2.5 KiB
2.5 KiB
NetEase Unity / UX-RPC Protocol & World Entry Handoff Reference
This document defines the packet framing, protocol conventions, and runtime handoff transactions required to successfully enter the world, switch characters, and manage gameplay state in Project Mugen / Ananta CBT 4229938.
1. Frame Structure & Encryption
The client communicates over TCP using binary packets:
- Frame Header: 4-byte payload length (big-endian).
- Packet Structure:
Header: Packet Kind (Invoke = 1,Return = 2,Notify = 3) + Method ID (u32) + Sequence ID (u32).Payload: Binary serialized according toRPCSerializeAuto.lua/ Il2CppTypeSerializer.
- Encryption: UxChaCha8 stream cipher. Disabled or transparently negotiated during local private server handshakes.
2. The Strict 4-Step World Entry Handoff (V7 Protocol)
When Game_LoginGame or Game_RequestGameSceneData is received, the server MUST NOT send presentation, buffs, or combat deltas until the canonical 4-step world entry transaction finishes:
Step 1: SyncLogicAgentEnter (Unit ID)
Step 2: SyncManagedLogicAgent (Unit ID, Player Pid, 0)
Step 3: SyncRaidBattleUnitSpirit (AOI / Position / Facing / Template)
Step 4: SyncPlayerCurrentSpirit (Player Pid, Template ID, Unit ID, isAgentSwitch: false)
Loading Synchronization Sequence:
- Server sends
SyncEnterScene. - Client loads assets and sends
AskLoadSceneCompleted(sceneId, sessionId). - Server executes the 4-step handoff above.
- Client sends
AskLoadingFinished(sceneId, sessionId). - Server sends
SyncSceneLoadCompleted(sceneId)as the first and only response. - Once the client receives
SyncSceneLoadCompleted, gameplay control is enabled!
3. Character Switching & Position Persistence
When switching spirits via AskSwitchSpirit:
- Server saves current position & rotation from movement reports.
- Server executes spirit swap without despawning or moving the actor.
- Sends
SyncPlayerCurrentSpirit(pid, newTemplateId, newUnitId, isAgentSwitch: true). - The client plays the switch animation while preserving coordinate continuity.
4. Web Traversal (Spider-Man Traversal Buffs)
Ananta traversal mechanics (web swinging, wall-running, parkour) rely on persistent buff states applied to the player unit:
PersistentGrappleBuffId:52853760SharedBuffIds:[52607001, 52606154, 52606102, 52606124, 52853760, 52601457, 52601458, 52601459, 52800600, 52959514, 52959516, 52606105, 52605817]- When entering combat or traversal, server notifies
AskAddClientBuffwith these IDs.