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Joining a match

What passes between a client and a server from connection until play begins, in order.

Starting a client

A client learns where to connect from its command line. It takes three arguments it needs nothing in, which can be empty, and then a fourth holding four words separated by single spaces: the server’s IPv4 address, its UDP port, the key (see Transport), and the player id the client registers as. The client connects to that address and port, registers as that player, and enciphers its proof under that key.

In 1.0.0.25–1.0.0.96

A client finds each argument between a pair of double quotes, and reads nothing outside them.

Any whitespace separates the words of the fourth argument. A client whose command line holds no double quote takes the command line it saved on an earlier run instead, and one holding .rep anywhere plays a replay rather than connecting.

Registering

A client’s first payload is Register, on the registration channel. The note on Registered says what a server answers with: one answer for every seat.

A client knows the answer meant for it by the player id it registered as, not by the client id, and takes the client id that answer carries as its own. Every other answer tells it which client id stands for which player.

A client waits 30 seconds for the answer naming its own player id. Then it offers its player to wait another 30 seconds or to give up, and leaves on giving up.

In 1.0.0.58–1.0.0.129

Every answer for its own player id, the first included, has a client send ReconnectedInMatch, saying whether play has yet begun.

Asking whether a server is ready

A client then sends QueryStatus over and over. A server MUST answer each one with QueryStatusAnswer, at least until it has answered that it is ready. While the answers say the server is not ready, a client stays on a black screen and keeps asking. A server that needs time before a match can begin answers that it is not ready until it is.

A client stops asking once an answer says the server is ready, and a query it sends after that answer needs none.

Stating a build

Once an answer says the server is ready, a client sends ClientVersion once. A server answers with VersionSync, and a client loads only where its agreement says the builds agree.

VersionSync names the map to load and everyone at the match.

Taking a seat

Straight after VersionSync, a client sends JoinSide on the roster channel. A server answers with one Roster, then a SeatName and a SeatChampion for each seat a player holds.

Loading

A client reports how far loading has got with LoadingProgress, repeatedly through loading. A server answers each report with SeatLoadProgress on the transient channel, carrying the report’s figures under the seat that reported. A client goes on reporting after its progress reaches 100, until play begins.

A client waits on no other seat. SpawnStart, SpawnEnd and StartGame are what move a client on, and StartGame alone ends its loading. A server that means its players to begin together sends StartGame to none of them until every client has sent ClientReady.

In 1.0.0.25–1.0.0.126

A client writes zero where its player id goes in LoadingProgress.

In 1.0.0.58–1.0.0.60

The loading screen picks the card a SeatLoadProgress updates by the client id it carries, not by its player id.

In 1.0.0.96–1.0.0.129

A server MUST put the seat’s player id in SeatLoadProgress: the loading screen shows a seat’s card from the VersionSync seat with that id.

In 1.0.0.96–1.0.0.129

The loading screen

What a client draws while it loads comes from what it has been sent by then (see the spawn run below for what it takes before CharacterSelected).

A player’s card is built from several messages. Its place on the screen is that seat’s place in the Roster, and its name is that player’s SeatName. The registration answers (Registered) pair each player with a client id, and the latest SeatLoadProgress for that client gives the card its progress and, on the client’s own card only, its ping. The first SeatLoadProgress after the player’s SeatChampion sets the card up: its portrait and the champion’s name, from that SeatChampion’s champion and skin, then everything else from the VersionSync seat whose player id the SeatLoadProgress names. A card with no SeatChampion yet shows a black portrait, and one with no registration or no SeatLoadProgress yet says it is not connected. A later SeatChampion does not change a card already set up.

The spawn run

Once a character is settled, a client sends CharacterSelected, once.

In 1.0.0.25–1.0.0.60

A client drops nothing for arriving before CharacterSelected.

In 1.0.0.96

Before CharacterSelected, a client drops only what Units says it drops, and a GameEnded that arrives while it loads has it show an error and end.

In 1.0.0.126

A client drops nothing for arriving before CharacterSelected.

A server answers with SpawnStart, states everything on the field as play opens, and closes the run with SpawnEnd. A run carries:

A client takes these in any order within the run.

A run MUST carry at least SpawnStart, the CreateChampion carrying the client’s own client id, and SpawnEnd. Given only those, a client still enters play, showing its champion’s portrait, health, resource and spells. It draws the champion on the map only once an EnterSight places it there, with its name and health bar over it.

In 1.0.0.58–1.0.0.60

A client’s shop does not wait for Loadout.

A client answers each Replication batch with a TransientAck naming that batch’s syncId. It sends one answer for each batch, in the order the batches came, including a batch that repeats the syncId of the batch before it.

A client answers a batch as soon as it arrives, within the run or not, and never answers one naming a unit it does not hold.

Starting play

A client sends ClientReady after SpawnEnd and after its answers to the run’s batches, while it is still reporting its loading. A server MUST answer with StartGame, and later sends MatchStarted, with other messages free to come between them; MatchStarted carries 0 (see Time).

A client sends ClientReady as soon as SpawnEnd arrives, and StartGame alone moves it into play.

A client whose connection drops before play begins ends rather than connecting again.

Messages

Each message of this system in this book, with each layout it has across the book’s patches and every note its definition carries. A layout is the message’s body, after the header its channel’s family puts in front (see Messages).

Register

What a client sends first. It arrives before the connection has a cipher state, so the payload travels in the clear apart from the proof.

Definition.

In 1.0.0.25–1.0.0.127

Command 0 on registration, sent by the client, reliable.

FieldTypeWhat it is
leadingbytes, 3Arbitrary; it carries no meaning.
clientIdu32A client writes zero here.
playerIdi64Who the sender claims to be, as its launch line names the player. The proof is what settles the claim.
proofi64The player id enciphered with the 16-byte key both ends already hold; a plain copy where the client has no key.
Vectors (1)

one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 0 on registration, sent by the client, reliable.

FieldTypeWhat it is
leadingbytes, 3Arbitrary; it carries no meaning.
clientIdu32A client writes zero here.
playerIdi64Who the sender claims to be. The proof is what settles the claim.
proofi64The player id enciphered with the 16-byte key; a plain copy where the client has no key.

Registered

What a server answers a registration with, naming a player in the match and the seat they occupy. It shares its command value with the request it answers, which travels the other way, and it is one fixed size.

Definition.

In 1.0.0.25–1.0.0.127

Command 0 on registration, sent by the server, reliable.

FieldTypeWhat it is
leadingbytes, 3Unused; a server writes zero.
clientIdu32The client id playerId holds. Where playerId is the client’s own, the client takes this client id as its own and goes on.
playerIdi64Who occupies that seat. A client keeps the pair of clientId and playerId from every answer, and takes the answer as its own only where this is its own player id; it reads nothing after it.
Vectors (1)

one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 0 on registration, sent by the server, reliable.

FieldTypeWhat it is
leadingbytes, 3Unused; a server writes zero.
clientIdu32The client id playerId holds. Where playerId is the client’s own, the client takes this client id as its own and goes on. A watching client takes the champion of the player holding this client id as its own, so a server answers one with a client id no player in the streamed match holds (see Watching a match).
playerIdi64The player the answer is for; a client takes it only where this is its own player id, and reads nothing after it.

QueryStatus

What a client sends to ask a server for its state. It carries nothing of its own. The header names no object: it carries zero.

Definition.

In every range of this book

Carried on requests, sent by the client, reliable, under these commands:

BuildsCommand
1.0.0.25–1.0.0.1093
1.0.0.110–1.0.0.12923

No body.

Vectors (4)

one-on-1-0-0-75, one-on-1-0-0-109, padded-on-1-0-0-114, one-on-1-0-0-126

QueryStatusAnswer

What a server returns when asked whether it is ready. The header names no object: a server writes zero.

Definition.

In 1.0.0.25–1.0.0.127

Carried on events, sent by the server, reliable, under these commands:

BuildsCommand
1.0.0.25–1.0.0.1094
1.0.0.110133
1.0.0.111–1.0.0.116134
1.0.0.117–1.0.0.118135
1.0.0.119–1.0.0.123136
1.0.0.124–1.0.0.125140
1.0.0.126–1.0.0.127141
FieldTypeWhat it is
readyu8Whether the server is ready; any value but zero ends the client’s wait. While answers say it is not, a client keeps asking and goes no further, which Joining a match sets out. Values: 0 no, 1 yes.
Vectors (8)

yes-on-1-0-0-75, yes-on-1-0-0-109, yes-on-1-0-0-110, yes-on-1-0-0-116, yes-on-1-0-0-117, yes-on-1-0-0-123, yes-on-1-0-0-125, one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 141 on events, sent by the server, reliable.

FieldTypeWhat it is
readyu8Whether the server is ready. While answers say it is not, a client keeps asking and goes no further, which Joining a match sets out. Values: 0 no, 1 yes.

ClientVersion

What a client sends to state which build it is. The header names no object: it carries zero.

Definition.

In 1.0.0.25–1.0.0.127

Carried on requests, sent by the client, reliable, under these commands:

BuildsCommand
1.0.0.25–1.0.0.7367
1.0.0.74–1.0.0.8168
1.0.0.82–1.0.0.9671
1.0.0.97–1.0.0.10272
1.0.0.103–1.0.0.10673
1.0.0.107–1.0.0.10974
1.0.0.110188
1.0.0.111–1.0.0.116189
1.0.0.117–1.0.0.118190
1.0.0.119–1.0.0.123191
1.0.0.124195
1.0.0.125196
1.0.0.126–1.0.0.127197
FieldTypeWhat it is
clockf32The client’s own clock as it sends this, in seconds.
clientIdu32The client id the sender holds: that of the client reporting.
texttext, 256 bytesThe build the client runs, as text ending at a zero byte; the bytes after that zero carry nothing.
Vectors (14)

one-on-1-0-0-72, one-on-1-0-0-75, one-on-1-0-0-81, one-on-1-0-0-96, one-on-1-0-0-99, one-on-1-0-0-106, one-on-1-0-0-109, one-on-1-0-0-110, one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-123, one-on-1-0-0-124, one-on-1-0-0-125, one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 197 on requests, sent by the client, reliable.

FieldTypeWhat it is
clockf32The client’s own clock as it sends this, in seconds.
clientIdu32The client id of the client reporting.
texttext, 256 bytesThe build, as text. The text ends at a zero byte.

VersionSync

What a server sends once a client has said which build it runs, saying whether the two agree. The header names no object: it carries zero.

Definition.

In 1.0.0.25–1.0.0.73

Command 68 on events, sent by the server, reliable.

It also says which map to load, who is at the match, and everything else settled before play.

FieldTypeWhat it is
agreementu8Nonzero where the builds agree, letting the client go on into the game. For 0 a client shows both versions, reports a build mismatch and leaves.
mapi32Which map to load. Space keys the path origins by the same maps.
seats12 × SeatEvery place at the match, held or empty.
buildtext, 256 bytesWhich build the server serves, shown and not checked. Written out in full and padded with zero bytes to the width above; a client reads it up to the first zero byte.
Vectors (1)

one-on-1-0-0-72

In 1.0.0.74–1.0.0.103

Carried on events, sent by the server, reliable, under these commands:

BuildsCommand
1.0.0.74–1.0.0.8169
1.0.0.82–1.0.0.9672
1.0.0.97–1.0.0.10273
1.0.0.10374

It also says which map to load, who is at the match, and everything else settled before play.

FieldTypeWhat it is
agreementu8Must be 1: any other value has the client report a build mismatch and leave. For 0 it also shows both versions.
mapi32Which map to load. Space keys the path origins by the same maps.
seats12 × SeatEvery place at the match, held or empty.
buildtext, 256 bytesWhich build the server serves, shown and not checked. Written out in full and padded with zero bytes to the width above; a client reads it up to the first zero byte.
Vectors (5)

one-on-1-0-0-75, one-on-1-0-0-81, one-on-1-0-0-96, one-on-1-0-0-99, one-on-1-0-0-103

In 1.0.0.104–1.0.0.127

Carried on events, sent by the server, reliable, under these commands:

BuildsCommand
1.0.0.104–1.0.0.10674
1.0.0.107–1.0.0.10975
1.0.0.110–1.0.0.11683
1.0.0.117–1.0.0.11884
1.0.0.119–1.0.0.12385
1.0.0.124–1.0.0.12787

It also says which map to load, who is at the match, and everything else settled before play.

FieldTypeWhat it is
agreementu8Must be 1: any other value has the client report a build mismatch and leave. For 0 it also shows both versions.
mapi32Which map to load. Space keys the path origins by the same maps.
seats12 × SeatEvery place at the match, held or empty.
buildtext, 256 bytesWhich build the server serves, shown and not checked. Written out in full and padded with zero bytes to the width above; a client reads it up to the first zero byte.
modetext, 128 bytesWhich way the match is played, written and padded as above.
Vectors (6)

one-on-1-0-0-106, one-on-1-0-0-109, one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-123, one-on-1-0-0-126

In 1.0.0.128

Command 87 on events, sent by the server, reliable.

It also says which map to load, who is at the match, and everything else settled before play.

FieldTypeWhat it is
agreementu8Nonzero where the build the client runs matches, which a client needs to load; zero has it show both versions and end.
mapi32Which map to load. Space keys the path origins by the same maps.
seats12 × SeatEvery place at the match, held or empty.
buildtext, 256 bytesWhich build the server serves. Written out in full and padded with zero bytes to the width above.
modetext, 128 bytesWhich way the match is played, written and padded as above.
Vectors (1)

one-on-1-0-0-128

In 1.0.0.129

Command 87 on events, sent by the server, reliable.

It also says which map to load, who is at the match, and everything else settled before play.

FieldTypeWhat it is
agreementu8Nonzero where the build the client runs matches, which a client needs to load; zero has it show both versions and end.
mapi32Which map to load. Space keys the path origins by the same maps.
seats12 × SeatEvery place at the match, held or empty.
buildtext, 256 bytesWhich build the server serves. Written out in full and padded with zero bytes to the width above.
modetext, 128 bytesWhich way the match is played, written and padded as above.
teamNametext, 25 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 7 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 25 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 7 bytesThe short form of that one.
metricsHosttext, 1024 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 1024 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reporting1-byte bits
reporting.reportsToFilebit 0Set to have a client also write its reports to a file of its own.
reporting.unusedbit 1 to 7Unused; a server writes zero.

JoinSide

What a client sends to ask for a seat on one of the two sides while the match is being put together.

Definition.

In 1.0.0.25–1.0.0.127

Command 100 on roster, sent by the client, reliable.

FieldTypeWhat it is
paddingbytes, 3Arbitrary; it carries no meaning.
clientIdu32The client id the sender holds, that is, the id of the client asking.
sideu32The side it asks for; a client asks for 100.
Vectors (1)

one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 100 on roster, sent by the client, reliable.

FieldTypeWhat it is
paddingbytes, 3Never written by a client.
clientIdu32The client id of the client asking.
sideu32The side it asks for.

Roster

What a server sends to lay out both sides and who is on them, while the match is being put together.

Definition.

In 1.0.0.25–1.0.0.127

Command 103 on roster, sent by the server, reliable.

FieldTypeWhat it is
paddingbytes, 3Unused; a client reads nothing here.
sideRoomu32How many seats side 100 has room for.
otherSideRoomu32How many side 200 has room for.
gapbytes, 4Unused; a client reads nothing here.
side24 × i64The players on side 100, twenty four places of a player identifier’s width; the client copies as many as sideRoom says, so a server keeps sideRoom at 24 or less; a larger one has no defined effect. sideTaken says how many of the leading places carry a player, and the rest hold zero.
otherSide24 × i64The players on side 200, read the same way under otherSideRoom and otherSideTaken, with otherSideRoom kept at 24 or less.
sideTakenu32How many of side 100’s places carry a player.
otherSideTakenu32How many on side 200.
Vectors (1)

one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 103 on roster, sent by the server, reliable.

FieldTypeWhat it is
paddingbytes, 3Unused; a client reads nothing here.
sideRoomu32How many seats the first side has room for, and so how many leading places of side a client copies. A server sends at most 24: a client refuses a count above 48 and keeps the one before, and for 25 to 48 copies on past the side’s places into the fields after them.
otherSideRoomu32How many the other has room for, under the same terms.
gapbytes, 4Unused; a client reads nothing here.
side24 × i64The players on one side, twenty four places. A client copies as many leading places as sideRoom gives; the rest hold zero. A place cannot be read on its own, because zero is an identifier a match gives out as well as what an unused place holds. It has a player identifier’s width.
otherSide24 × i64The players on the other, under the same reading, as many as otherSideRoom gives.
sideTakenu32How many of the leading places on the first side carry a player. A client keeps it, and it limits nothing.
otherSideTakenu32How many on the other, under the same terms.

SeatName

What a server sends to say what a seat is called, while the match is being put together.

Definition.

In 1.0.0.25–1.0.0.127

Command 102 on roster, sent by the server, reliable.

FieldTypeWhat it is
paddingbytes, 7Unused; a client reads nothing here.
playeri64Whose name this is. It has a player identifier’s width.
skini32Which look the seat’s champion wears. A client reads nothing here.
nameLengthu32How many bytes the name below occupies, counting the byte that ends it. A client reads nothing here, and takes the name up to its first zero byte.
nametext, sized by nameLength minus 1What the seat is called. It is not padded.
terminatorbytes, 1A zero byte closing the text, which the length above counts.
Vectors (1)

one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 102 on roster, sent by the server, reliable.

FieldTypeWhat it is
paddingbytes, 7Unused; a client reads nothing here.
playeri64The player this is about. It has a player identifier’s width.
skini32Which look the seat’s champion wears. A client reads nothing here.
nameLengthu32How many bytes the name below occupies, counting the byte that ends it. A client reads nothing here: it reads the name up to its zero byte.
nametext, sized by nameLength minus 1What the seat is called. It is not padded.
terminatorbytes, 1A zero byte closing the text, which the length above counts.

SeatChampion

What a server sends to say which champion a seat is playing, while the match is being put together.

Definition.

In 1.0.0.25–1.0.0.127

Command 101 on roster, sent by the server, reliable.

FieldTypeWhat it is
paddingbytes, 7Unused; a client reads nothing here.
playeri64Whose champion this is. It has a player identifier’s width.
skini32Which look the champion wears.
assetLengthu32How many bytes the name below occupies, counting the byte that ends it. A client reads nothing here, and takes the name up to its first zero byte.
assettext, sized by assetLength minus 1The champion the seat plays, as the name the client loads the champion’s data under. It ends with a zero byte and is not padded.
terminatorbytes, 1A zero byte closing the text, which the length above counts.
Vectors (1)

one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 101 on roster, sent by the server, reliable.

FieldTypeWhat it is
paddingbytes, 7Unused; a client reads nothing here.
playeri64The player this is about. It has a player identifier’s width.
skini32Which look the champion wears.
assetLengthu32How many bytes the name below occupies, counting the byte that ends it.
assettext, sized by assetLength minus 1The name the client loads the champion’s art and sound under. It is not padded.
terminatorbytes, 1A zero byte closing the text, which the length above counts.

LoadingProgress

What a client sends while a match loads, saying how far it has got. The header names no object: it carries zero.

Definition.

In 1.0.0.25–1.0.0.62

Command 113 on requests, sent by the client, unreliable.

FieldTypeWhat it is
clientIdu32The client id the sender holds, that is, the id of the client reporting.
playerIdi64Zero.
percentf32How far loading has got, from zero to one hundred.
etaf32How many seconds the client expects loading still to take.
status4-byte bits
status.countbit 0 to 15It rises with each report, not always by one, until it wraps.
status.pingbit 16 to 30The round trip time the client measures, in milliseconds.
status.unusedbit 31Never written by a client; it carries nothing.
done1-byte bits
done.loadedbit 0Set once loading is done.
done.unusedbit 1 to 7Carries nothing; a client never writes these bits.
texttext, ended by a zero byteA text the client also keeps, at most 63 characters, ended by a zero byte. What it says is not recorded; a server ignores it.
Vectors (1)

one-on-1-0-0-61

In 1.0.0.63–1.0.0.121

Carried on requests, sent by the client, unreliable, under these commands:

BuildsCommand
1.0.0.63–1.0.0.73116
1.0.0.74–1.0.0.81117
1.0.0.82–1.0.0.96121
1.0.0.97–1.0.0.102122
1.0.0.103–1.0.0.106124
1.0.0.107–1.0.0.108125
1.0.0.109126
1.0.0.110–1.0.0.12125
FieldTypeWhat it is
clientIdu32The client id the sender holds, that is, the id of the client reporting.
playerIdi64Zero.
percentf32How far loading has got, from zero to one hundred.
etaf32How many seconds the client expects loading still to take.
status4-byte bits
status.countbit 0 to 15It rises with each report, not always by one.
status.pingbit 16 to 30The round trip time the client measures, in milliseconds.
status.unusedbit 31Never written by a client; it carries nothing.
done1-byte bits
done.loadedbit 0Set once loading is done.
done.unusedbit 1 to 7Carries nothing; a client never writes these bits.
texttext, ended by a zero byteA text the client also keeps, at most 63 characters, ended by a zero byte. What it says is not recorded; a server ignores it.
Vectors (9)

one-on-1-0-0-72, one-on-1-0-0-75, one-on-1-0-0-81, one-on-1-0-0-96, one-on-1-0-0-99, one-on-1-0-0-106, one-on-1-0-0-108, one-on-1-0-0-109, one-on-1-0-0-121

In 1.0.0.122–1.0.0.127

Command 25 on requests, sent by the client, unreliable.

FieldTypeWhat it is
clientIdu32The client id the sender holds, that is, the id of the client reporting.
playerIdi64Zero.
percentf32How far loading has got, from zero to one hundred.
etaf32How many seconds the client expects loading still to take.
status4-byte bits
status.countbit 0 to 15It rises with each report, not always by one.
status.pingbit 16 to 30The round trip time the client measures, in milliseconds.
status.unusedbit 31Never written by a client; it carries nothing.
done1-byte bits
done.loadedbit 0Set once loading is done.
done.unusedbit 1 to 7Carries nothing; a client never writes these bits.
Vectors (1)

one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 25 on requests, sent by the client, unreliable.

FieldTypeWhat it is
clientIdu32The client id of the client reporting.
playerIdi64Who is reporting. A client sends zero.
percentf32How far loading has got, from zero to one hundred.
etaf32How long the client expects still to take, in seconds.
status4-byte bits
status.countbit 0 to 15It rises with each report, not always by one.
status.pingbit 16 to 30Round trip time the client measures, in milliseconds.
status.unusedbit 31Never written by a client.
done1-byte bits
done.loadedbit 0Set in every report whose progress stands at one hundred, and in no other.
done.unusedbit 1 to 7Never written by a client.

SeatLoadProgress

What a server sends to tell everyone how far one seat has got through loading, and how it is holding up. A later report supersedes an earlier one, so losing one costs nothing. The header names no object: a server writes zero.

Definition.

In 1.0.0.25–1.0.0.62

Command 114 on transient, sent by the server, unreliable.

FieldTypeWhat it is
clientIdu32The client id this is about.
playeri64Who occupies it.
progressf32How far through loading it is, from zero to one hundred.
secondsLeftf32How much longer it is expected to take, in seconds.
status4-byte bitsOnly ping is read.
status.unusedLowbit 0 to 15Unused; a server writes zero.
status.pingbit 16 to 30Drawn as the seat’s ping indicator.
status.unusedHighbit 31Unused; a server writes zero.
done1-byte bits
done.loadedbit 0Where set, a client shows secondsLeft as zero.
done.unusedbit 1 to 7Unused; a server writes zero.
statusTexttext, 64 bytesRead once done.loaded is set and the bar is nearly full: a client compares it, ignoring case, with a fixed phrase saying champions are being spawned, and shows a spawning label where it matches and a ready label otherwise. Padded with zero bytes.
Vectors (1)

one-on-1-0-0-61

In 1.0.0.63–1.0.0.125

Carried on transient, sent by the server, unreliable, under these commands:

BuildsCommand
1.0.0.63–1.0.0.73117
1.0.0.74–1.0.0.81118
1.0.0.82–1.0.0.96122
1.0.0.97–1.0.0.102123
1.0.0.103–1.0.0.106125
1.0.0.107–1.0.0.108126
1.0.0.109127
1.0.0.110149
1.0.0.111–1.0.0.116150
1.0.0.117–1.0.0.118151
1.0.0.119–1.0.0.123152
1.0.0.124–1.0.0.125156
FieldTypeWhat it is
clientIdu32The client id this is about.
playeri64Who occupies it.
progressf32How far through loading it is, from zero to one hundred.
secondsLeftf32How much longer it is expected to take, in seconds.
status4-byte bitsCopied with the rest; no reader of it is known.
status.countbit 0 to 15It rises with each report, not always by one.
status.pingbit 16 to 30Round trip time the client measures, in milliseconds.
status.loadedbit 31Set in every report whose progress stands at one hundred, and in no other.
done1-byte bits
done.loadedbit 0Set once loading is done.
done.unusedbit 1 to 7Carries nothing.
Vectors (13)

one-on-1-0-0-72, one-on-1-0-0-75, one-on-1-0-0-81, one-on-1-0-0-96, one-on-1-0-0-99, one-on-1-0-0-106, one-on-1-0-0-108, one-on-1-0-0-109, one-on-1-0-0-110, one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-123, one-on-1-0-0-125

In 1.0.0.126–1.0.0.127

Command 157 on transient, sent by the server, unreliable.

FieldTypeWhat it is
clientIdu32The client id this is about.
playeri64Who occupies it.
progressf32How far through loading it is, from zero to one hundred.
secondsLeftf32How much longer it is expected to take, in seconds.
status4-byte bitsCopied with the rest; no reader of it is known.
status.countbit 0 to 15It rises with each report, not always by one.
status.pingbit 16 to 30Round trip time the client measures, in milliseconds.
status.loadedbit 31It carries no defined value.
done1-byte bits
done.loadedbit 0Set once loading is done.
done.unusedbit 1 to 7Carries nothing.
Vectors (1)

one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 157 on transient, sent by the server, unreliable.

FieldTypeWhat it is
clientIdu32The client id this is about.
playeri64Who occupies it.
progressf32How far through loading it is, from zero to one hundred.
secondsLeftf32How much longer it is expected to take, in seconds.
status4-byte bitsCopied with the rest; no reader of it is known.
status.countbit 0 to 15It rises with each report, not always by one.
status.pingbit 16 to 30Round trip time the client measures, in milliseconds.
status.loadedbit 31Set in every report whose progress stands at one hundred, and in no other.
done1-byte bits
done.loadedbit 0Set where the seat has loaded; a client then shows no time left.
done.unusedbit 1 to 7Unused; a server writes zero.

SpawnStart

What a server sends to open the run of units a client is about to be told about. The header names no object: a server writes zero.

Definition.

In 1.0.0.25–1.0.0.60

Command 5 on events, sent by the server, reliable.

FieldTypeWhat it is
countu8A client reads nothing here. A server writes zero.
Vectors (1)

one-on-1-0-0-58

In 1.0.0.61–1.0.0.103

Command 5 on events, sent by the server, reliable.

FieldTypeWhat it is
countu8A single count the client keeps. What it carries is not recorded for this range; a server writes zero.
Vectors (2)

one-on-1-0-0-75, one-on-1-0-0-103

In 1.0.0.104–1.0.0.129

Carried on events, sent by the server, reliable, under these commands:

BuildsCommand
1.0.0.104–1.0.0.1095
1.0.0.110–1.0.0.11696
1.0.0.117–1.0.0.11897
1.0.0.119–1.0.0.12398
1.0.0.124–1.0.0.129101
FieldTypeWhat it is
botsOnOneSideu8How many bots play on side 100. A client adds it to that side’s head count, which picks the set of spawn positions and facings it places champions by (CreateChampion’s spawnIndex).
botsOnTheOtheru8The other. It shares the reading above.
Vectors (5)

one-on-1-0-0-109, one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-123, one-on-1-0-0-126

SpawnEnd

What a server sends to close the run of units it opened with. The header names no object: a server writes zero.

Definition.

In 1.0.0.25–1.0.0.109

Command 12 on events, sent by the server, reliable.

A client answers it at once with ClientReady.

No body.

Vectors (2)

one-on-1-0-0-75, one-on-1-0-0-109

In 1.0.0.110–1.0.0.129

Command 18 on events, sent by the server, reliable.

No body.

Vectors (1)

one-on-1-0-0-126

StartGame

What a server sends to begin play. The header names no object: it carries zero.

Definition.

In 1.0.0.25–1.0.0.110

Carried on events, sent by the server, reliable, under these commands:

BuildsCommand
1.0.0.25–1.0.0.10913
1.0.0.11090

No body.

Vectors (3)

one-on-1-0-0-75, one-on-1-0-0-109, one-on-1-0-0-110

In 1.0.0.111–1.0.0.125

Carried on events, sent by the server, reliable, under these commands:

BuildsCommand
1.0.0.111–1.0.0.11690
1.0.0.117–1.0.0.11891
1.0.0.119–1.0.0.12392
1.0.0.124–1.0.0.12595

A client past spawning ignores it.

No body.

Vectors (4)

one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-123, one-on-1-0-0-125

In 1.0.0.126–1.0.0.129

Command 95 on events, sent by the server, reliable.

A client ignores it once the match has ended or while it is leaving, and acts on it again where it is repeated.

FieldTypeWhat it is
rules1-byte bits
rules.pausingbit 0Where set, a client announces that pausing is allowed, except while playing a replay. It keeps nothing of it.
rules.unusedbit 1 to 7Unused; a server writes zero.
Vectors (1)

one-on-1-0-0-126

ClientReady

What a client sends once it has loaded and is ready to play. The header names no object: it carries zero.

Definition.

In 1.0.0.25–1.0.0.109

Command 16 on requests, sent by the client, reliable.

The message is the header alone. A client sends it at once on SpawnEnd.

No body.

Vectors (2)

one-on-1-0-0-75, one-on-1-0-0-109

In 1.0.0.110–1.0.0.129

Carried on requests, sent by the client, reliable, under these commands:

BuildsCommand
1.0.0.110–1.0.0.11681
1.0.0.117–1.0.0.11882
1.0.0.119–1.0.0.12383
1.0.0.124–1.0.0.12985

No body.

Vectors (4)

one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-123, one-on-1-0-0-126

CharacterSelected

What a client sends once a character is settled on. It carries nothing of its own. The header names no object: it carries zero.

Definition.

In every range of this book

Carried on requests, sent by the client, reliable, under these commands:

BuildsCommand
1.0.0.25–1.0.0.10915
1.0.0.110189
1.0.0.111–1.0.0.116190
1.0.0.117–1.0.0.118191
1.0.0.119–1.0.0.123192
1.0.0.124196
1.0.0.125197
1.0.0.126–1.0.0.129198

No body.

Vectors (9)

one-on-1-0-0-75, one-on-1-0-0-109, one-on-1-0-0-110, one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-123, one-on-1-0-0-124, one-on-1-0-0-125, one-on-1-0-0-126

MatchIdentity

What a server sends to tell a client which match this is and what its player is called. The header carries zero.

Definition.

In 1.0.0.25–1.0.0.127

Carried on events, sent by the server, reliable, under these commands:

BuildsCommand
1.0.0.25–1.0.0.62111
1.0.0.63–1.0.0.73114
1.0.0.74–1.0.0.81115
1.0.0.82–1.0.0.96119
1.0.0.97–1.0.0.102120
1.0.0.103–1.0.0.106122
1.0.0.107–1.0.0.108123
1.0.0.109124
1.0.0.110144
1.0.0.111–1.0.0.116145
1.0.0.117–1.0.0.118146
1.0.0.119–1.0.0.123147
1.0.0.124–1.0.0.125151
1.0.0.126–1.0.0.127152
FieldTypeWhat it is
gamei64The match’s identifier. A client only logs it.
nametext, 128 bytesThe player’s name, padded with zero bytes. A client reads nothing of it.
Vectors (15)

one-on-1-0-0-61, one-on-1-0-0-72, one-on-1-0-0-75, one-on-1-0-0-81, one-on-1-0-0-96, one-on-1-0-0-99, one-on-1-0-0-106, one-on-1-0-0-108, one-on-1-0-0-109, one-on-1-0-0-110, one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-123, one-on-1-0-0-125, one-on-1-0-0-126

In 1.0.0.128

Command 152 on events, sent by the server, reliable.

FieldTypeWhat it is
gamei64The match’s identifier.
nametext, 128 bytesThe player’s name, padded with zero bytes. A client reads nothing of it.
Vectors (1)

one-on-1-0-0-128

In 1.0.0.129

Command 152 on events, sent by the server, reliable.

FieldTypeWhat it is
gamei64The match’s identifier.
nametext, 128 bytesThe player’s name, padded with zero bytes.

MatchStarted

What a server sends to set when the match began. The header names no object: it carries zero.

Definition.

In 1.0.0.124–1.0.0.127

Carried on events, sent by the server, reliable, under these commands:

BuildsCommand
1.0.0.124200
1.0.0.125201
1.0.0.126–1.0.0.127202
FieldTypeWhat it is
startedAtf32When the match began, as a moment on the match clock, in seconds; a client counts match time from it.
Vectors (3)

one-on-1-0-0-124, one-on-1-0-0-125, one-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 202 on events, sent by the server, reliable.

FieldTypeWhat it is
startedAtf32When the match began, as a moment on the match clock, in seconds.

ModulePacket

What a client sends to carry data from a module of its own, often a message of its own that the module has taken over. A server need do nothing with it. The header carries zero.

Definition.

In 1.0.0.113–1.0.0.125

Carried on requests, sent by the client, reliable, under these commands:

BuildsCommand
1.0.0.113–1.0.0.116223
1.0.0.117–1.0.0.118224
1.0.0.119–1.0.0.122225
1.0.0.123226
1.0.0.124235
1.0.0.125236
FieldTypeWhat it is
kindu16999 where the client passed the data through its own transform, 2 where it did not. A client sends kind 999 under command 237 and kind 2 under 238.
lengthu16How many bytes of the data below carry anything, at most 1024.
databytes, 1024The data, in its first length bytes; a client leaves the rest unwritten.
Vectors (6)

one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-122, one-on-1-0-0-123, one-on-1-0-0-124, one-on-1-0-0-125

In 1.0.0.126–1.0.0.129

Command 237 on requests, sent by the client, reliable.

FieldTypeWhat it is
kindu16999 where the client passed the data through its own transform, 2 where it did not. A client sends both under command 237; a second sender sends 999 under 236. Nothing is sent under 238.
lengthu16How many bytes of the data below carry anything, at most 1024.
databytes, 1024The data, in its first length bytes; a client leaves the rest unwritten.

ResyncEnded

What a server sends to end the resynchronising a client began on its own Reconnected, after which it takes spawns again as they come.

Definition.

In every range of this book

Carried on events, sent by the server, reliable, under these commands:

BuildsCommand
1.0.0.25–1.0.0.62119
1.0.0.63–1.0.0.73122
1.0.0.74–1.0.0.81123
1.0.0.82–1.0.0.96127
1.0.0.97–1.0.0.102128
1.0.0.103–1.0.0.106130
1.0.0.107–1.0.0.108131
1.0.0.109132
1.0.0.110–1.0.0.11669
1.0.0.117–1.0.0.11870
1.0.0.119–1.0.0.12371
1.0.0.124–1.0.0.12973

No body.

Vectors (12)

one-on-1-0-0-61, one-on-1-0-0-72, one-on-1-0-0-75, one-on-1-0-0-81, one-on-1-0-0-96, one-on-1-0-0-99, one-on-1-0-0-106, one-on-1-0-0-108, one-on-1-0-0-109, one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-123

StatsRequest

What a client sends about itself. The header names the sender’s champion.

Definition.

In 1.0.0.104–1.0.0.127

Carried on requests, sent by the client, reliable, under these commands:

BuildsCommand
1.0.0.104–1.0.0.106163
1.0.0.107–1.0.0.108164
1.0.0.109165
1.0.0.110–1.0.0.11674
1.0.0.117–1.0.0.11875
1.0.0.119–1.0.0.12376
1.0.0.124–1.0.0.12789

A client sends no body.

No body.

Vectors (7)

one-on-1-0-0-106, one-on-1-0-0-108, one-on-1-0-0-109, one-on-1-0-0-116, one-on-1-0-0-117, one-on-1-0-0-123, empty-on-1-0-0-126

In 1.0.0.128–1.0.0.129

Command 89 on requests, sent by the client, reliable.

No body.