations: 34 structs in the 1000-line GameMessages.h, 6 one-off headers, Mail in Mail.h, chat structs partly outside any namespace. |
Per-domain files (see 2.3). |
| 6 | Naming: some fields use the client's names, some don't; stream parameters are stream/bitStream/bitstream/inStream; some overrides lack override. |
Client names, bitStream, always override (new code; old structs as they are touched). |
| 7 | Optional ("default flag") fields written by hand; this produced a wire bug in UnSmash (flag checks duration, value guarded by builderID != 3.0f). |
BitStreamUtils::WriteOptional/ReadOptional (PR 0). UnSmash fixed in its own wire-change commit. |
| 8 | Length-prefixed strings written with per-character loops. | BitStreamUtils::WriteLengthPrefixed/ReadLengthPrefixed (PR 0). |
| 9 | 73 Send* functions broadcast and then call Send(UNASSIGNED, broadcast = false), which RakNet rejects (harmless). |
Goes away with NetGameMsg::Send. |
| 10 | dServerMock::Send kept a pointer to the caller's stack BitStream; LUBitStream had virtual functions but no virtual destructor while dispatchers delete through the base. |
Fixed in PR 0. |
2. Target architecture
2.1 Game messages
There are two kinds of game message and they are different types:
GameMessages::NetGameMsg- goes on the wire.Send(sysAddr)(UNASSIGNED broadcasts),SendToClient(sysAddr)(one client only, never broadcasts; used where the old function only didSEND_PACKET),WritePacket,Serialize,Deserialize,Handle(Entity&, sysAddr),requiredGmLevel.GameMessages::GameMsg- a server-internal event.Send()/Send(target)deliver it to the handlers entities, components and scripts registered withRegisterMsg. It cannot reach a client.GameMessages::NetGameMsgEvent<Msg>(aliases such asRequestUseEvent,DropClientLootEvent) wraps a copy of a wire message so local handlers can react to it.GameMessages::DeliverLocally(msg)sends one tomsg.target.
Every wire message is a NetGameMsg subclass in a per-domain file dGame/dGameMessages/<Domain>Messages.{h,cpp}
(pilot: ActivityMessages). Fields use the client's names and are declared in wire order. Every wire message
implements both Serialize and Deserialize, even if DLU only uses one direction, so it can be round-trip
tested.
// dGame/dGameMessages/ActivityMessages.h
namespace GameMessages {
// Server -> client.
struct ShowActivityCountdown : public NetGameMsg {
ShowActivityCountdown() : NetGameMsg(MessageType::Game::SHOW_ACTIVITY_COUNTDOWN) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bPlayAdditionalSound{};
bool bPlayCountdownSound{};
std::u16string sndName{};
int32_t stateToPlaySoundOn{};
};
// Client -> server.
struct RequestActivityExit : public NetGameMsg {
RequestActivityExit() : NetGameMsg(MessageType::Game::REQUEST_ACTIVITY_EXIT) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bUserCancel{};
LWOOBJID userID{};
};
}
// dGame/dGameMessages/ActivityMessages.cpp
void ShowActivityCountdown::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(bPlayAdditionalSound);
bitStream.Write(bPlayCountdownSound);
BitStreamUtils::WriteLengthPrefixed<uint32_t>(bitStream, sndName);
bitStream.Write(stateToPlaySoundOn);
}
bool ShowActivityCountdown::Deserialize(RakNet::BitStream& bitStream) {
VALIDATE_READ(bitStream.Read(bPlayAdditionalSound));
VALIDATE_READ(bitStream.Read(bPlayCountdownSound));
VALIDATE_READ(BitStreamUtils::ReadLengthPrefixed<uint32_t>(bitStream, sndName));
VALIDATE_READ(bitStream.Read(stateToPlaySoundOn));
return true;
}
Sending replaces the Send* free function:
GameMessages::ShowActivityCountdown countdown;
countdown.target = self->GetObjectID();
countdown.Send(sender->GetSystemAddress()); // UNASSIGNED_SYSTEM_ADDRESS broadcasts
Inbound messages are registered with one line in GameMessageHandler.cpp; the GM-level gate comes from the
struct, and a message whose Deserialize fails is logged and dropped before Handle:
std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
...
{ REQUEST_ACTIVITY_EXIT, []() { return std::make_unique<RequestActivityExit>(); } },
};
When every case is converted the switch is deleted and GameMessages.cpp goes away.
2.2 Packets (LUBitStream, as on main)
Every non-game-message packet is an LUBitStream subclass. The base owns the full header:
LUBitStream(ServiceType, packetId)-WriteHeaderwrites0x53, theServiceType(u16), the packet id (u32) and one pad byte;ReadHeaderreads and checks the same.WritePacket(bitStream)=WriteHeader+Serialize;Send(sysAddr)sends that (UNASSIGNEDbroadcasts viaBroadcast()). Tests useWritePacket.- Leaf structs only (de)serialize their own fields. A feature with its own sub-header (Mail's
eMessageID) has an intermediate base whoseSerialize/Deserializehandle the sub-header, and leaf structs call it first (MailLUBitStreamis the model). Handle()takes no arguments; the dispatcher sets context members (sysAddr, and per-service extras such as Mail'splayer) before callingDeserializeandHandle.- Each service has one dispatch function with a
std::map<MessageType::X, factory>, exactly likeMail::HandleMail: read the id, create, set context,Deserialize(log and drop on failure),Handle. Each server'sHandlePacketonly routes byServiceType. - One file pair per
ServiceType; a packet goes in the file of theServiceTypewritten in its header, in that namespace:CommonPackets(COMMON),AuthPackets(AUTH),ChatPackets(CHAT),WorldPackets(WORLD: what a client sends to a world server),ClientPackets(CLIENT: what any server sends to the client),MasterPackets(MASTER), all indNet/. So the auth server's login response is inClientPackets, and a world server's message to chat is inChatPackets. Anything used by several services (for exampleStamps, which rides in auth, master and client packets, or generic helpers) gets its own small file named for what it is (dNet/Stamps.h), not one service's file. A packet found in the wrong file is moved (a pure move, same bytes). Mail stays indGame/dUtilities/Mail.*. Handlers that need game or server state stay in the server that owns that state (dChatServer,dMasterServer,dWorldServer,dAuthServer) and are attached to the struct by overridingHandlein that server's translation unit. - Fixed-width strings use
LUString/LUWStringwith the width spelled out (LUWString password(41)). PacketDispatcher<MessageType::X>(dNet/PacketDispatcher.h) is the dispatch map for servers where the same struct is handled differently depending on who receives it (chat, master, the dashboard): each entry names the struct and a handler function(const Msg&, const SystemAddress&).Dispatch(packet, service)reads the header, reads the struct and drops (and logs) packets that fail toDeserialize.- Structs go in the file of the
ServiceTypein their header (ChatPacketsfor CHAT,ClientPacketsfor CLIENT,MasterPacketsfor MASTER, ...), whoever sends them. What chat sends a client in the CLIENT service (friends, ignore list and team responses, and the team game messages it writes asClientPackets::TeamGameMsg, since chat doesn't linkdGame) is inClientPackets; chat-service packets the client receives are inChatPackets::Client. - Chat -> client packets are wrapped in
ChatPackets::WorldRoutePacket(dNet/WorldRoutePacket.h: target object ID- the inner packet of any service); the world passes the inner bytes on unchanged.
- MASTER structs:
MasterPackets.hfor the core ones (session keys, zone transfer, private zones, player counts, world ready, shutdown, server list); topic groups (dashboard player actions, data changes, positions and announcements, message capture, instance migration) indNet/master/<Topic>.h, all included byMasterPackets.h.
// dNet/ChatPackets.h
struct AchievementNotify : public LUBitStream {
LUWString targetPlayerName{};
uint32_t missionEmailID{};
LWOOBJID earningPlayerID{};
LUWString earnerName{};
AchievementNotify() : LUBitStream(ServiceType::CHAT, MessageType::Chat::ACHIEVEMENT_NOTIFY) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
};
2.3 Conventions
- Wire order = declaration order. Comment the direction (
// Server -> client.) and anything odd (padding, unknown fields: write them as named constants, never drop them). - Explicit widths for everything written:
bitStream.Write<uint32_t>(x.size()), neversize_t,int,longorfloat_t. Enums keep their declared underlying type. Deserializereturnsfalseon the first failed read (VALIDATE_READ) and bounds-checks lengths (ReadLengthPrefixedrejects negative sizes and anything aboveMAX_MESSAGE_LENGTHby default).- Optional/default-flag fields:
BitStreamUtils::WriteOptional(bs, value, default)/ReadOptional. - Length-prefixed strings:
BitStreamUtils::WriteLengthPrefixed<LenT>/ReadLengthPrefixed<LenT>. - No new
CBITSTREAM/CMSGHEADER/SEND_PACKETmacros orSend*wrapper functions; build the struct at the call site. - Message IDs are append-only: never renumber, reuse or delete a value.
tests/dCommonTests/MessageIdPinTests.cppandtests/dGameTests/MailIdPinTests.cpppin every enumerator at compile time. - Behaviour changes and wire fixes are separate, clearly labelled commits, never part of a conversion.
2.4 Testing helpers
tests/dGameTests/GameDependencies.h:dServerMockcopies every sent packet (GetSentPackets(), each with bytes, exact bit count, address and broadcast flag).tests/dGameTests/PacketTestUtils.h:Capture(fn),FromBitStream,FromHex,ToHex,EXPECT_PACKET_EQ(compares bit count and bytes and prints both as hex on failure).NetGameMsg::WritePacket/LUBitStream::WritePacketproduce exactly whatSendputs on the wire.
3. Verification
Every conversion carries these tests, in tests/dGameTests/dGameMessagesTests/<Domain>MessagesTests.cpp (or a
dNet test directory for packets):
- Frozen oracle. Copy the old functions verbatim into
tests/.../Legacy/<Domain>Legacy.h(namespaceLegacy*; only the namespace changes). A temporary test sends the same inputs through the production function and the oracle and requires identical bytes; it is deleted in the commit that deletes the production code. From then on the oracle pins the old bytes. - Byte equality. For a grid of inputs (every bool combination, empty/ASCII/non-ASCII/long strings, 0/negative/max numbers, default and non-default values of every optional field) send through the oracle and through the struct, to one client and as a broadcast. Require identical bits, identical bytes and the same effective destination.
- Golden bytes. At least one hand-computed hex packet per message family, independent of both implementations.
- Round trip.
Serialize->Deserialize->Serializegives the same bytes and fields and consumes every bit. - Inbound. For handlers, compare the struct's
Deserializewith the oracle's read sequence, and check a truncated stream returnsfalse. - Mutation check while writing the tests: break one field width and confirm the tests fail.
- Live captures, locally only. Decoding real captured packets with the struct and re-serializing them is a useful extra check, but it is done with a local script outside the repository. No capture-derived bytes are ever committed, not even anonymized.
- Smoke test the affected feature with the real 1.10.64 client before merging (tests cannot cover handler behaviour).
4. Migration plan
Small, self-contained PRs by subsystem: add structs + oracle + tests, switch callers, delete old code. Each PR is a clean range of commits on the working branch. Target: under ~1.5k changed lines per PR.
| # | PR | Contents | Size |
|---|---|---|---|
| 0 | Foundations | Test infra (dServerMock, PacketTestUtils, WritePacket), string and optional helpers, compile-time pins of every message ID enum, drop GMs that fail to deserialize, LUBitStream virtual destructor and WritePacket, the GameMsg/NetGameMsg split, this document. |
S |
| W1 | Wire fix: UnSmash |
The one intended wire change: stop writing duration when it has its default, matching the client. |
XS |
| 1 | Activity GMs | ActivityMessages: 8 outbound + RequestActivityExit inbound. |
S |
| 2 | GMs: racing and vehicles | SendVehicle*, SendRacing*, SendNotifyRacingClient, HandleRacing*, HandleVehicle*, module assembly |
M |
| 3 | GMs: effects, audio, animation, UI text | FX, animations, ND audio, 2D ambient, UI messages, message boxes, chat bubbles, billboards, cinematics, tooltips | M |
| 4 | GMs: missions, flags, levels | Offer/notify mission(+task), respond, dialog OK, linked missions, flags, collectibles, level rewards | M |
| 5 | GMs: inventory and items | Add/remove/move/equip/unequip, inventory size and groups, use/consume item, UpdateInventoryUi |
M |
| 6 | GMs: vendors, donation, trade | Vendor window/status/transactions, buyback, donation vendor, trade | M |
| 7 | GMs: combat and skills | Skill add/remove, stun, buffs, die/resurrect/smash, knockback; the one-off EchoStartSkill/EchoSyncSkill/StartSkill/SyncSkill/projectile classes become NetGameMsgs |
M |
| 8 | GMs: pets | Taming minigame, pet naming, commands | M |
| 9 | GMs: property and building | Property management, models, BBB, modular build, PropertyDataMessage, PropertySelectQueryProperty, ControlBehaviors (may split in two) |
L |
| 10 | GMs: remaining + switch removal | Movement, teleport, platforms, rails, camera, control scheme, misc, team GMs sent from TeamContainer; delete the switch and GameMessages.cpp (done: Movement, Zone, Player, Object, QuickBuild files; GameMessages.cpp keeps only the base code) |
M |
| 11 | Common + Auth packets | CommonPackets (version confirm, disconnect notify, general notify; dServer::Disconnect), AuthPackets login request, ClientPackets login response + stamps; AuthServer dispatch map |
S |
| 12 | World packets | Validation, character list/create/delete/rename, world login, level load complete, position update, string check, general chat, route packet, top-5, funness, and the ClientPackets responses they send; handlers move out of the WorldServer.cpp switch into a dispatch map |
M |
| 13 | Chat packets | Friends, ignore list, teams, who/show-all, private/general chat, routing (WORLD_ROUTE_PACKET wraps an LUBitStream), achievement notify, GM announce/mute, plus the chat-side of WorldServer's chat cases (may split friends/teams) |
L |
| 14 | Master packets | Session keys, zone transfer, private zones, player added/removed, world ready, prep zone, shutdown; MasterServer switch becomes a dispatch map; InstanceManager/ZoneInstanceManager senders |
M |
| 15 | Cleanup | Remove CBITSTREAM/CMSGHEADER/SEND_PACKET*/CINSTREAM*, the free BitStreamUtils::WriteHeader, PacketUtils; update this document (done) |
S |
Game-message PRs (2-10) are independent of each other and of the packet PRs (11-14), so they can be reviewed in any order after PR 0.
Risks
- Silent wire fixes. A struct written from the client's definition can differ from what DLU has been sending
(e.g.
UnSmash). The oracle test catches it; the conversion must reproduce the old bytes, and the fix goes in its own commit. - Implicit widths at old call sites (
int,char,size_t,float_t, enum underlying types, 1-bit bools vsuint8_t). The byte-equality grid catches these; that is why the oracle is copied verbatim. - Default arguments. Old
Send*defaults must become the struct's member initializers exactly. - Handler behaviour. Keep each handler's logic verbatim in the conversion; behaviour changes are separate.
- Merge conflicts with feature work in
GameMessages.cpp: small PRs, landed domain by domain. - Personal data. Captures contain account names, chat and IDs; they stay out of the repository entirely.
5. Known wire discrepancies
Found while converting; none of them is fixed by a conversion (the structs reproduce DLU's bytes, pinned by the oracle tests). Each fix, if wanted, is its own labelled wire change verified against the client. Addresses are in the 1.10.64 client.
Game messages
| Message | DLU | Client / reference |
|---|---|---|
PlaceModelResponse |
Fixed (wire fix, see docs/BuildWorkflow.md): used to write a 4-byte response where the client expects the rotation. |
The client reads a 16-byte w, x, y, z quaternion when the rotation isn't identity (0x00dc0170); a live server echoed the rotation the client placed the model with. |
NotifyPetTamingPuzzleSelected |
Written as the client's Serialize (0x00db6880) writes it. |
The client's own Deserialize (0x00e3a7c0) reads an extra u32 its Serialize never writes. |
SetBuildModeConfirmed |
Always sends the default flags. | The client has non-default flag fields. |
NotifyNotEnoughInvSpace |
Fixed (wire fix): used to be sent with message ID VEHICLE_NOTIFY_FINISHED_RACE (1396). |
Its ID is NOTIFY_NOT_ENOUGH_INV_SPACE (1516, 0x00545c90); payload read at 0x00d8b850. |
MoveInventoryBatch |
Now follows the client layout. | |
UnEquipInventory |
The trailing optional replacementObjectID is never read. |
The client can send it. |
SetStatusImmunity |
Fixed (wire fix): used to write the flags in DLU's order (BasicAttack, DOT, Knockback, Interrupt, Speed, ImaginationGain, ImaginationLoss, QuickbuildInterrupt, PullToPoint). | The client uses alphabetical order: BasicAttack, DOT, ImaginationGain, ImaginationLoss, Interrupt, Knockback, PullToPoint, QuickbuildInterrupt, Speed (0x00d8f140; field offsets named by 0x00d8f410). |
RequestDie |
Read with the Die layout. |
Starts with one bDieAccepted bit and has a mandatory lootOwnerID (0x00e02d90). |
SetCurrency |
sourceTradeID is an optional int32_t. |
lu_packets has an object ID (8 bytes). DLU only ever sends 0 (flag bit 0), so no bytes differ today. |
FireEventClientSide |
Never writes param1/param2 (both flag bits 0), whatever the caller passed: RocketEquipped loses the clone ID. |
Optional i64 param1 (default 0) and i32 param2 (default -1). |
PickupCurrency |
Reads only the amount. | lu_packets has a position after it (ignored, harmless). |
MatchUpdate, MatchRequest |
Name-value text is widened/narrowed one byte per UTF-16 unit, so non-ASCII names are garbled. | UTF-16 text. |
ScriptNetworkVarUpdate |
The text goes through ASCIIToUTF16. |
UTF-16 text (non-ASCII values are garbled). |
SetShootingGalleryParams |
Removed: had no callers, and its field order was a guess ("No clue about the order here"). | Not verified. |
Behaviour changes that come with dropping malformed messages: ParseChatMessage longer than MAX_MESSAGE_LENGTH
is dropped instead of truncated; PLAYER_LOADED (0x00dc36f0), READY_FOR_UPDATES and MISSION_DIALOGUE_CANCELLED
(0x00d9cc10) now read the fields the client sends (DLU ignores them) and would be dropped if they were missing.
Packets
| Packet | DLU | Client / reference |
|---|---|---|
VERSION_CONFIRM (server -> client) |
Sends 8 trailing bytes. | |
LoadStaticZone |
Always sends clone 0. | The zone's clone ID. |
ChatModerationString |
The accepted byte is segments.empty(). |
|
StringCheck |
Keeps 42 narrowed characters, including whatever garbage follows the text. | |
| Route packets | Forwarded from byte 23, using the low byte of the routed packet ID. |