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The RMC protocol, standing for Remote Method Call, is used to make transactional requests, such that "methods" are called by the client and responses are generated by the server. As seen in HyperScape, this protocol is done over RendezVous data packets.

RMC itself is designed as a transport for several other application-defined protocols, such that services can send and handle requests through RMC. This means that there's another level deeper to go before we get to application/game data, as each protocol implements its own reading and writing of bytes, although they follow similar patterns and standardised ways.

Here are the currently understood RMC protocols implemented in HyperScape. Some appear to be standard to Ubisoft games as a whole, while others appear to be designed specifically for the game.

Known Protocols

Protocol Description HyperScape-specific?
LoginProtocol Used for authenticating with an RMC server using a Ubisoft token. ✖️
CloudServersProtocol Used for listing datacenters for connecting to game servers ✔️
... ... ...

Base Packet Format

Name Description Type
Packet Length The total number of bytes in the packet, not including the length itself. u32
Protocol Name The protocol service on the server that is responsible for managing this request String
Is Request? Whether or not this packet is for a request. bool
... See Request Packet Format or Response Packet Format for parsing the packet depending on Is Request?. ...

Request Packet Format

Example:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 F8 00 00 00 0E 00 4C 6F 67 69 6E 50 72 6F 74 6F ø.....LoginProto 00000010 63 6F 6C 00 01 06 00 00 00 1B 00 4C 6F 67 69 6E col........Login 00000020 50 72 6F 74 6F 63 6F 6C 3A 3A 52 65 67 69 73 74 Protocol::Regist 00000030 65 72 5F 56 31 00 00 00 00 00 04 00 00 00 2F 00 er_V1........./. 00000040 70 72 75 64 70 3A 2F 61 64 64 72 65 73 73 3D 31 prudp:/address=1 00000050 36 39 2E 32 35 34 2E 38 33 2E 31 30 37 3B 70 6F 69.254.83.107;po 00000060 72 74 3D 39 31 30 33 3B 73 69 64 3D 31 35 00 2E rt=9103;sid=15.. 00000070 00 70 72 75 64 70 3A 2F 61 64 64 72 65 73 73 3D .prudp:/address= 00000080 31 39 32 2E 31 36 38 2E 30 2E 32 35 31 3B 70 6F 192.168.0.251;po 00000090 72 74 3D 39 31 30 33 3B 73 69 64 3D 31 35 00 2D rt=9103;sid=15.- 000000A0 00 70 72 75 64 70 3A 2F 61 64 64 72 65 73 73 3D .prudp:/address= 000000B0 31 39 32 2E 31 36 38 2E 35 36 2E 31 3B 70 6F 72 192.168.56.1;por 000000C0 74 3D 39 31 30 33 3B 73 69 64 3D 31 35 00 2C 00 t=9103;sid=15.,. 000000D0 70 72 75 64 70 3A 2F 61 64 64 72 65 73 73 3D 31 prudp:/address=1 000000E0 37 32 2E 32 30 2E 33 32 2E 31 3B 70 6F 72 74 3D 72.20.32.1;port= 000000F0 39 31 30 33 3B 73 69 64 3D 31 35 00 9103;sid=15.

Name Description Type
... See Base Packet Format for parsing the prologue of a request packet. ...
Call ID The nonce token for this call to identify the response associated with this request. u32
Method Name The method to call on the server. String
Class Versions Version information about the data in the request List<ClassVersion>
Request Data Raw data to pass to the request handler, see the respective protocol and method specification to write and read this. <remaining bytes>

ClassVersion

Example:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 12 00 43 6C 69 65 6E 74 56 65 72 73 69 6f 6E 49 ......ClientVersionI 00000010 6E 66 6F 00 01 00 nfo...

Name Description Type
Structure Name The name of the structure to assign a version to. String
Version The version of the structure. u16

Response Packet Format

Examples:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 25 00 00 00 0E 00 4C 6F 67 69 6E 50 72 6F 74 6F %.....LoginProto 00000010 63 6F 6C 00 00 00 0B 00 52 65 6E 64 65 7A 56 6F col.....RendezVo 00000020 75 73 00 81 00 05 00 00 00 us.......

[!NOTE]
TODO: Successful response example

Name Description Type
... See Base Packet Format for parsing the prologue of a response packet. ...
Is Successful? Whether or not this request was successful bool
... See Successful Response Format or Unsuccessful Response Format for parsing this packet depending on Is Successful?. ...

Successful Response Format

Name Description Type
Call ID The nonce token for the call to associate the response to the request. u32
Method Name The method that was called by the client. String
Response Data Raw data to pass to the response handler, see the respective protocol and method specification to write and read this. <remaining bytes>

Unsuccessful Response Format

Name Description Type
Error Namespace The category of error that occurred. String
Error Code The code of the error in the specified namespace u16
Call ID The nonce token for the call to associate the response to the request. u32