4.1 Sample Connection Sequence
The following five frames show an example of the multiple-step connection sequence and subsequent KeepAlive messages used when "Connector" initiates a connection to "Listener". The bytes are assumed to be a UDP payload (UDP and other headers not shown here).
1. Connector to Listener
Command Frame (CFRAME) - CONNECT, acknowledgment (ACK) now, message ID 0x00, response ID 0x00, version 0x00010006, game session ID 0x79C9AEC6, timestamp 0x2367369D
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88 01 00 00 06 00 01 00 C6 AE C9 79 9D 36 67 23 ...........y.6g#
2. Listener to Connector
CFRAME - CONNECTED, ACK now, message ID 0x00, response ID 0x00, version 0x00010006, game session ID 0x79C9AEC6, timestamp 0x0004DFE1
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88 02 00 00 06 00 01 00 C6 AE C9 79 E1 DF 04 00 ...........y....
3. Connector to Listener
CFRAME - CONNECTED, message ID 0x01, response ID 0x00, version 0x00010006, game session ID 0x79C9AEC6, timestamp 0x2367369D
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80 02 01 00 06 00 01 00 C6 AE C9 79 9D 36 67 23 ...........y.6g#
4. Connector to Listener
Data Frame (DFRAME), marked as reliable, sequential, complete message, not a retry, not coalesced, not final packet, no selective acknowledgment (SACK) or send masks, sequence ID 0, Next Receive 0, ACK now, KeepAlive for game session ID 0x79C9AEC6
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3F 02 00 00 C6 AE C9 79 ?......y
5. Listener to Connector
DFRAME, marked as reliable, sequential, complete message, not a retry, not coalesced, not final packet, no SACK or send masks, sequence ID 0, Next Receive 0, ACK now, KeepAlive for game session ID 0x79C9AEC6
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3F 02 00 00 C6 AE C9 79 ?......y