# Protocol Internals This client supports the modern OpenTTD Game Port protocol (TCP 3979), specifically as implemented in JGRPP. ## X25519 PAKE Authentication OpenTTD 14+ and JGRPP use a Password-Authenticated Key Exchange to prevent plaintext password leakage. ### Key Derivation (KDF) We use **Blake2b** (64-byte digest) to derive two 32-byte session keys. - **Input:** `SharedSecret (32)` + `ServerPublicKey (32)` + `ClientPublicKey (32)` + `Password (string)` - **Output:** - `0..31`: Client-to-Server Key - `32..63`: Server-to-Client Key ### Handshake Nonces The server provides a 24-byte nonce in the `ServerAuthenticationRequest`. This nonce is used for the AEAD challenge during the auth response and for the initial stream encryption setup. ## Stream Encryption (AEAD) Once `ServerEnableEncryption` is received, all subsequent packets use **XChaCha20-Poly1305** (Authenticated Encryption with Associated Data). ### Encrypted Packet Format On the wire, encrypted packets have the following structure: 1. **Length (2 bytes):** Big-endian uint16 of the *entire* remaining packet. 2. **MAC (16 bytes):** The Poly1305 authentication tag. 3. **Ciphertext (variable):** The encrypted payload. ### Decryption Logic The `OpenTTDProtocol` layer uses an `IncrementalAuthenticatedEncryption` state from the Monocypher library. It maintains the nonce state internally. If a MAC check fails (indicating corruption or a wrong key), the client immediately closes the connection (`SocketClosed`). ## Keep-Alive (Simulation Synchronization) OpenTTD is a lockstep simulation. The server sends `ServerFrame` packets periodically. - **Client Requirement:** You must respond with a `ClientAck` containing the frame number and a one-time `token` provided in the frame packet. - **Timeout:** If the server does not receive an ACK for several in-game days, it will disconnect the client with error code 17 (`TimeoutComputer`).