SOE's Protocol is a systematic way to enhance the UDP protocol to make it more reliable, and also save bandwidth by merging and grouping packets. It can be combined in various ways, or not be used at all. The format of the SOE Protocol varies depending on what type of operation it is. SOE Protocol can function as a stand alone packet, or as a Header to SWG Packets. What is true about all of the SOE Protocol is that the beginning contains 2 bytes known as the SOE Opcode. Majority also contain a footer. Assume all packets have footers unless otherwise mentioned. The table of opcodes are as follows: Note- An SOE Opcode is stored as an unsigned short (uint16), and is in net byte order. (SOE Opcode)"in hex" (Meaning) (ENUM_NAME)"used in code" 00 01 Session Request (SOE_SESSION_REQUEST) 00 02 Session Response (SOE_SESSION_REPLY) 00 03 Multiple SOE Protocols (SOE_MULTI_PKT) 00 04 Not Used (SOE_NOT_USED) 00 05 Disconnect (SOE_DISCONNECT) 00 06 Keep Alive (SOE_PING) 00 07 Client Network Status Update (SOE_NET_STATUS_REQ) 00 08 Server Network Status Update (SOE_NET_STATUS_RES) 00 09 Channel 0 - Data Packet (SOE_CHL_DATA_A) 00 0A Channel 1 - Data Packet (SOE_CHL_DATA_B) 00 0B Channel 2 - Data Packet (SOE_CHL_DATA_C) 00 0C Channel 3 - Data Packet (SOE_CHL_DATA_D) 00 0D Channel 0 - Fragmented Data Packet (SOE_DATA_FRAG_A) 00 0E Channel 1 - Fragmented Data Packet (SOE_DATA_FRAG_B) 00 0F Channel 2 - Fragmented Data Packet (SOE_DATA_FRAG_C) 00 10 Channel 3 - Fragmented Data Packet (SOE_DATA_FRAG_D) 00 11 Channel 0 - Out of Order Packet (SOE_OUT_ORDER_PKT_A) 00 12 Channel 1 - Out of Order Packet (SOE_OUT_ORDER_PKT_B) 00 13 Channel 2 - Out of Order Packet (SOE_OUT_ORDER_PKT_C) 00 14 Channel 3 - Out of Order Packet (SOE_OUT_ORDER_PKT_D) 00 15 Channel 0 - Acknowledge Packet (SOE_ACK_A) 00 16 Channel 1 - Acknowledge Packet (SOE_ACK_B) 00 17 Channel 2 - Acknowledge Packet (SOE_ACK_C) 00 18 Channel 3 - Acknowledge Packet (SOE_ACK_D) 00 19 *Channel 0 - Unknown(Reserved) 00 1A *Channel 1 - Unknown(Reserved) 00 1B *Channel 2 - Unknown(Reserved) 00 1C *Channel 3 - Unknown(Reserved) 00 1D **Serious Error Acknowledge (SOE_FATAL_ERR) 00 1E **Serious Error Reply (SOE_FATAL_ERR_REP) *Note: These sets of opcodes are reserved for some function not used by SWG. Purpose is unknown. **Note: These functions are seen on very malformed packets. Very rare occurance and the client will usually disconnect. It's inclusion in the documentation is for completion ONLY. SWGEmu will disconnect automatically when reciving a Error Acknowledge, and it will NOT send any, rather just disconnect itself. SOE has their protocol premade to allow various channels of data transmission. However, no game to this date utilizes the multiple channels. SWG will only be using channel 0 and it will be assumed throughout the rest of the packet documentation. The following data is of packet breakdowns and explainations on each type. See the article "Packet Breakdown Format" for information on the specific used for documentation. 00 01 - Session Request (Client -> Server) SOE Opcode - Net Byte SHORT CRC Length - Net BYte INT Connection ID - Net Byte INT ClientUDPSize - Net Byte INT The SOE Opcode is just the opcode number to identify the packet. CRC Length is the amount of length of the CRC checksum to append at the end of a packet. SWG uses 2 bytes. Note CRC32 checksums are 32bit, making them 4 bytes, but only 2 are appended. Connection ID is some type of identification used for the connection. Only other time seen is during a disconnect. ClientUDPSize is the maximum size allocated for the client's UDP packet buffer. No packet is allowed to exceed this size. If it is larger, it must be fragmented. This size is equal to 496 bytes. Note* This opcode DOES NOT have a footer. 00 02 - Session Response(Server -> Client) SOE Opcode - Net Byte SHORT Connection ID - Net Byte INT CRCSeed - Net Byte INT CRCLength - BYTE Crypt Flag - SHORT ServerUDPSize - Net Byte INT Connection ID is replied using the same ID sent by the Session Request. CRCSeed is a seed value used for the calculation of the CRC32 Checksum. CRCLength Crypt Flag is set to 0x0104 (260) to enable the default encryption method. Set to 0x0 and the encryption is completely disabled. ServerUDPSize is the maximum size allocated for the server's UDP packet buffer. No packet is allowed to exceed this size. So far the client has not sent anything large enough to fill this, or be fragmented. This size is equal to 496 bytes. Note* This opcode DOES NOT have a footer. 00 03 - Multiple SOE Protocols(Various) SOE Opcode - Net Byte SHORT Data Size - (VARIOUS) DATA - (VARIOUS) Data Size - (VARIOUS) DATA - (VARIOUS) ... These packets allow the combination of 2 or more SOE Protocol packets or stand alone SWG Packets with SOE Protocol packets. (SOE Protocol)((SOE Protocol)(SWG Packet)) or (SOE Protocol)(SWG Packet) or as a better example: (Multiple SOE Proto)(Ackowledge)(Data) or (Multiple SOE Proto)(Acknowledge)(SWG Packet) or (Multiple SOE Proto)(Acknowledge)(Acknowledge) Each seperate packet is preceded by it's size. So a better example would be: (Multiple SOE Proto)(size1)(Acknowlede)(size2)(Data) so a very basic hexadecimal version would be: (00 03) (04) (00 15 00 00) (0A) (00 09 00 01 01 00 FF FF FF FF) multi size acknowledge size data In the case where the size exceeds 0xFF (255) bytes, the following sytem is used for the "Data Size" component. The first byte will be 0xFF. The next byte will be 0x01. The following byte will be how much to add to 255. Because no packet can exceed 496 bytes, The 3rd bye will never exceed 0xFF. We believe the 0x01 is the amount of following bytes to add to 255, but that cannot be determined. (0XFF 0X01 0X01) = 255 + 1 = 256 bytes (0xFF 0X01 0X0A) = 255 + 10 = 265 bytes (0xFF 0x01 0x25) = 255 + 37 = 292 bytes *NOTE: Because 255 may be done in a few ways, the following way is how we have seen it. (0xFF 0x00 0xFF) or 255 + 0 (do not add the following byte) = 255. 00 05 - Disconnect(VARIOUS) SOE Opcode - Net Byte SHORT Connection ID - Net Byte INT Reason ID - Net Byte SHORT Connection ID is the ID number assigned during the session request. Each client sends its own Connection ID. Reason ID is an ID number that corresponds for a reason for the disconnection. This packet is sent whenever one side wants to disconnect. It resends the clients specific Connection ID established during the session handshake, and then a reason for disconnection. So far the standard reason ID seen has been 6. Others have been tested and do not have any different effect. No table correspnding IDs to reasons has been located. 00 06 - Keep Alive(VARIOUS) SOE Opcode - Net Byte SHORT This packet is simply a keep alive to tell the other side that is still connected, but idle. It only consists of the opcode and a footer. 00 07 - Client Network Status Update SOE Opcode - Net Byte SHORT Client Tick Count - Net Byte SHORT Last Client Update Time - Net Byte INT Average Client Update Time - Net Byte INT Shortest Client Update Time - Net Byte INT Longest Client Update Time - Net Byte INT Last Server Update Time - Net Byte INT Number of Packets Sent - Net Byte LONG Number of Packets Recv - Net Byte LONG These packets are sent regularly by the client and consist of various data and network statistics. The client expects the server to reply with the Server Network Status Update (00 08). Note: This packet is ALWAYS compressed. 00 08 - Server Network Status Update SOE Opcode - Net Byte SHORT Client Tick Count - Net Byte SHORT ?? - Unknown INT Client Sent Count? - LONG Client Received Count? - LONG Server Received Count? - LONG Server Sent Count? - LONG This packet is supposed to contain the Servers network statistics, however we felt it was a waste of time to reverse these as we do not care about the statistics. The client does expect this response to be sent if a Network Status Update is requested, however it is fine with all of the data being blank (0) with the exception of the Client Tick Count (pulled from the Client Network Status Update) Note: This packet is ALWAYS compressed. 00 09 - Channel 0 Data SOE Opcode - Net Byte SHORT Sequence # - Net Byte SHORT SWG PACKET.. Sequence # is a sequence number applied to every data packet. It increments in order for each packet and is used to help determine out of order packets. This protocol is used to send an SWG Packet that NEEDS to be recieved by the other end. The reciver is then supposed to respond with a an ACKNOWLEDGE packet that contains the same sequence so the sender knows it has been recieved. This system ensures packets not only get sent correctly, but also stay in order. After the sequence # comes the encapsulated SWG Packet. Note* it is possible to combine multiple SWG PACKETs into a single 09. This is done similar to the 03 system with the sizes (1 byte, or the 0xFF 0x01 0xXX which is 255 + XX) but there are 2 bytes after the sequence that flag a multiple SWG packet. It looks something like this: (00 09) (sequence) (00 19) (Size1) (SWG PACKET) (Size2) (SWG PACKET) SOE op. sequence multi size data size data Use these to combine SWG PACKETs together into 1 data packet/sequence number. 00 0D - Fragmented Data Packet SOE Opcode - Net Byte SHORT Sequence # - Net Byte SHORT *FragmentSize - Net Byte INT SWG Packet... Sequence # is the same type of sequence number described in the "00 09 - Channel 0 Data" section. All the same rules apply. *FragmentSize is the total size of the combined fragments. This only appears in the FIRST packet of a group of fragmented packets. Next is just the piece data of the large SWG Packet. Fragments are made when the total UNCOMPRESSED packet exceeds the packet buffer size, which is 496 bytes. 00 11 - Out of Order Packet SOE Opcode - Net Byte SHORT Sequence # - Net Byte SHORT Sequence # is the sequence number of the out of order packet recieved. It will send one for every packet that is out of order, and the ones following. So if packet sequences recieved are: 00 00 00 01 And then: 00 03 an out of order will be sent for the packet with sequence 00 03. If the packet sequences recieved are: 00 00 00 01 And then: 00 03 00 04 00 05 An out of order packet will be sent for all 3 of the out of order sequences. 00 15 - Acknowledge SOE Opcode - Net Byte SHORT Sequence # - Net Byte SHORT Sequence # is the sequence number of the packet to acknowledge to the sender that it was recieved correctly. Every packet sent with a sequence number MUST be acknowledeged. They do not neccesarily need to be Acknowledeged 1 by 1. For example: If packet sequences recieved are: 00 00 00 01 00 02 An Acknowledge of 00 15 00 02 will cover all the packets up to the sequence 00 02. The client will stop processing packets after about 4 unacknowledeged packets so frequent acknowledges are needed. 00 1D - Serious Error Acknowledge SOE Opcode - Net Byte SHORT Also known as the "STOP SENDING / NOT LISTENING" opcode. It is sent by the client when a serious error has been encountered at the SOE protocol level. When this is sent, the client expects to be "caught up" with the Serious Error Reply (00 1E) opcode. If the server does not send a Serious Error Reply, the client disconnects. 00 1E - Serious Error Reply No documentation of this opcode has been done. The last time this packet was seen, it was updating the client on all info sent during login when we sent the SOE server bad data. Thanks to Acid1789 for the abundant information on the SOE Protocol!