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RakNet Protocol Documentation

This is the latest RakNet protocol documentation. It includes information on the data types used in the protocol and details about each packet and their associated fields.

TODO: modify to make it better for the eye and remove a lot of useless stuff. And also organize things, such as enums/constants in 1 place, and also remove repeated things.

Data Types

Type Size Note
uint8 1 byte Unsigned 8-bit integer
uint16 2 bytes Unsigned 16-bit integer
uint24 3 bytes Unsigned 24-bit integer with a minimum value of 0 and a maximum value of 16777215
uint32 4 bytes Unsigned 32-bit integer
uint64 4/8 bytes Unsigned 64-bit integer (4 bytes for 32-bit systems, 8 bytes for 64-bit systems)
uint16-string variable UTF-8 encoded string with a length of 2 bytes preceding the string
magic 16 bytes An array of unsigned 8-bit integers with a specific sequence [0x00, 0xFF, 0xFF, 0x00, 0xFE, 0xFE, 0xFE, 0xFE, 0xFD, 0xFD, 0xFD, 0xFD, 0x12, 0x34, 0x56, 0x78]
pad-with-zero variable Null bytes used for padding with a size of your choice
bool 1 byte Write or read as a single unsigned 8-bit integer, with a value of 0 or 1 (Zero is used to represent false, and One is used to represent true)
address 7-29 bytes IPv4: 1 byte (address version), 4 bytes (IP address), 2 bytes (port), IPv6: 1 byte (address version), unsigned short for address family (in little-endian), unsigned short for port number, unsigned integer for flow info, 16 bytes for the address, an unsigned integer for the scope ID.
bit 1 bit Write or read the bit inside the buffer after you completed it
float 4 bytes IEEE 754 single-precision floating-point number

General Constants

You can instantly define those without reading how they were made if you want to make your implemention faster.

Name Value
MtuSize 1492
UdpHeaderSize 28
PublicKeySize 294
RequstChallengeSize 64
RespondingEncryptionKey 128
MaxNumberOfLocalAddresses 10
IdentityProofSize 294
ClientProofSize 32
DefaultProtocolVersion 6
NumberOfArrangedStreams 32

Packets

Packet Identifiers

Name ID Type
UnconnectedPing 0x01 OFFLINE
UnconnectedPingOpenConnections 0x02 OFFLINE
UnconnectedPong 0x1c OFFLINE
ConnectedPing 0x00 ONLINE [from/to datagram]
ConnectedPong 0x03 ONLINE [from/to datagram]
OpenConnectionRequestOne 0x05 OFFLINE
OpenConnectionReplyOne 0x06 OFFLINE
OpenConnectionRequestTwo 0x07 OFFLINE
OpenConnectionReplyTwo 0x08 OFFLINE
ConnectionRequest 0x09 ONLINE [from/to datagram]
RemoteSystemRequiresPublicKey 0x0a OFFLINE
OurSystemRequiresSecurity 0x0b BOTH [?]
ConnectionAttemptFailed 0x11 OFFLINE
AlreadyConnected 0x12 OFFLINE
ConnectionRequestAccepted 0x10 ONLINE [from/to datagram]
NewIncomingConnection 0x13 ONLINE [from/to datagram]
DisconnectionNotification 0x15 ONLINE
ConnectionLost 0x16 BOTH [?]
IncompatibleProtocolVersion 0x19 ONLINE

RakNet Protocol Packet Send and Receive Sequence

Server

  1. Wait for an UnconnectedPing packet from a client.

    • This is a request from the client to check if the server is available and responding.
    • Respond with an UnconnectedPong packet to let the client know that the server is available.
  2. Wait for an OpenConnectionRequestOne packet from a client.

    • This is the first part of a handshake protocol to initiate a connection request with the server.
    • If the protocol version is correct, respond with an OpenConnectionReplyOne packet to acknowledge the connection request.
    • If the protocol version is incorrect, respond with an IncompatibleProtocolVersion packet to inform the client that the connection request is rejected.
  3. Wait for an OpenConnectionRequestTwo packet from the client.

    • This is the second part of the handshake protocol to establish a connection with the server.
    • Respond with an OpenConnectionReplyTwo packet to let the client know that the connection is established.
    • Create a new connection for the client and save its connection information to handle future online packets.
  4. Wait for datagrams from the client.

    • Handle the datagrams received from the client as required, whether they are AckedDatagrams, NackedDatagrams, require B and AS values, or are segmented packets.
    • After that you will receive inside the datagram received a list of packets that will be sent seperately down you will see them and understand
      • Wait for an ConnectionRequest packet from the client
        • Respond with an ConnectionRequestAccepted that is reliable.
      • Wait for an NewIncomingConneciton packet
        • Check if the server port is the same as the address of the client inside NewIncomingConnection then mark it as connected if so.
        • Response with a ConnectedPong packet that is unreliable.
      • Wait for a DisconnectNotification
        • Handle it as you want.
      • Wait for a ConnectedPing
        • Response with a ConnectedPong that is unreliable.

Client

  1. Send an UnconnectedPing packet to the server.

    • This is a request to check if the server is available and responding.
    • Wait for an UnconnectedPong packet from the server to confirm that the server is available.
  2. Send an OpenConnectionRequestOne packet to the server.

    • This is the first part of a handshake protocol to initiate a connection request with the server.
    • Wait for an OpenConnectionReplyOne packet from the server to acknowledge the connection request.
    • If an IncompatibleProtocolVersion packet is received instead of an OpenConnectionReplyOne packet, the connection request is rejected.
  3. Send an OpenConnectionRequestTwo packet to the server.

    • This is the second part of the handshake protocol to establish a connection with the server.
    • Wait for an OpenConnectionReplyTwo packet from the server to confirm that the connection is established.
    • If the connection request is rejected, the client should start again from step 1.
  4. Send datagrams to the server.

    • Handle the datagrams sent to the client, whether they are AckedDatagrams, NackedDatagrams, require B and AS values, or are segmented packets.
    • But before handling, at when you handle the OpenConnectionReplyTwo or anywhere related such as if the OpenConnectionReplyTwo got received, you need to do the following after you do what you want:
      • Send a ConnectionRequest packet to the server.
        • Wait for a ConnectionRequestAccepted packet from the server.
      • Send a NewIncomingConnection packet to the server.
        • Send a ConnectedPing packet that is unreliable.
      • Send a DisconnectNotification packet to the server. (if you want to disconnect)
      • Wait for ConnectedPong.
        • Response with ConnectedPing.

UnconnectedPing

This packet is used to determine if a server is online or not.

Field Type Endianness Note
onlyReplyOnOpenConnections bool N/A If set to true, the server will only send a reply if the client's connection to the server is currently open. This helps to prevent sending responses to clients that have closed their connections. The resulting message ID for the request would be UnconnectedPingOpenConnections. If set to false, then the identifier won't need to be change.
id uint8 N/A Unique identifier of the packet
clientSendTime uint64 Big Endian Client timestamp used to calculate the latency
magic uint8[16] N/A Magic sequence to identify the packet
clientGuid uint64 Big Endian Unique identifier for the client

UnconnectedPong

This packet is the response to an unconnected ping packet.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
serverSendTime uint64 Big Endian Server timestamp used to calculate the latency
serverGuid uint64 Big Endian Unique identifier for the server
magic uint8[16] N/A Magic sequence to identify the packet
responseData uint16-string Big Endian Response data typically used for server information

ConnectedPing

This packet is used to keep the connection alive between the client and the server.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
clientSendTime uint64 Big Endian Client timestamp used to calculate the latency

ConnectedPong

This packet is the response to a connected ping packet.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
clientSendTime uint64 Big Endian Client timestamp from the ping
serverSendTime uint64 Big Endian Server timestamp used to calculate the latency

OpenConnectionRequestOne

This packet is used to initiate the handshake process between a client and a server.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
magic uint8[16] N/A Magic sequence to identify the packet
protocolVersion uint8 N/A Protocol version supported by the client
mtuSize pad-with-zero N/A Maximum transmission unit (MTU) size of the client

When using pad-with-zero, Add to the MTU size the current reading position plus 28 (UDP header size) for reading. For writing, Get the MTU size subtracted with the current buffer writing position (or its size) plus 28 (UDP header size) plus the current buffer size. To validate the packet buffer, check if its size is 28(udp header size) plus the current buffer size.

OpenConnectionReplyOne

This packet is the response to an open connection request one packet.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
magic uint8[16] N/A Magic sequence to identify the packet
serverGuid uint64 Big Endian Unique identifier for the server
serverHasSecurity bool N/A Whether the server requires security or not
mtuSize uint16 Big Endian Maximum transmission unit (MTU) size of the server

OpenConnectionReplyOne With Security

This packet is the response to an open connection request one packet with additional security information.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
magic uint8[16] N/A Magic sequence to identify the packet
serverGuid uint64 Big Endian Unique identifier for the server
serverHasSecurity bool N/A Whether the server requires security or not
hasCookie bool N/A Whether the packet includes a cookie
cookie uint32 Big Endian Cookie value
serverPublicKey uint8[294] N/A Public key used for encryption
mtuSize uint16 Big Endian Maximum transmission unit (MTU) size of the server

OpenConnectionRequestTwo

This packet is used to complete the handshake process between a client and a server.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
magic uint8[16] N/A Magic sequence to identify the packet
serverAddress uint8[7-29] N/A Server IP address and port combo
mtuSize uint16 Big Endian Maximum transmission unit (MTU) size of the client
clientGuid uint64 Big Endian Unique identifier for the client

OpenConnectionRequestTwo If OpenConnectionReplyOne has security

This packet is used to complete the handshake process between a client and a server.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
magic uint8[16] N/A Magic sequence to identify the packet
cookie uint32 Big Endian Cookie value
containsChallenge bool N/A Whether the system requires handshake challenge
challenge uint8[64] N/A The system handshake challenge bytes
serverAddress uint8[7-29] N/A Server IP address and port combo
mtuSize uint16 Big Endian Maximum transmission unit (MTU) size of the client
clientGuid uint64 Big Endian Unique identifier for the client

Note: if the OpenConnectionReplyOne packet has security but this packet does not contain a challenge, the client should immediately send a RemoteSystemRequiresPublicKey packet to notify the server that there was no challenge in the OpenConnectionRequestTwo packet.

Calculating ConnectionOutcome:

  • Get the client address.
  • Use bitwise and to check if the checks below is needed using contains address and contains guid boolean values.
    • If the client is not currently connected or it's address is not found in the list, then the outcome is 1.
    • Otherwise, set it to 2.
  • If the clientGuid is already associated with a client that has a different client address, set the connection state to 3.
  • If the client address is already associated with a different clientGuid, set the connection state to 4.
  • Otherwise, set the state to 0.

Once you have calculated the ConnectionOutcome, You will need to check if it is equal to 1 then send the OpenConnectionReplyTwo packet.

If the ConnectionOutcome is not 0, send the AlreadyConnected packet.

OpenConnectionReplyTwo

This packet is the response to an open connection request two packet.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
magic uint8[16] N/A Magic sequence to identify the packet
serverGuid uint64 Big Endian Unique identifier for the server
clientAddress uint8[7-29] N/A Client IP address and port combo
mtuSize uint16 Big Endian Maximum transmission unit (MTU) size of the server
requiresEncryption bit N/A Whether the connection requires encryption or not
encryptionKey uint8[128] N/A The encryption key of the client - it is only written or read if the requiresEncryption field is set to true.

ConnectionRequest

This packet is used to establish a connection between a client and a server with security enabled or disabled.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
clientGuid uint64 Big Endian Unique identifier for the client
clientSendTime uint64 Big Endian Timestamp of the client when it requested to be connected
doSecurity bool N/A Whether the connection requires security or not
clientProof uint8[32] N/A Proof of client authentication
doIdentity bool N/A Whether the packet requires an identity proof
identityProof uint8[294] N/A Proof of client identity

Note: If the identity proof is invalid and doIdentity is set to true, immediately send a RemoteSystemRequiresPublicKey packet with a type ID of ClientIdentityIsInvalid. If doIdentity is set to false and there is no identity proof, send a RemoteSystemRequiresPublicKey packet with a type ID of ClientIdentityIsMissing.

RemoteSystemRequiresPublicKey

This packet is used to throw the errors related to public key requests for client authentication and identification.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
typeID uint8 N/A Type of public key request

RemoteSystemRequiresPublicKey Type IDs

Name ID
ServerPublicKeyIsMissing 0
ClientIdentityIsMissing 1
ClientIdentityIsInvalid 2

OurSystemRequiresSecurity

This packet is sent when the server does not require security but it is still mandatory.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
clientAddress uint8[7-29] N/A Client IP address and port combo
serverGuid uint64 Big Endian Unique identifier for the server

ConnectionAttemptFailed

This packet is sent when the attempt count trying to join the server is higher than a certain amount (depends on your implementation) or the client does not contain an assigned address; this is what you check and send if the requirements are met before sending the OpenConnectionRequestOne packet.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet

AlreadyConnected

This packet is sent when the client is already connected.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
magic uint8[16] N/A Magic sequence to identify the packet
clientGuid uint64 Big Endian Unique identifier for the client

ConnectionRequestAccepted

This packet is the response to a connection request with security enabled.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
clientAddress uint8[7-29] N/A Client IP address and port combo
clientIndex uint16 Big Endian Unique identifier assigned to the client
serverMachineAddresses address[10] N/A Server local machine addresses
clientSendTime uint64 Big Endian Timestamp for the client
serverSendTime uint64 Big Endian Timestamp for the server

NewIncomingConnection

This packet is sent to all other clients when a new client connects to the server.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
serverAddress uint8[7-29] N/A Server IP address and port combo
clientMachineAddresses address[10] N/A Client local machine addresses
clientSendTime uint64 Big Endian Timestamp for the client
serverSendTime uint64 Big Endian Timestamp for the server

After you send or receive this packet to the server, you need to keep the connection alive by sending periodic ConnectedPing packets. These packets are essentially a way to say "hey, I'm still here and connected to the server." The server also sends ConnectedPong packets back in response to confirm that the connection is still active. This ping-pong process helps prevent the connection from timing out due to inactivity or network issues.

DisconnectionNotification

This packet is sent when a client disconnects from the server.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet

ConnectionLost

This packet is sent when a connection to a client is lost.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
clientGuid uint64 Big Endian Unique identifier for the client
clientAddress uint8[7-29] N/A Client IP address and port combo

IncompatibleProtocolVersion

This packet is sent when a client attempts to connect to a server with an incompatible protocol version.

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
protocolVersion uint8 N/A Protocol version supported by the server
magic uint8[16] N/A Magic sequence to identify the packet
serverGuid uint64 Big Endian Unique identifier for the server

Datagram

This packet is used for sending and receiving data between clients and the server. It can be one of three types: ValidDatagram, AckedDatagram, or NackedDatagram.

Field Type Endianness Note
isValid bit N/A Always true
isAck bit N/A If true, the packet is an AckedDatagram
isNack bit N/A If true, the packet is a NackedDatagram

If isAck and isNack are both false, the packet is a ValidDatagram.

AckedDatagram

This packet is a response to a ValidDatagram indicating that the server has received the data.

Field Type Endianness Note
requiresBAndAS bit N/A If true, the packet includes B and AS values
B float Big Endian Not used
AS float Big Endian Data arrival rate
ranges Range N/A Array of range values that were received

NackedDatagram

This packet is a response to a ValidDatagram indicating that the server has not received all of the expected data.

Field Type Endianness Note
ranges Range N/A Array of range values that were not received

Range

This structure is used to represent the ranges of AckedDatagrams and the missing ranges of NackedDatagrams.

Field Type Endianness Note
size uint16 Big Endian Number of ranges in the array
isSingle bool N/A If min is equals to max, then this is set to true
min uint24 Little Endian Minimum value in the range
max uint24 Little Endian Maximum value in the range - Is not wrote if is single

ValidDatagram

This packet is used for sending and receiving data between clients and the server.

Field Type Endianness Note
isPacketPair bit N/A If true, the packet is one of two associated packets
isContinuousSend bit N/A If true, the packet is a continuous send packet
requiresBAndAS bit N/A If true, the packet includes B and AS values
rangeNumber uint24 Little Endian The sequence number of the datagram
capsules DatagramCapsule[] N/A Array of capsules in the packet

Checking for corrupt arrangment channels: (the valid datagram must be `Sequenced And Arranged (No ack receipt))

if arrangmentChannel is greater or equals to number of arranged streams available which is 2 ^ 5 then it is correupted(skip and do what is needed).

every valid datagram arrangement type of an array max value is the number of arranged streams and must not be greater or equals to.

Finding hole count in received datagrams: (the valid datagram must be Reliable or in sequence before proceeding further)

you will need to check hole count in valid datagrams that is Reliable or in sequence and the reason is to check for their order and it serves as a check if there was some kind of missing valid datagram received or wrong rangeNumber was used in sending or whatever else reason.

receivedPacketsBaseIndex: it only increments if valid datagram Reliable or in sequence

receivedPacketQueue: it is something that stores the rangeNumber of valid datagram as the key in the list and it's value is true not the datagram, it can be false but after meeting some coditions that will be stated below (false means that we got it sucessfully and true means we didn't get it sucessfully) and it it's data structure is a DS_Queue(Check original raknet for the impl).

to find the hole count subtract the current received valid datagram's rangeNumber with the receivedPacketsBaseIndex and that property increments everytime there is no hole count (receivedPacketsBaseIndex only increments if Reliable or in sequence).

  1. if the hole count is 0 then it is a proper valid datagram so you can handle it normally but before that remove it from receivedPacketQueue if it exists and add (pre-)increment the receivedPacketsBaseIndex.
  2. if the hole count is greater than the maximum value of uint24 that is bitwise right shifted by 1 then it is a duplicated packet (skip and do what is needed).
  3. if the hole count is smaller than the receivedPacketQueue size
    • if the hole count is an index/key of the receivedPacketQueue and is not equals to false then fill the hole by replacing the key of the hole count in receivedPacketQueue with a key that it's value is equals to false.
    • else it is a duplicate packet (skip and do what is needed).

if these conditions stated up was not met then:

  1. if the hole count is greater than 1000000 then the hole count is too high (skip and do what is needed).
  2. if hole count(with bitwise and the uint32 max value if needed) is greater than the receivedPacketQueue size then fill it by pushing true values in queue.
  3. after condition(2) was done then push false to queue.

after that you can create a loop and check if receivedPacketQueue size is greater than 0 and first value of receivedPacketQueue is false then remove the last element of the receivedPacketQueue then increment the receivedPacketsBaseIndex.

after that you can handle the valid datagrams normally.

DatagramCapsule

This structure represents a capsule in a ValidDatagram.

Field Type Endianness Note
reliability 3 bits Big Endian Type of reliability used
isSegmented bit N/A If true, the packet is segmented
size uint16 Big Endian Size of the buffer field down there in bits
reliableCapsuleIndex uint24 Little Endian Index used for reliable packets (it means use reliability for this)
sequencedCapsuleIndex uint24 Little Endian Index used for sequenced packets (it means use reliability for this)
arrangement CapsuleArrangement N/A Arrangement of the capsule used for sequenced and arranged packets (it means use reliability for this)
segment CapsuleSegment N/A Segment of the capsule used when capsule is segmented
buffer Buffer N/A Buffer data containing the data wanted to be sent through networks

CapsuleArrangement

This structure represents the arrangement of a capsule in a ValidDatagram.

Field Type Endianness Note
arrangedCapsuleIndex uint24 Little Endian Index of the arranged capsule
arrangementChannel uint8 N/A Channel used for the arrangement

CapsuleSegment

This structure represents the segmentation of a capsule in a ValidDatagram.

Field Type Endianness Note
size uint32 Big Endian Size of the segment
id uint16 Big Endian Unique identifier associated with the segment
index uint32 Big Endian Index of the segment

Datagram related

Reliability

Each datagram sent in RakNet is assigned a Reliability TypeID that specifies how the data should be handled by the protocol. The following table lists the available Reliability TypeIDs and their properties:

Name ID Is Reliable Is Arranged Is Sequenced Characteristics/Features
Unreliable 0 No No No This Reliability TypeID sends datagrams without any guarantees that they will arrive at the destination. They are not guaranteed to be delivered in any specific order or at all
UnreliableSequenced 1 No Yes Yes This Reliability TypeID sends datagrams without any guarantees that they will arrive at the destination but ensures that they are delivered in the sequence they were sent
Reliable 2 Yes No No This Reliability TypeID sends datagrams guaranteed to be delivered in the order they were sent. If a datagram is lost, RakNet will retransmit it until it is acknowledged by the receiver
ReliableArranged 3 Yes Yes No This Reliability TypeID sends datagrams guaranteed to be delivered in the order they were sent. If a datagram is lost, RakNet will not retransmit it and all datagrams before it that have not been acknowledged
ReliableSequenced 4 Yes Yes Yes This Reliability TypeID sends datagrams guaranteed to be delivered in the order they were sent and ensures that they are delivered sequentially
UnreliableWithAckReceipt 5 No No No This Reliability TypeID sends datagrams without any guarantees that they will arrive at the destination, but the receiver sends an acknowledgement receipt upon receipt of this datagram
ReliableWithAckReceipt 6 Yes No No This Reliability TypeID sends datagrams guaranteed to be delivered in the order they were sent, and the receiver sends an acknowledgement receipt upon receipt of this datagram
ReliableArrangedWithAckReceipt 7 Yes Yes No This Reliability TypeID sends datagrams guaranteed to be delivered in the order they were sent but all datagrams before it that have not been acknowledged, and the receiver sends an acknowledgement receipt upon receipt of this datagram

Reliability definitions

Here you can find every reliability definition which is used in other places at the documentation.

  1. Reliable - This is when the reliability is of any type that is reliable
  2. Sequenced - This is when the reliability is both unreliable sequenced and reliable sequenced
  3. Sequenced and arranged - This is when the reliability is Sequenced and reliable arranged and reliable arranged with ack recepit
  4. Reliable or in sequence - This is when the reliability is reliable or reliable sequenced or reliable arranged

Retransmission

RakNet uses selective repeat retransmission to ensure reliable delivery of datagrams. When a datagram is sent, it is assigned a sequence number. If a datagram is not acknowledged within a certain timeout period, RakNet will retransmit the datagram using the same sequence number. When the receiver receives a duplicate datagram with the same sequence number, it can discard it, since it has already acknowledged that sequence number.

AckQueue / NackQueue

The AckQueue and NackQueue are used to keep track of which datagrams have been acknowledged and which have not. The AckQueue stores a list of datagram sequence numbers that have been successfully acknowledged, while the NackQueue stores a list of datagram sequence numbers that have not been acknowledged and need to be retransmitted. When a datagram is received with a sequence number that has already been acknowledged, it can be discarded.

PacketPair

PacketPair is a technique used by RakNet to improve the efficiency of datagram retransmissions. When a datagram is acknowledged, RakNet sends the next datagram in the sequence as well. This allows the receiver to begin processing the next datagram immediately, reducing latency and improving throughput.

ContinuousSend

ContinuousSend is a feature of RakNet that allows datagrams to be sent continuously without waiting for acknowledgement. This can improve performance in some cases, but can also lead to packet loss and retransmissions, since the sender does not wait for feedback before sending the next datagram.

Reassembly

RakNet uses a reassembly mechanism to reconstruct segmented datagrams that may be received out of order. When a datagram is segmented, each segment is assigned a unique identifier. When the receiver receives a segment, it is buffered until all segments with the same identifier have been received. Once all segments have been received, they are reassembled into the original datagram.

Flow Control

Flow Control is a RakNet mechanism used to manage the rate of data transmission between sender and receiver. It ensures that the receiver can handle the incoming data at a pace it can process, preventing overwhelming or overflowing the receiver's buffer. Flow control helps maintain a balance between the sender's transmission speed and the receiver's processing capability, optimizing the overall efficiency and stability of the communication.

Congestion Manager

congestion manager holds congestion control, checking for skipped range numbers to send nacks, and many other things

TODO: add the spec

Congestion Control

Congestion control is a RakNet technique used to prevent network congestion by balancing data transmission rates. Techniques like TCP congestion control, packet dropping, rate limiting, traffic shaping, QoS, and load balancing are used. These techniques ensure reliable data delivery and efficient transmission in RakNet.

Segment

Segmentation in RakNet enhances data delivery by dividing large messages into smaller segments. These segments, with headers indicating position and size, ensure successful reassembly on the receiver's end. By comparing the buffer size to the Maximum Transmission Unit (MTU) size, if the buffer exceeds the MTU, it is split into segments for transmission. This mechanism in RakNet prevents data loss, manages large payloads, and guarantees reliable transmission in networked applications.

B

"B" represents the link capacity or the maximum amount of data that can be transmitted per second over the network link. The link capacity is determined by multiple factors, including the network infrastructure, the network configuration, and the available resources. By using a float value, the network capacity can be represented more accurately and precisely, enabling better utilization of the available resources.

AS

"AS" represents the data arrival rate, which is the rate at which the data is generated and sent by the sender. The use of a float value allows for more precise representation of the arrival rate, which can vary based on the application requirements and the network conditions. By comparing the arrival rate with the link capacity, the sender can determine the amount of data that can be sent over the network link without causing congestion or degradation of performance.

Capsule Size

To determine the size of the capsule, you can follow these steps:

  1. Increment the byte by 1 step to represent the reliability.
  2. Increment the byte by 2 steps to accommodate the size of the buffer.
  3. If the reliability is any type of reliable, increment the byte by 3 steps to represent the reliableCapsuleIndex.
  4. If the reliability is sequenced, increment the byte by 3 steps to represent the sequencedCapsuleIndex.
  5. If the reliability is sequenced and arranged increment the byte by 3 steps for the arrangedCapsuleIndex, and then by 1 step for the arrangementChannel.
  6. If the capsule is segmented, increment the byte by 4 steps for the size, 2 steps for the id, and 4 steps for the index of the segment.

UserPacketEnum

The UserPacketEnum ID is 0x86, which marks the beginning of where you can start using your custom packet IDs.

What is recommended is to create a PacketAggregator considering you have a completed implementation then send and receive it.

You can put an id of your choice, like: UserPacketEnumID your id (it must not make the UserPacketEnumID surpass the uint8 limit (0xff))

For example: UserPacketEnumID 22 = 0x9c

A simple packet structue showcasing what the PacketAggregator can be:

Field Type Endianness Note
id uint8 N/A Unique identifier of the packet
compressionAlgorithm uint8 The compression algorithm [Can be none, openssl, zlib, gzip, snappy, anything]
streams buffer[] An array of packet streams (Each element in the streams array represents a packet buffer which is encoded/and is to be decoded in the compressionAlgorithm)

After that you will send it in the valid datagram capsule/s buffer

Sending a Non-RakNet Packet

To send a non-RakNet packet, first determine if segmentation is needed by comparing if the capsule buffer size is greater than the MTU size minus 2, plus 3, plus 4 times 1 (for the datagram's data header byte length), and subtracting 11 if security is in use. Then, subtract the given value with the capsule size. If segmentation is necessary, segemnt the capsule's stream before adding it to the datagram queue for transmission. If no segmentation is required, add it directly to the queue. Remember, segmented packets must not be unreliable; if they are, convert them to reliable packets to guarantee successful and ordered delivery of all packet parts.

The way to segment it into parts:

get the capsule size and also the capsule buffer size then the size that you used to check if is greater than the capsule buffer size and define them.

to get the count of how many segments is needed to be made: subtract the capsule buffer size with 1 then divide it with the size that you used to check if is greater than the capsule buffer size then sum them with 1 (not two times) or you can ceil instead of subtracting 1 and adding 1 at the end

then define a current segment index outside the loop and is 0 by default

then do a loop that will use the count of how many segments then the segmentation process will start:

after that define a variable representing start offset and it is equals to current segment index multiplied by the size that you used to check if is greater than the capsule buffer size

after that define a variable representing bytes to send that is equals to capsule buffer size subtracted by start offset

check if bytes to send is greater than the size that you used to check if is greater than the capsule buffer size and if true set the bytes to send value to the size that you used to check...

after that create a new variable representing the end offset

check if the bytes to send is not the size that you used to check if is greater than the capsule buffer size then set the end offset to the capsule buffer size subtracted by the current segment index multiplied by the size that you used to check if is greater than the capsule buffer size

if the check fails then the end offset will be the bytes to send

after that slice the capsule buffer with the start offset and end offset then you can do the feilds in the capsule.

you will need an array that has the capsules that contains the segments that will then be sent in queue.

the segment id will be the sender last segment id property that will increment outside the loop every time.

Resources

Here are a list of resources to help you better understand the RakNet protocol:

  • Original RakNet: Contains information on packets.
  • JenkinsSoftware: The original raknet official website, Some of the information used in this documentation was taken from the website and combined with other sources to create a comprehensive guide.
  • RFC-793: Provides information about reliability, retransmission, packet reassembly, packet segmentation and flow control.
  • RFC-5681: Provides information about congestion control.