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

 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

  
 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

  
 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

  
 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

  
 3F 02 00 00 C6 AE C9 79                           ?......y