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Network Protocol

The Hytale server uses a custom binary protocol built on top of Netty for client-server communication.

The protocol stack from bottom to top:

Hytale defines 156 packets organized by ID ranges:

ID RangeCategoryPurpose
0-3ConnectionConnect, Disconnect, Ping/Pong
10-18AuthenticationAuth tokens, password, referrals
20-34SetupWorld settings, assets, features
40-85AssetsBlock types, items, particles, effects
100-119PlayerMovement, teleport, game mode, input
131-161WorldChunks, blocks, fluids, time, weather
160-166EntitiesEntity sync, animations, knockback
170-179InventoryItems, hotbar, creative mode
200-234InterfaceWindows, chat, HUD, player list
240-252World MapMap data, markers, server access
260-294SpecialMachinima, camera, interactions
300-355Asset EditorIn-game asset editing
400-423Builder ToolsWorld editing, selection, clipboard

All multi-byte integers use little-endian byte order.

Authentication flows through Hytale’s session service at https://sessions.hytale.com. See Authentication for endpoints.

The protocol version is a 64-character hash in the Connect packet. Mismatched versions result in disconnection.