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replay.message.events.md

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replay.message.events is an array containing events whose types are specified in the lib/protocol#####.js files under the message_event_types variable.

Events contain generic properties and type specific properties.

Generic

1. _bits (number)

2. _event (string)

Event type.

3. _eventid (number)

Not a unique identifier.

4. _gameloop (number)

5. _userid (object)

5.1. m_userId (number)

Index of the player associated with the event in arrays referencing players.

NNet.Game.SChatMessage

Event describing a chat message.

6. m_recipient (number)

Maybe a chat type, like the game chat, whisper, others.

  • 1 = game chat?

7. m_string (string)

The chat message sent by the player.

NNet.Game.SPingMessage

6. m_point (object)

Event describing a ping.

Is used for player pings. Are the map pings, like objective spawn, using this or other events?

6.1. x (number)

Ping x coordinate. Parsed value can be a big negative, maybe an integer overflow?

Should find how to translate it to actual usable coordinate.

6.2. y (number)

Ping y coordinate. Parsed value can be a big negative, maybe an integer overflow?

Should find how to translate it to actual usable coordinate.

7. m_recipient (number)

Maybe a chat type, like the game chat, whisper, others.

  • 1 = game chat?

NNet.Game.SLoadingProgressMessage

Probably describes each player progress in the loading screen.

6. m_progress (number)

Parsed value can be a big negative, maybe an integer overflow?

Should find how to translate it to an actual progress value.

NNet.Game.SServerPingMessage

Not present in the file for analysis. The protocol source describes it as an empty structure.

NNet.Game.SReconnectNotifyMessage

6. m_status (number)