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<h1>$Revision: 1.24 $</h1>

<h1>KGS Protocol Description</h1>

   <p>This XML document describes the KGS protocol. It is also used
   to automatically generate the perl parser for all the messages and
   structures in the protocol. Adapting it to other languages should be
   trivial.</p>

   <p><b>Please note that the author of KGS has told me that he will
   change the protocol in response to my efforts. This does not
   necessarily mean that he will change the protocol just to make it
   difficult to reverse-engineer the protocol, but if this happens,
   I might not have the resources the track them, if they are too
   extensive. Anyway, he made it clear that no help whatsoever is to be
   expected.</b></p>

   <p>If you feel you need to update the visual appearance of this
   document, feel free to look <tt>doc/doc2html.xsl</tt> and improve
   it.</p>

   <p>The current version of this document can always be found at 
   <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/kgsueme/kgsueme/doc/protocol.xml?rev=HEAD&amp;content-type=text/xml">here</a>, while
   the HTML version of it can be found
   <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/kgsueme/kgsueme/doc/protocol.html?rev=HEAD&amp;content-type=text/html">here</a>.
   </p>

<h2>Changes for server version 2.5</h2>

   <p>Sorry - I have little time to dissect the protocol, but as far
   as I can see, there was no deeper need for the protocol change, as
   the protocol itself didn't change in a significant way.  The only
   significant change was the addition of a linear congruence generator
   that is xor'ed into the packet length. This makes the protocol less
   robust and doesn't help much, so the only big effect of that is to make
   it more difficult to analyze the protocol. It seems that wms prefers
   to lock out users than to have a few people write their own client. I
   didn't really expect that from him, but instead expected real changes
   for the good, as he is claiming all the time.</p>

   <p>Well, that's what he wrote to me, after all, so he just did what he
   said...</p>

   <p>Anything I know about changes in 2.5.x are reflected in this
   document already. You can log-in, chat, log-out, but the gamelist
   is corrupted, and you still cannot watch games.</p>

<h2>Structure and conventions of this document and the protocol</h2>

   <p>"Send" means messages send from the client to the server, while
   "received" means messages send by the server to the client.</p>

   <p>Everything on the wire is in little-endian format (what a shame).</p>

   <p>Primitive types are mostly integers (signed
   "<code>I</code>&lt;bits&gt;", unsigned "<code>U</code>&lt;bits&gt;"),
   ascii strings ("<code>username</code>"), or zero-terminated
   UCS2-Strings ("<code>STRING</code>"). Yes, I know java is supposed to
   do UTF-16, but no implementation seems to care...</p>

   <p>For the rest, go figure or bug me, <a href="mailto:pcg@goof.com">Marc Lehmann &lt;pcg@goof.com&gt;</a></p>

<h2>Stream and message structure.</h2>

   <p>After connecting to the server, a handshake byte is sent. It's
   the major version number of the protocol the client expects to
   receive. Version 3 and 4 are mostly the same, except that Version 4
   clients expect server messages to be compressed, version 3 clients
   not.</p>

   <p>The server sends back his protocol number, which is always 3 in
   the current protocol. Most of the protocol variation is determined by
   the server using the client version that is used in the initial login
   message, not the initial handshake byte.</p>

   <p>After the initial handshake, the client sends uncompressed
   messages, while the server sends back a zlib-compressed
   stream (<a href="http://rfc1950.x42.com/">rfc1950</a> and <a
   href="http://rfc1950.x42.com/">rfc1951</a>).</p>

   <p>All messages have the same header:</p>

   <struct name="message_header" send="yes" recv="yes">
      <member name="_unknown" type="U16"/>
      <member name="length" type="U16"/>

      <p>The length is the length of the full message including the header.</p>

      <p>Beginning with version 2.5.x, a number is xored into the low
      byte of the length in <em>sent</em> packages only, as given by the
      following recurrence: <code>rand[0] = 0; rand[i+1] = msg[i].length
      + (rand[i] * 0x04c2af9b + 0xfffffffb); xorbyte = rand &gt;&gt;
      24</code>, all in 32 bit unsigned iso-c arithmetic.</p>

      <member name="type" type="U16"/>
      <p>If the type is &gt;= 0x4000 this is a message for a specific channel. The channel
      number is always the next U16.</p>

      <p>Beginning with version 2.5.x, a number is <em>added</em> on <em>received</em>
      messages only. The algorithm is as follows:
      
      <pre>
         msglen &lt; 44: type = typefield
         msglen &gt; 44: type = (typefield + rand[i]) % 0x10000
            rand[0] = 0
            rand[i+1] = username[type % length username] + rand[i] * (type - 0x6cdd)
               where username is the user name of the logged-in user. coooool.
      </pre>
      </p>

   </struct>

<h2>Primitive types used in the protocol.</h2>

   <p>Apart from the basic types, I need to define some extra types to
   deal with fixed-point values (based on integer types) or fixed-length
   strings (either 7-bit-ascii or more limited (<code>A</code>), or UCS-2
   based (<code>S</code>)).</p>

   <type name="username" type="A" length="10"/>

   <p>The basic user or login name, used throughout the protocol
   as a handle to the user.</p>

   <type name="roomname" type="S" length="25"/><!-- argh, how horribly broken -->

   <p>Many strings in the protocol are fixed-width for no good reason
   (maybe this is one reason for using compression in newer versions, as
   the packets itself are wasting lots of space.</p>

   <type name="realname" type="S" length="50"/>
   <type name="email" type="S" length="70"/>
   <type name="userinfo" type="S" length="1000"/>
   <type name="url" type="A" length="100"/>

   <p>Used in user_record.</p>

   <type name="locale" type="A" length="5"/>

   <p>A kind of locale specifier. It seems the general format seems to be
   lowercase language, underscore, uppercase location, e.g. en_US. More
   fancy specifications don't fit.</p>

   <type name="flag" type="U8" multiplier="1"/>

   <p>Just a simple boolean value. 0 means false, and 1 generally true,
   but I suggest ccepting != 0 as true.</p>

   <type name="komi16" type="I16" multiplier="2"/>
   <type name="komi32" type="I32" multiplier="2"/>
   <type name="komi324" type="I32" multiplier="4"/>

   <p>Komi values are multiplied by 2 to make them integer in the
   protocol. Well, *most* of the time at least...</p>

   <type name="result" type="I32" multiplier="2"/>

   <p>The game result is also multiplied by two to give it higher
   resolution. There are also special values for wins by time etc., either
   in result or in the score* types, or both :)</p>

   <type name="score16" type="I16" multiplier="4"/>
   <type name="score32" type="I32" multiplier="4"/>

   <p>A score value (used for displaying the score at the end of a game)
   are multiplied by four for a change (the 0.25 resolution is not
   used). In game structures it is encoded by dividing by two, though, so
   watch out!</p>

   <type name="time" type="U32" multiplier="1000"/>

   <p>Time values are multiplied by 1000, giving them millisecond
   accuracy.</p>

   <type name="timestamp" type="U64" multiplier="1000"/>

   <p>64 bit timeval, milliseconds since posix epoch, e.g. <code>my
   ($year, $month, $day) = (gmtime $date * 0.001)[5,4,3];</code></p>

   <type name="password" type="U64"/>

   <p>Password is a number calculated as follows (VERY insecure, basically
   plaintext!): <code>password = 0; for char in characters do password ←
   password * 1055 + ascii_code (char)</code></p>

<h2>Constants, enumeration and set types used in the protocol.</h2>

   <p>Baaah... not yet.</p>

<h2>Structs used in send &amp; receive messages</h2>

   <struct name="user" class="KGS::User">

      <p>Everywhere a user + flags is required, even used in some places
      where only a username is required. I see no general rule on when a
      complete user and when a partial user is required.</p>

      <member name="name" type="username"/>
      <member name="flags" type="U32" default="1"/>
   </struct>

   <struct name="rules" class="KGS::Rules">

      <p>This structure is used for challanges as well as in the special
      TREE "subprotocol". It tightly encodes the game parameters.</p>

      <member name="ruleset" type="U8"/>
      <member name="size" type="U8"/>
      <member name="handicap" type="U8"/>
      <member name="komi" type="komi16"/>
      <member name="timesys" type="U8"/>
      <member name="time" type="U32"/>
      <member name="interval" type="U32"/>
      byo-yomi time / canadian time
      <member name="count" type="U16"/>
      periods / moves
   </struct>

<h2>Structs used in send messages</h2>

<h2>Send messages</h2>

   <message type="0000" name="login" send="yes">

      <p>Sent to login, usually the first message sent. The password needs to be set when the
      guest flag is true.
      Possible replies: <ref reply="login"/>. Followed by: <ref reply="timewarning_default"/> <ref reply="chal_defaults"/>
      </p>

      <member name="ver_major" type="U32" default="2"/>
      <member name="ver_minor" type="U32" default="5"/>
      <member name="ver_micro" type="U32" default="1"/>
      <member name="name" type="username"/>
      <member name="password" type="password" default="0"/>
      <member name="guest" type="flag" default="1"/>
      <member name="_unknown3" type="U16" default="0"/>
      <member name="locale" type="locale" default='"en_US"'/>
      <member name="clientver" type="DATA" default='"1.4.1_01:Swing app:Sun Microsystems Inc."'/>
      The "default" is the java vm version, not exactly he client version. However,
      you should always send a text like "Jonathan's C client bersion 0.6" or somesuch,
      so the server can, if necessary, block broken clients or client versions.
   </message>

   <message type="0007" name="req_userinfo" send="yes">
      <p>Request info about a certain user. Possible reply: <ref reply="userinfo"/></p>
      <member name="name" type="username"/>
   </message>

   <message type="0007" name="update_userinfo" send="yes">
      <p>Update user info. Message structure is very similar
      to <ref ref="userinfo"/>.</p>
      <member name="setpass" type="flag"/>
      Should the password be updated?
      <member name="password" type="password" default="0"/>
      <member name="realname" type="realname"/>
      <member name="email" type="email"/>
      <member name="info" type="userinfo"/>
      <member name="homepage" type="url"/>
      <member name="_unused" type="U64" default="0"/>
      <member name="_unused" type="U64" default="0"/>
   </message>

   <message type="0014" name="req_stats" send="yes">
      <p>Request server statistics. Replied with <ref reply="stats"/></p>
   </message>

   <message type="001d" name="ping" send="yes">
      <p>Wild guess, I send it in <ref ref="idle_warn"/>.</p>
   </message>

   <message type="001e" name="req_usergraph" send="yes">
      <p>Request user graph data, replied with <ref reply="usergraph"/>.</p>
      <member name="name" type="username"/>
   </message>

   <message type="001f" name="fetch_memos" send="yes">
      <p>Unclear. Fetch all outstanding memos? Replied with <ref reply="memo"/></p>
   </message>

   <message type="0021" name="req_pic" send="yes">
      <p>Request a user picture from the server. Results in a <ref reply="userpic"/>
      or a timeout.</p>
      <member name="name" type="username"/>
   </message>

   <message type="0021" name="upload_pic" send="yes">
      Same code as pic_req, but with an additional data section that
      must contain a JPEG image that is &lt;=7KB. It must have 141×200 pixels.
      <member name="name" type="username"/>
      <member name="data" type="DATA"/>
   </message>

   <message type="0100" name="gnotice" send="yes">
      <p>Send a global message. Maybe. Never tried, for obvious reasons :/. Results
      in a <ref reply="gnotice"/> sent to all users.</p>
      <member name="notice" type="STRING"/>
   </message>

   <message type="0318" name="list_rooms" send="yes">
      <p>List the rooms in a specific group/category. Results in a <ref reply="upd_rooms"/> message.</p>
      <member name="group" type="U8"/>
   </message>

   <message type="031a" name="new_room" send="yes">
      Create a new room. Not verified.
      <member name="name" type="username"/>
      <member name="i1" type="U32" default="0"/>
      <member name="b1" type="U8" default="0"/>
      <member name="b2" type="U8" default="255"/>
      <member name="b3" type="U8" default="255"/>
      <member name="group" type="U8" default="1"/>
      <member name="name" type="STRING"/>
      <member name="description" type="STRING"/>
      <member name="flags" type="U8"/>
      0x10 .. private room etc.. see code
   </message>

   <message type="0413" name="req_game_record" send="yes">
      <p>Requests part of the users game record to be sent. Results in a <ref reply="game_record"/> or maybe a timeout.</p>
      <member name="name" type="username"/>
      <member name="timestamp" type="timestamp"/>
      If zero, start at the newest games, else only send games
      before the given timestap.
   </message>

   <message type="4300" name="join_room" send="yes">
      <p>Joins the given room. <ref reply="join_room"/> messages for yourself
      and all users in that room, as well as the initial gamelist, are
      send if the room exists. If not, timeout...</p>
      <member name="channel" type="U16"/>
      <member name="user" type="user"/>
   </message>

   <message type="4301" name="msg_room" send="yes">
      Send a message to the room.
      <member name="channel" type="U16"/>
      <member name="name" type="username"/>
      Must be the login-name of the user.
      <member name="message" type="STRING"/>
   </message>

   <message type="4302" name="part_room" send="yes">
      Remove yourself (or maybe others as admin) from a room.
      <member name="channel" type="U16"/>
      <member name="name" type="username"/>
   </message>

   <message type="4305" name="new_game" send="yes">
      Unclear. Start a new game.
      <member name="channel" type="U16"/>
      <member name="id" type="U16"/>
      <member name="gametype" type="U32"/>
      <member name="rules" type="rules"/>
      <member name="notes" type="STRING"/>
   </message>

   <message type="430b" name="req_games" send="yes">
      Request to update room game list (send this once per minute to get
      updated). Results in upd_games messages.
      <member name="channel" type="U16"/>
   </message>

   <message type="4319" name="req_desc" send="yes">
      Request room description.
      <member name="channel" type="U16"/>
   </message>

   <message type="4400" name="send_chal" send="yes">
      Unclear.
      <member name="channel" type="U16"/>
      <member name="black" type="username"/>
      <member name="white" type="username"/>
      More following... TREE or challenge.
   </message>

   <message type="4403" name="join_game" send="yes">
      Join a game. See join_room.
      <member name="channel" type="U16"/>
      <member name="user" type="user"/>
   </message>

   <message type="4404" name="part_game" send="yes">
      Leave (or kick as admin?) a certain user from a game.
      <member name="channel" type="U16"/>
      <member name="name" type="username"/>
   </message>

   <message type="4405" name="set_tree" send="yes">
      Upload a partial game tree to the server. This is used
      to send moves and even in-game comments to the server. For the comments,
      the server prepends the username and rank.
      <member name="channel" type="U16"/>
      <member name="tree" type="TREE"/>
   </message>

   <message type="4408" name="get_tree" send="yes">
      Request the game tree starting at a given node. This is used
      when the server only sends a partial tree (with end code "more").
      <member name="channel" type="U16"/>
      <member name="node" type="U32"/>
   </message>

   <message type="440c" name="claim_win" send="yes">
      Unclear.
      <member name="channel" type="U16"/>
      <member name="_byte" type="U8 "/>
      Player colour maybe? Unclear.
   </message>

   <message type="440d" name="add_time" send="yes">
      Not checked.

      <member name="channel" type="U16"/>
      <member name="time" type="U32"/>
      <member name="player" type="U8"/>
   </message>

   <message type="440f" name="grant_undo" send="yes">
      Can be send after a req_undo message was received to grant the undo.
      <member name="channel" type="U16"/>
   </message>

   <message type="4410" name="resign_game" send="yes">
      Resign the game.
      <member name="channel" type="U16"/>
      <member name="player" type="U8"/>
   </message>

   <message type="441a" name="set_teacher" send="yes">
      Change the teacher to somebody else (or possibly yourself == take it).
      <member name="channel" type="U16"/>
      <member name="name" type="username"/>
   </message>

   <message type="4422" name="add_user" send="yes">
      Unclear. Maybe allow users to talk? No idea, really.

      <member name="channel" type="U16"/>
      <member name="othername" type="username"/>
      <member name="name" type="username"/>; # gives user access to the game (to what? ;)
   </message>

   <message type="4423" name="set_privacy" send="yes">
      Probably sets the "quiet" flag. Not checked.
      <member name="channel" type="U16"/>
      <member name="private" type="U8"/>
   </message>

   <message type="4429" name="reject_chal" send="yes">
      Reject a challenge from a given user. Not checked.

      <member name="channel" type="U16"/>
      <member name="name" type="username"/>
   </message>

   <message type="4433" name="req_result" send="yes">
      I forgot.

      <member name="channel" type="U16"/>
   </message>

<h2>Structs mainly used in receive messages</h2>

   <struct name="challenge_defaults">
      Send soon after log-in to set the defaults for game challenges.
      <member name="gametype" type="U32"/>
      <member name="size" type="U32"/>
      <member name="timesys" type="U32"/>
      <member name="time" type="U32"/>
      <member name="byo_time" type="U32"/>
      <member name="byo_periods" type="U32"/>
      <member name="can_time" type="U32"/>
      <member name="can_stones" type="U32"/>
   </struct>

   <struct name="challenge" class="KGS::Challenge">
      A challenge.

      <member name="user1" type="user"/>
      <member name="user2" type="user"/>
      <member name="gametype" type="U32"/>
      <member name="rules" type="rules"/>
      Maybe the rules" are in TREE format. I forgot.
   </struct>

   <struct name="game" class="KGS::Game">
      Basic information about a game. Used in rooms for the gamelist and
      in games to detect when a game is saved, changed type (e.g. R => D)
      etc.

      <member name="channel" type="U16"/>
      <member name="type" type="U32"/>
      <member name="user1" type="user"/>
      White
      <member name="user2" type="user"/>
      Black
      <member name="user3" type="user"/>
      Owner
      <member name="size" type="U32"/>
      <member name="handicap" type="I32"/>
      &lt; 0 not fully setup
      <member name="komi" type="komi32"/>
      <member name="moves" type="I16"/>
      This field reflects either the movenum or the score, sorry, not even guards help, as
      the flags to determine that are _after_ the field. Arg. Divide by two to get the actual
      score (NOT score16!).
      <member name="flags" type="U16"/>
      <member name="observers" type="U32"/>
      <member name="saved" type="flag"/>
      <member name="notes" type="STRING" guard-member="handicap" guard-cond="&lt; 0"/>
   </struct>

   <struct name="room_obs">
      Obsolete.
      
      <member name="name" type="roomname"/>
      <member name="channel" type="U16"/>
      <member name="flags" type="U32"/>
      <member name="users" type="U32"/>
   </struct>

   <struct name="room" class="KGS::Room">
      <member name="channel" type="U16"/>
      <member name="flags" type="U8"/>
      <member name="group" type="U8"/>
      <member name="users" type="U16"/>
      <member name="games" type="U16"/>
      <member name="name" type="STRING"/>
   </struct>

   <struct name="scorevalues" class="KGS::Score">
      <member name="score" type="score32"/>
      <member name="territory" type="U32"/>
      <member name="captures" type="U32"/>
      <member name="i3" type="U32"/>
      <member name="f2" type="U32"/>
      <member name="komi" type="komi324"/>
      <member name="i4" type="U32"/>
      Apparently the i3, f2, i4 are zero.
   </struct>

   <struct name="game_record" class="KGS::GameRecord">
      <p>A single game record entry, as seen in <ref ref="userinfo"/>.</p>

      <member name="timestamp" type="timestamp"/>
      Time this game was played.
      <member name="flags" type="U8"/>
      High four bits are handicap, low four bits are gametype (encoded strangely? unclear).
      <member name="user1" type="user"/>
      White, flags contain low 8 bits of revision (bits 16-23).
      <member name="user2" type="user"/>
      Black, flags contain high 8 bits of revision (bits 16-23).
      <member name="user3" type="user"/>
      Owner (or empty)
      <member name="komi" type="komi16"/>
      <member name="score" type="score16"/>
      <member name="status" type="U8"/>
      0x80 inprogress
   </struct>

<h2>Receive messages</h2>

   <message type="0001" name="login" recv="yes">
      <member name="result" type="CONSTANT" default='"login ok"'/>
      <member name="success" type="CONSTANT" default="1"/>
   </message>

   <message type="0002" name="login" recv="yes">
      <member name="result" type="CONSTANT" default='"guest login ok"'/>
      <member name="success" type="CONSTANT" default="1"/>
   </message>

   <message type="0003" name="login" recv="yes">
      <member name="result" type="CONSTANT" default='"login error 3"'/>
      ** maybe more following? **
   </message>

   <message type="0004" name="login" recv="yes">
      <member name="result" type="CONSTANT" default='"wrong password"'/>
      ** maybe more following? **
   </message>

   <message type="0005" name="login" recv="yes">
      <member name="result" type="CONSTANT" default='"user unknown"'/>
      ** maybe more following? **
   </message>

   <message type="0006" name="login" recv="yes">
      <member name="result" type="CONSTANT" default='"user exists"'/>
      ** maybe more following? **
   </message>

   <message type="0008" name="userinfo" recv="yes">
      User info.
      <member name="user" type="user"/>
      <member name="_unused" type="U64"/>
      <member name="realname" type="realname"/>
      <member name="email" type="email"/>
      <member name="info" type="userinfo"/>
      <member name="homepage" type="url"/>
      <member name="regdate" type="timestamp"/>
      When the user registered (0 == never registered).
      <member name="lastlogin" type="timestamp"/>
      When the user logged in for the last time.
      <!-- maybe more? -->
   </message>

   <message type="0018" name="login" recv="yes">
      <member name="result" type="CONSTANT" default='"login error 18"'/>
      ** maybe more following? **
   </message>

   <message type="0022" name="login" recv="yes">
      I was blocked sooo many times for developing this client that it was
      easy to figure out. The KGS admins sure need no extra nazi training
      :(
      <member name="reason" type="STRING"/>
      <member name="result" type="CONSTANT" default='"user or ip blocked"'/>
   </message>

   <message type="0013" name="msg_chat" recv="yes">
      <member name="user1" type="username"/>
      <member name="user2" type="username"/>
      <member name="message" type="STRING"/>
   </message>

   <message type="0015" name="stats" recv="yes">
      <member name="ver_major" type="U16"/>
      <member name="ver_minor" type="U16"/>
      <member name="ver_micro" type="U16"/>
      <member name="boot_time" type="timestamp"/>
      <member name="users_cur" type="U32"/>
      <member name="users_max" type="U32"/>
      <member name="users_lim" type="U32"/>
      <member name="accts_cur" type="U32"/>
      <member name="accts_max" type="U32"/>
      <member name="unknown1" type="U32"/>
      <member name="work_max" type="U32"/>
      <member name="rooms_cur" type="U32"/>
      <member name="rooms_max" type="U32"/>
      <member name="rooms_lim" type="U32"/>
      <member name="games_cur" type="U32"/>
      <member name="games_max" type="U32"/>
      <member name="games_lim" type="U32"/>
      <member name="results_cur" type="U32"/>
      <member name="results_max" type="U32"/>
      <member name="unknown2" type="U32"/>
      <member name="params_cur" type="U32"/>
      <member name="params_max" type="U32"/>
      <member name="bytes_in" type="U64"/>
      <member name="packets_in" type="U64"/>
      <member name="bytes_out" type="U64"/>
      <member name="packets_out" type="U64"/>
   </message>

   <message type="0016" name="idle_warn" recv="yes">
      idle warning, autologout soon (10 minutes...)
   </message>

   <message type="001b" name="timewarning_default" recv="yes">
      WILD guess
      <member name="channel" type="U16"/>
      <member name="time" type="U16"/>
   </message>

   <message type="001c" name="idle_err" recv="yes">
      autologout
   </message>

   <message type="001d" name="ping" recv="yes">
      Sent by the server regularly, but not answering them
      isn't valid. Strange form of keepalive?
   </message>

   <message type="001e" name="usergraph" recv="yes">
      User graph data.
      <member name="data" type="I16" array="yes"/>
      If empty, no graph is available. The unit seems to
      be centi-kyu, with 1 dan == 0, 2 dan == 100, 1 kyu == -100.
      There is probably one entry per day, the newest one last.
   </message>

   <message type="001f" name="memo" recv="yes">
      Unclear. "Leave Message"?
      6 strings following.
      <member name="s1" type="STRING"/>
      <member name="s2" type="STRING"/>
      <member name="s3" type="STRING"/>
      <member name="s4" type="STRING"/>
      <member name="s5" type="STRING"/>
      <member name="s6" type="STRING"/>
   </message>

   <message type="0021" name="userpic" recv="yes">
      <member name="name" type="username"/>
      Reply to pic_req, contains an image in jpeg format.
      <member name="data" type="DATA"/>
   </message>

   <message type="0100" name="gnotice" recv="yes">
      global notice, sent to everybody
      <member name="notice" type="STRING"/>
   </message>

   <message type="0202" name="upd_user" recv="yes">
      # maybe soe notify? Totally unclear.
      # loc 0" type="chat(?) loc 1 => gameinfo?, loc 2 => game result (more data)
      <member name="location" type="U32"/>
      <member name="user" type="user"/>
      <member name="lotsofinfo" type="DATA" guard-member="location" guard-cond="== 2"/>
   </message>

   <message type="0310" name="priv_room" recv="yes">
      "permission denied" when joining a room
      <member name="name" type="STRING"/>
   </message>

   <message type="0318" name="upd_rooms" recv="yes">
      <member name="rooms" type="room" array="yes"/>
   </message>

   <message type="0411" name="chal_defaults" recv="yes">
      <member name="channel" type="U16"/>
      <member name="defaults" type="challenge_defaults"/>
   </message>

   <message type="0412" name="rej_game" send="yes">
      Unable to create challenge. The channel might be optional.
      <member name="channel" type="U16"/>
   </message>

   <message type="0414" name="game_record" recv="yes">
      The users game record.
      <member name="name" type="username"/>
      <member name="more" type="flag"/>
      Wether more games are available (must be requested manually)
      <member name="games" type="game_record" array="yes"/>
   </message>

   <message type="041c" name="upd_game2" recv="yes">
      Unclear.
      <member name="channel_junk" type="U16"/>
      <member name="game" type="game"/>
   </message>

<h3>Room messages</h3>

   <p>Not all room messages are for rooms only, and rooms need to parse
   not only these messages. Orthogonality, what for?</p>

   <message type="4300" name="join_room" recv="yes">
      <member name="channel" type="U16"/>
      <member name="users" type="user" array="yes"/>
   </message>

   <message type="4301" name="msg_room" recv="yes">
      <member name="channel" type="U16"/>
      <member name="name" type="username"/>
      <member name="message" type="STRING"/>
   </message>

   <message type="4302" name="part_room" recv="yes">
      <member name="channel" type="U16"/>
      <member name="user" type="user"/>
   </message>

   <message type="4303" name="del_room" recv="yes">
      <member name="channel" type="U16"/>
   </message>

   <message type="4304" name="upd_games" recv="yes">
      <member name="channel" type="U16"/>
      <member name="games" type="game" array="yes"/>
   </message>

   <message type="4319" name="desc_room" recv="yes">
      <member name="channel" type="U16"/>
      <member name="owner" type="username"/>
      <member name="description" type="STRING"/>
   </message>
<h3>Game messages</h3>

   <message type="4400" name="upd_chal" recv="yes">
      Unclear.
      <member name="channel" type="U16"/>
      <member name="challenge" type="challenge"/>
   </message>

   <message type="4401" name="upd_game" recv="yes">
      <member name="channel" type="U16"/>
      <member name="game" type="game"/>
   </message>

   <message type="4402" name="del_game" recv="yes">
      <member name="channel" type="U16"/>
   </message>

   <message type="4403" name="upd_observers" recv="yes">
      <member name="channel" type="U16"/>
      <member name="users" type="user" array="yes"/>
   </message>

   <message type="4404" name="del_observer" recv="yes">
      <member name="channel" type="U16"/>
      <member name="name" type="username"/>
   </message>

   <message type="4405" name="set_tree" recv="yes">
      <member name="channel" type="U16"/>
      <member name="tree" type="TREE"/>
   </message>

   <message type="4406" name="upd_tree" recv="yes">
      <member name="channel" type="U16"/>
      <member name="tree" type="TREE"/>
   </message>

   <message type="4407" name="set_node" recv="yes">
      <member name="channel" type="U16"/>
      <member name="node" type="U32"/>
   </message>

   <message type="4409" name="superko" recv="yes">
      Superko-warning.
      <member name="channel" type="U16"/>
   </message>

   <message type="440b" name="final_result" recv="yes">
      <member name="channel" type="U16"/>
      <member name="blackscore" type="scorevalues"/>
      <member name="whitescore" type="scorevalues"/>
   </message>

   <message type="440e" name="req_undo" recv="yes">
      <member name="channel" type="U16"/>

   </message>

   <message type="4410" name="resign_game" recv="yes">
      <member name="channel" type="U16"/>
      <member name="player" type="U8"/>
   </message>

   <message type="441a" name="set_teacher" recv="yes">
      <member name="channel" type="U16"/>
      <member name="name" type="username"/>
   </message>

   <message type="441d" name="owner_left" recv="yes">
      Unclear.
      <member name="channel" type="U16"/>
   </message>

   <message type="441e" name="teacher_left" recv="yes">
      Unclear.
      <member name="channel" type="U16"/>
   </message>

   <message type="4422" name="unknown4422" recv="yes">
      change teacher? something to do with editing?
      <member name="channel" type="U16"/>
      <member name="name1" type="username"/>
      <member name="name2" type="username"/>
   </message>

   <message type="4433" name="req_result" recv="yes">
       Unclear.
       <member name="channel" type="U16"/>
       # # recv_result(?)
   </message>

   <message type="4434" name="unknown4434" recv="yes">
      <member name="channel" type="U16"/>
      <member name="b1" type="U8"/>
      ?? !demonstration game??
   </message>

</body>
</html>

