Server → Client Packets (Responses)

Response: OK#

Sent periodically (as a heartbeat) and when the view count changes

   
FieldTypeValue
Response Type*ByteLiveRecordResponse.OK (0)
View Count*ByteThe number of current viewers of live view

Response: Reconnect#

Informs the client to reconnect. The client should wait a few seconds before performing, as this response is used from panel when it is restarting.

   
FieldTypeValue
Response Type*ByteLiveRecordResponse.Reconnect (1)

Response: Error#

An error occurred, with an optional message. If during initial Auth Record, then indicates authentication failure, otherwise represents any other type of error.

   
FieldTypeValue
Response Type*ByteLiveRecordResponse.Error (2)
Message*StringAn optional message for the error. Empty string for no message.

Response: Refresh#

Requests the client to give a full refresh, same as what is performed after successful authentication.

Typically these packets: ((Game + Finale) + Player + (Survivor + SurvivorItems OR Infected))

   
Field)TypeValue
Response Type*ByteLiveRecordResponse.Refresh (3)

Response: Run Command#

Runs a command on the client (game server). The client will return a Command Response Record if the command exists, or an Error Record if it does not.

Namespace is optionally, send a single null terminator to use default. Command Response Records should be sent in order, but an ID can be set to verify as well.

   
FieldTypeValue
Response Type*ByteLiveRecordResponse.RunCommand (4)
ID*ByteAn id for the command, the Command Response Record will contain the same id.
Command*StringThe command to run
Namespace*StringOptional. The namespace of commands, default is "default" or blank, or "builtin" (see Builtin Commands)

Response: Voice State#

Informs server when a user is in a voice channel

   
FieldTypeValue
Response Type*ByteLiveRecordResponse.VoiceState (5)
Connected*ByteHas user connected or disconnected from voice
User Id*ByteThe user's voice id
Display Name*StringThe user's name