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Opcodes

EQ2Emulator: Opcodes Lists and Definitions

We are going to start documenting our Opcodes and the Structures and Packets they relate to. Below you will find 3 sections:

Login : The LoginServer players initially connect and authenticate to (private code)
World : The WorldServer players log into to play EQ2Emulator
Client: The SOE client(s) currently supported by EQ2Emulator


These are the 3 (current) systems that use Opcodes to communicate Packets in order to function properly.


Login

LoginServer Opcodes and Packets (there are no Structs to speak of for LoginServer currently)


Opcodes Short Description HasStruct
OP_LoginReplyMsg Packet used in Client::SendLoginAccepted() No



World

EQ2World's Opcodes, Packets and Structs


Opcodes Short Description HasStruct
OP_code here Description Here Yes/No


Client

Opcodes and Packets that come from a client to the LoginServer or WorldServer and any structs currently defined


Opcodes Short Description HasStruct
OP_code here Description Here Yes/No