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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 3.01–3.10

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.

In 3.10

Whitespace separates a client’s arguments, and double quotes group words into one. A client given fewer than four arguments ends, unless its one argument names a replay.

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 3.10–3.15

The first answer for a client id stands, and a later one for the same client id changes nothing. An answer for its own player id arriving during play has a client send ReconnectedInMatch.

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.

In 3.01–3.10

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.

In 3.10–3.15

A client loads only where VersionSync sets agreement.buildMatches. With it clear, the client shows its player its own version text beside the one the message carries, and ends.

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 3.10–3.15

A client writes all ones where its player id goes in LoadingProgress.

In 3.10

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

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 3.10–3.15

Until it sends CharacterSelected, a client drops every message but VersionSync, QueryStatusAnswer, MatchIdentity, SeatLoadProgress and GameEnded, apart from what arrives on the registration and roster channels, and keeps nothing it drops for later. A server MUST NOT send any of the spawn run before CharacterSelected arrives.

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

A turret’s CreateTurret can come on its own or inside the EnterSight that brings the turret into view.

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.

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.

In 3.01–3.10

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).

In 3.01–3.10

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

In 3.10

A client whose connection drops before play begins ends rather than connecting again once it knows its own client id, and connects again before then.

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 every range of this book

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.
versionu32The build the client runs, with each part written out and run together, so 4.17.0.233 arrives as 41700233 and 4.17.0.267 as 41700267. A client always carries it, and the answer a server carries back repeats the same number.
proofi64The player id enciphered with the 16-byte key; a plain copy where the client has no key.
trailingbytes, 4Arbitrary; it carries no meaning.

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 every range of this book

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

Straight after a request a server sends one answer for every seat, and every one of them carries that request’s build and proof back.

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).
playerIdi64Who occupies that seat.
versionu32The build the client said it runs. Where the answer follows a request, a server writes the number that request carried, and otherwise the build itself. A client ignores it.
proofbytes, 8The eight bytes a request fills with its proof. Where the answer follows a request, a server writes what that request carried, and otherwise zero. A client ignores them.
trailingbytes, 4Unused; a server writes zero.

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

Command 20 on requests, sent by the client, reliable.

No body.

QueryStatusAnswer

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

Definition.

In every range of this book

Command 136 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.
Vectors (2)

not-ready-on-3-15, one-on-3-15

ClientVersion

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

Definition.

In every range of this book

Command 189 on requests, sent by the client, reliable.

FieldTypeWhat it is
clientIdu32The client id of the client reporting.
texttext, 256 bytesThe build, as text. The text ends at a zero byte.
Vectors (2)

one-on-3-15, public-build-on-3-15

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 3.01–3.03

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.unusedbit 3 to 7Unused; a server writes zero.
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.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
Vectors (1)

one-on-3-03

In 3.04–3.5

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.unusedbit 4 to 7Unused; a server writes zero.
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, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
Vectors (1)

one-on-3-5

In 3.6

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.unusedbit 4 to 7Unused; a server writes zero.
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, 97 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 25 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 97 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 25 bytesThe short form of that one.
metricsHosttext, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
features4-byte bitsWhich parts of the match are turned on, one bit each.
features.altUnitDisplaybit 0Shows units’ health and experience bars and their character display from another set of the client’s data.
features.balanceVoteCommandsbit 1The chat commands /equalize and /noequalize.
features.keyboardDisplaybit 2Shows the match on a keyboard that has a display of its own.
features.menuBackbit 3Turns on the client’s newer options and menus.
features.unusedbit 4 to 31Unused; a server writes zero.
Vectors (1)

one-on-3-6

In 3.7

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.unusedbit 4 to 7Unused; a server writes zero.
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, 97 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 25 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 97 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 25 bytesThe short form of that one.
metricsHosttext, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
features4-byte bitsWhich parts of the match are turned on, one bit each.
features.altUnitDisplaybit 0Shows units’ health and experience bars and their character display from another set of the client’s data.
features.balanceVoteCommandsbit 1The chat commands /equalize and /noequalize.
features.keyboardDisplaybit 2Shows the match on a keyboard that has a display of its own.
features.menuBackbit 3Turns on the client’s newer options and menus.
features.wallJumpsbit 4Has no effect; a server writes zero.
features.audioBackendbit 5Which sound system the client uses; which setting picks which is not recorded.
features.unusedbit 6 to 31Unused; a server writes zero.
Vectors (1)

one-on-3-7

In 3.8

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.cosmeticbit 4Set to turn on an optional cosmetic effect.
agreement.unusedbit 5 to 7Unused; a server writes zero.
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, 97 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 25 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 97 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 25 bytesThe short form of that one.
metricsHosttext, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
features4-byte bitsWhich parts of the match are turned on, one bit each.
features.altUnitDisplaybit 0Shows units’ health and experience bars and their character display from another set of the client’s data.
features.balanceVoteCommandsbit 1The chat commands /equalize and /noequalize.
features.keyboardDisplaybit 2Shows the match on a keyboard that has a display of its own.
features.menuBackbit 3Turns on the client’s newer options and menus.
features.wallJumpsbit 4Has no effect; a server writes zero.
features.audioBackendbit 5Which sound system the client uses; which setting picks which is not recorded.
features.animatedCursorsbit 6Cursors of several frames move on a frame every 0.15 seconds of play; clear, they show their first frame.
features.unusedbit 7 to 31Unused; a server writes zero.
Vectors (1)

one-on-3-8

In 3.9

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.cosmeticbit 4Set to turn on an optional cosmetic effect.
agreement.unusedbit 5 to 7Unused; a server writes zero.
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, 97 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 25 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 97 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 25 bytesThe short form of that one.
metricsHosttext, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
features4-byte bitsWhich parts of the match are turned on, one bit each.
features.altUnitDisplaybit 0Shows units’ health and experience bars and their character display from another set of the client’s data.
features.balanceVoteCommandsbit 1The chat commands /equalize and /noequalize.
features.menuBackbit 2With menuBack2, a second key that closes the pause and options menu. Alone, the minimap’s showing of neutral camps follows the player’s settings rather than the minimap’s own.
features.missileWarningbit 3A missile coming at the client’s side, or at no one, can show before it leaves the fog where it is near for its speed and heading that way. It also has a client lower a hero’s bounty when the hero kills a minion.
features.audioBackendbit 4Which sound system the client uses; which setting picks which is not recorded.
features.animatedCursorsbit 5Cursors of several frames move on a frame every 0.15 seconds of play; clear, they show their first frame.
features.altControlsbit 6Some mouse commands are taken by the time since the click before; what that changes on screen is not recorded.
features.shopUndobit 7The shop’s undo; clear, it is never enabled.
features.skillshotOutlinebit 8While aiming a line spell, the units it would hit are outlined.
features.unusedbit 9 to 31Unused; a server writes zero.
Vectors (1)

one-on-3-9

In 3.10

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.unusedbit 4 to 7Unused; a server writes zero. A client takes the scripted voice-over setting from its own settings.
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, 97 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 25 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 97 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 25 bytesThe short form of that one.
metricsHosttext, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
features4-byte bitsWhich parts of the match are turned on, one bit each.
features.altUnitDisplaybit 0Shows units’ health and experience bars and their character display from another set of the client’s data.
features.balanceVoteCommandsbit 1The chat commands /equalize and /noequalize.
features.menuBackbit 2With menuBack2, a second key that closes the pause and options menu. Alone, the minimap’s showing of neutral camps follows the player’s settings rather than the minimap’s own.
features.missileWarningbit 3A missile coming at the client’s side, or at no one, can show before it leaves the fog where it is near for its speed and heading that way. It also has a client lower a hero’s bounty when the hero kills a minion.
features.audioBackendbit 4Which sound system the client uses; which setting picks which is not recorded.
features.animatedCursorsbit 5Cursors of several frames move on a frame every 0.15 seconds of play; clear, they show their first frame.
features.altControlsbit 6Some mouse commands are taken by the time since the click before; what that changes on screen is not recorded.
features.shopUndobit 7The shop’s undo; clear, it is never enabled.
features.skillshotOutlinebit 8While aiming a line spell, the units it would hit are outlined.
features.unusedbit 9 to 31Unused; a server writes zero.
Vectors (1)

one-on-3-10

In 3.11

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.unusedbit 4 to 7Unused; a server writes zero. A client takes the scripted voice-over setting from its own settings.
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, 97 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 25 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 97 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 25 bytesThe short form of that one.
metricsHosttext, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
features4-byte bitsWhich parts of the match are turned on, one bit each.
features.altUnitDisplaybit 0Shows units’ health and experience bars and their character display from another set of the client’s data.
features.balanceVoteCommandsbit 1The chat commands /equalize and /noequalize.
features.menuBackbit 2With menuBack2, a second key that closes the pause and options menu. Alone, the minimap’s showing of neutral camps follows the player’s settings rather than the minimap’s own.
features.menuBack2bit 3Of use only with menuBack.
features.missileWarningbit 4A missile coming at the client’s side, or at no one, can show before it leaves the fog where it is near for its speed and heading that way. It also has a client lower a hero’s bounty when the hero kills a minion.
features.audioBackendbit 5Which sound system the client uses; which setting picks which is not recorded.
features.animatedCursorsbit 6Cursors of several frames move on a frame every 0.15 seconds of play; clear, they show their first frame.
features.altControlsbit 7Some mouse commands are taken by the time since the click before; what that changes on screen is not recorded.
features.shopUndobit 8The shop’s undo; clear, it is never enabled.
features.skillshotOutlinebit 9While aiming a line spell, the units it would hit are outlined.
features.bit10bit 10Has no effect.
features.championIndicatorbit 11The mark over the player’s champion, where their own setting also asks for it.
features.unusedbit 12 to 31Unused; a server writes zero.
Vectors (1)

one-on-3-11

In 3.12

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.unusedbit 4 to 7Unused; a server writes zero. A client takes the scripted voice-over setting from its own settings.
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, 97 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 25 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 97 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 25 bytesThe short form of that one.
metricsHosttext, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
features4-byte bitsWhich parts of the match are turned on, one bit each.
features.altUnitDisplaybit 0Shows units’ health and experience bars and their character display from another set of the client’s data.
features.balanceVoteCommandsbit 1The chat commands /equalize and /noequalize.
features.menuBackbit 2With menuBack2, a second key that closes the pause and options menu. Alone, the minimap’s showing of neutral camps follows the player’s settings rather than the minimap’s own.
features.menuBack2bit 3Of use only with menuBack.
features.missileWarningbit 4A missile coming at the client’s side, or at no one, can show before it leaves the fog where it is near for its speed and heading that way. It also has a client lower a hero’s bounty when the hero kills a minion.
features.audioBackendbit 5Which sound system the client uses; which setting picks which is not recorded.
features.animatedCursorsbit 6Cursors of several frames move on a frame every 0.15 seconds of play; clear, they show their first frame.
features.altControlsbit 7Some mouse commands are taken by the time since the click before; what that changes on screen is not recorded.
features.shopUndobit 8The shop’s undo; clear, it is never enabled.
features.skillshotOutlinebit 9While aiming a line spell, the units it would hit are outlined.
features.championIndicatorbit 10The mark over the player’s champion, where their own setting also asks for it.
features.altBountybit 11Another reckoning of kill and assist gold: kill gold and the assist pool grow with time, a run of assists adds gold, and assists and minion gold shorten a run of deaths.
features.waveOrderbit 12Changes the order of the kinds of minion within a wave.
features.unusedbit 13 to 31Unused; a server writes zero.
Vectors (1)

one-on-3-12

In 3.13

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.unusedbit 4 to 7Unused; a server writes zero. A client takes the scripted voice-over setting from its own settings.
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, 97 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 25 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 97 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 25 bytesThe short form of that one.
metricsHosttext, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
features4-byte bitsWhich parts of the match are turned on, one bit each.
features.altUnitDisplaybit 0Shows units’ health and experience bars and their character display from another set of the client’s data.
features.balanceVoteCommandsbit 1The chat commands /equalize and /noequalize.
features.menuBackbit 2With menuBack2, a second key that closes the pause and options menu. Alone, the minimap’s showing of neutral camps follows the player’s settings rather than the minimap’s own.
features.menuBack2bit 3Of use only with menuBack.
features.quickChatbit 4Quick chat: its keys and its panel. A client given it fails while loading. A server sends it clear.
features.missileWarningbit 5A missile coming at the client’s side, or at no one, can show before it leaves the fog where it is near for its speed and heading that way. It also has a client lower a hero’s bounty when the hero kills a minion.
features.audioBackendbit 6Which sound system the client uses; which setting picks which is not recorded.
features.animatedCursorsbit 7Cursors of several frames move on a frame every 0.15 seconds of play; clear, they show their first frame.
features.altControlsbit 8Some mouse commands are taken by the time since the click before; what that changes on screen is not recorded.
features.shopUndobit 9The shop’s undo; clear, it is never enabled.
features.skillshotOutlinebit 10While aiming a line spell, the units it would hit are outlined.
features.championIndicatorbit 11The mark over the player’s champion, where their own setting also asks for it.
features.altBountybit 12Another reckoning of kill and assist gold: kill gold and the assist pool grow with time, a run of assists adds gold, and assists and minion gold shorten a run of deaths.
features.waveOrderbit 13Changes the order of the kinds of minion within a wave.
features.turretRangebit 14Enemy turrets’ ranges, where the player’s setting also asks for them; clear, they are never drawn.
features.unusedbit 15 to 31Unused; a server writes zero.
disabledItems64 × u32Items nobody can buy in this match, one place each. A place holds zero where nothing is barred.
Vectors (1)

one-on-3-13

In 3.14

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.unusedbit 4 to 7Unused; a server writes zero. A client takes the scripted voice-over setting from its own settings.
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.
variants2 × stringThe variations the match is played under, one place each. A place stands empty where none applies.
variantCountu8How many of the places above are filled.
teamNametext, 97 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 25 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 97 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 25 bytesThe short form of that one.
metricsHosttext, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
features4-byte bitsWhich parts of the match are turned on, one bit each.
features.altUnitDisplaybit 0Shows units’ health and experience bars and their character display from another set of the client’s data.
features.balanceVoteCommandsbit 1The chat commands /equalize and /noequalize.
features.menuBackbit 2With menuBack2, a second key that closes the pause and options menu. Alone, the minimap’s showing of neutral camps follows the player’s settings rather than the minimap’s own.
features.menuBack2bit 3Of use only with menuBack.
features.quickChatbit 4Quick chat: its keys and its panel. A client given it fails while loading. A server sends it clear.
features.missileWarningbit 5A missile coming at the client’s side, or at no one, can show before it leaves the fog where it is near for its speed and heading that way. It also has a client lower a hero’s bounty when the hero kills a minion.
features.audioBackendbit 6Which sound system the client uses; which setting picks which is not recorded.
features.animatedCursorsbit 7Cursors of several frames move on a frame every 0.15 seconds of play; clear, they show their first frame.
features.altControlsbit 8Some mouse commands are taken by the time since the click before; what that changes on screen is not recorded.
features.shopUndobit 9The shop’s undo; clear, it is never enabled.
features.skillshotOutlinebit 10While aiming a line spell, the units it would hit are outlined.
features.championIndicatorbit 11The mark over the player’s champion, where their own setting also asks for it.
features.altBountybit 12Another reckoning of kill and assist gold: kill gold and the assist pool grow with time, a run of assists adds gold, and assists and minion gold shorten a run of deaths.
features.waveOrderbit 13Changes the order of the kinds of minion within a wave.
features.turretRangebit 14Enemy turrets’ ranges, where the player’s setting also asks for them; clear, they are never drawn.
features.bit14bit 15Unused; a server writes zero.
features.skinParticlesbit 16Skin-specific particle effects for units in a skin other than the first.
features.bit16bit 17Unused; a server writes zero.
features.hardwareMetricsbit 18A report of hardware and frame rate at the end of the match.
features.unusedbit 19 to 31Unused; a server writes zero.
disabledItems64 × u32Items nobody can buy in this match, one place each. A place holds zero where nothing is barred.
Vectors (1)

one-on-3-14

In 3.15

Command 83 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
agreement1-byte bits
agreement.buildMatchesbit 0Set where the client’s build is one the server serves.
agreement.reportsToFilebit 1Set to have a client also write its reports to a file of its own.
agreement.matchedbit 2Set where the match was put together rather than made by hand.
agreement.reportingReadybit 3Set where the reporting settings below are to be used.
agreement.unusedbit 4 to 7Unused; a server writes zero. A client takes the scripted voice-over setting from its own settings.
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.
variants2 × stringThe variations the match is played under, one place each. A place stands empty where none applies.
variantCountu8How many of the places above are filled.
teamNametext, 97 bytesWhat one side is called where it plays as a standing team, written and padded as above.
teamTagtext, 25 bytesThe short form of that name, written and padded as above.
otherTeamNametext, 97 bytesWhat the other side is called, under the same terms.
otherTeamTagtext, 25 bytesThe short form of that one.
metricsHosttext, 256 bytesWhere a client reports figures about the match, written and padded as above.
metricsPathtext, 256 bytesWhat it asks for there, written and padded as above.
metricsPortu16Which port it reaches that at.
reportingHosttext, 256 bytesWhere a client reports how the match went, written and padded as above.
reportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
reportingPortu16Which port it reaches that at.
altReportingHosttext, 256 bytesA second, test place to report to, written and padded as above.
altReportingPathtext, 256 bytesWhat it asks for there, written and padded as above.
altReportingPortu16Which port it reaches that at.
tipi8Which note the client shows before play.
tipColouri8Which colouring it shows it in.
tipDurationi8Which display time to hold the note up for, applying only where tips are enabled and shown somewhere. tip, tipColour and tipDuration each select one of the notes, colourings and display times a client defines, tip counted modulo the number of notes. Where a value selects none, or the time is not above zero, a client shows no note.
tipFlags1-byte bitsHow the note is shown. A client sends these four bytes back in ClientReady, as it has corrected them.
tipFlags.enabledbit 0Set where there is a note. A client shows the note only where this and loadingScreen or inGame are set, and shows none where tip, tipColour or tipDuration names nothing.
tipFlags.replaybit 1Of no effect; a client clears it, with enabled, while playing a replay.
tipFlags.loadingScreenbit 2Set to show the note on the loading screen.
tipFlags.inGamebit 3Set to show the note during play, in a box on the screen.
tipFlags.cyclebit 4Set to have the box during play show every note in turn.
tipFlags.unusedbit 5 to 7Unused; a server writes zero.
features4-byte bitsWhich parts of the match are turned on, one bit each.
features.balanceVoteCommandsbit 0The chat commands /equalize and /noequalize.
features.menuBackbit 1With menuBack2, a second key that closes the pause and options menu. Alone, the minimap’s showing of neutral camps follows the player’s settings rather than the minimap’s own.
features.menuBack2bit 2Of use only with menuBack.
features.quickChatbit 3Quick chat: its keys and its panel. A client given it fails while loading. A server sends it clear.
features.missileWarningbit 4A missile coming at the client’s side, or at no one, can show before it leaves the fog where it is near for its speed and heading that way. It also has a client lower a hero’s bounty when the hero kills a minion.
features.audioBackendbit 5Which sound system the client uses; which setting picks which is not recorded.
features.animatedCursorsbit 6Cursors of several frames move on a frame every 0.15 seconds of play; clear, they show their first frame.
features.altControlsbit 7Some mouse commands are taken by the time since the click before; what that changes on screen is not recorded.
features.shopUndobit 8The shop’s undo; clear, it is never enabled.
features.skillshotOutlinebit 9While aiming a line spell, the units it would hit are outlined.
features.championIndicatorbit 10The mark over the player’s champion, where their own setting also asks for it.
features.altBountybit 11Another reckoning of kill and assist gold: kill gold and the assist pool grow with time, a run of assists adds gold, and assists and minion gold shorten a run of deaths.
features.waveOrderbit 12Changes the order of the kinds of minion within a wave.
features.turretRangebit 13Enemy turrets’ ranges, where the player’s setting also asks for them; clear, they are never drawn.
features.bit14bit 14Unused; a server writes zero.
features.skinParticlesbit 15Skin-specific particle effects for units in a skin other than the first.
features.bit16bit 16Unused; a server writes zero.
features.hardwareMetricsbit 17A report of hardware and frame rate at the end of the match.
features.unusedbit 18 to 31Unused; a server writes zero.
disabledItems64 × u32Items nobody can buy in this match, one place each. A place holds zero where nothing is barred.

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 every range of this book

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

FieldTypeWhat it is
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 every range of this book

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

FieldTypeWhat it is
sideRoomu32How many seats the first side has room for.
otherSideRoomu32How many the other has room for.
side24 × i64The players on one side, twenty four places. The count below says how many of the leading places carry a player; 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 and its own count.
sideTakenu32How many of the leading places on the first side carry a player.
otherSideTakenu32How many on the other.

SeatName

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

Definition.

In every range of this book

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

FieldTypeWhat it is
playeri64The player this is about. It has a player identifier’s width.
skini32Which look the seat’s champion wears.
nameLengthu32How many bytes the name below occupies, counting the byte that ends it.
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 every range of this book

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

FieldTypeWhat it is
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 every range of this book

Command 22 on requests, sent by the client, unreliable.

FieldTypeWhat it is
clientIdu32The client id of the client reporting.
playerIdi64Who is reporting. A client sends every bit set, which names nobody.
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.loadedbit 31Set in every report whose progress stands at one hundred, and in no other.

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 every range of this book

Command 149 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 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.loadedbit 31Set in every report whose progress stands at one hundred, and in no other.
Vectors (1)

one-on-3-15

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 every range of this book

Command 97 on events, sent by the server, reliable.

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.

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 every range of this book

Command 17 on events, sent by the server, reliable.

No body.

StartGame

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

Definition.

In 3.01–3.04

Command 91 on events, sent by the server, reliable.

A client past spawning ignores it.

FieldTypeWhat it is
rules1-byte bits
rules.pausingbit 0Set where holding the match is allowed.
rules.unusedbit 1 to 7Unused; a server writes zero.
Vectors (1)

one-on-3-04

In 3.5

Command 91 on events, sent by the server, reliable.

A client past spawning ignores it.

FieldTypeWhat it is
rules1-byte bits
rules.pausingbit 0Set where holding the match is allowed.
rules.unusedbit 1 to 7Unused; a server writes zero.
features4-byte bitsWhich optional features the match turns on. A client takes them from the first StartGame only.
features.altUnitDisplaybit 0Shows units’ health and experience bars and their character display from another set of the client’s data.
features.balanceVoteCommandsbit 1The chat commands /equalize and /noequalize.
features.unusedbit 2 to 31Unused; a server writes zero.
Vectors (1)

one-on-3-5

In 3.6–3.15

Command 91 on events, sent by the server, reliable.

A client past spawning ignores it.

FieldTypeWhat it is
rules1-byte bits
rules.pausingbit 0Set where holding the match is allowed.
rules.unusedbit 1 to 7Unused; a server writes zero.
Vectors (1)

one-on-3-6

ClientReady

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

Definition.

In every range of this book

Command 81 on requests, sent by the client, reliable.

The tip fields carry VersionSync’s tip bytes, each one outside its valid range negated (0 as -128), and tips cleared where any is. Playing a replay, a client sends all four as zero.

FieldTypeWhat it is
maskedStatusu32It varies from client to client; a server ignores it.
masku32A random value the client picks to mask the one above.
tipChosenu8Which tip the client is set to show.
tipColouru8How it is coloured.
tipDurationu8How long it stays, as an entry among the display times in the client’s own settings rather than a length of time.
settings1-byte bits
settings.tipsbit 0Set while tips are wanted at all.
settings.reportingbit 1Set while the client reports on itself.
settings.loadingTipsbit 2Set while tips are wanted while loading.
settings.playingTipsbit 3Set while tips are wanted during play.
settings.debugbit 4Set while the client runs in a debugging state.
settings.unusedbit 5 to 7A client returns them as the server sent them.

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

Command 190 on requests, sent by the client, reliable.

No body.

Vectors (1)

bare-on-3-15

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 every range of this book

Command 146 on events, sent by the server, reliable.

FieldTypeWhat it is
gamei64The match’s identifier.
platformtext, 32 bytesWhich platform the match belongs to, written and padded as above.
nametext, 128 bytesThe player’s name, padded with zero bytes.
Vectors (1)

one-on-3-15

MatchStarted

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

Definition.

In every range of this book

Command 194 on events, sent by the server, reliable.

FieldTypeWhat it is
startedAtf32When the match began, as a moment on the match clock, in seconds.
Vectors (2)

another-on-3-15, one-on-3-15

GameOptions

What a client sends when a setting that a server needs to know about changes. The header names the sender’s champion.

Definition.

In every range of this book

Command 70 on requests, sent by the client, reliable.

FieldTypeWhat it is
options1-byte bits
options.autoAttackbit 0Set while the client attacks without being told to.
options.unusedbit 1 to 7Always clear: a client writes the whole byte as 0 or 1.

ModuleData

What a server sends to carry data to a module of the client’s own. A client takes it even before it is ready to play. With kind 4, or any kind other than 1 and 2, a client acts on what the data carries as on a message that had arrived. What kinds 1 and 2 do is not shown. A server need send none.

Definition.

In every range of this book

Command 221 on events, sent by the server, reliable.

FieldTypeWhat it is
kindu8What the data is for.
lengthu16How many bytes of data follow; at most 1024.
databytes, sized by lengthData for a module of the client’s own, which the message only carries.
Vectors (1)

one-on-3-15

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 every range of this book

Command 223 on requests, sent by the client, reliable.

FieldTypeWhat it is
kindu8What the data is for.
lengthu16How many bytes of data follow; at most 1024.
databytes, sized by lengthData for a module of the client’s own, which the message only carries.
Vectors (1)

one-on-3-15

StatsRequest

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

Definition.

In every range of this book

Command 85 on requests, sent by the client, reliable.

No body.