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NEX Protocols

NEX is based on Rendez-Vous, a multiplayer networking library developed by Quazal. Communications between the game server and game client use a series of messages, called RMC. Responsibilities (authentication, matchmaking, UGC, etc.) are organized into separate protocols, with each protocol having a series of methods representing specific actions a server/client can make.

Each protocol is assigned a unique protocol ID, with multiple ranges of protocol IDs for different use cases.

RangeNameDescription
1-99CoreProtocols designed and provided by Quazal. These protocols perform critical operations all game servers could need. Developers can extend the functionality of these protocols by adding/modifying protocol methods, but the protocols themselves are never outright replaced by a given game for any custom purposes.
100+DeveloperProtocols unique to a specific game. A developer creating multiple games may share these protocols between games, such as Nintendo with NEX, but that is not guaranteed. As a rule of thumb, all protocols with IDs 100+ should be assumed to be game-specific.
200+Nintendo reservedNintendo appears to have added their own range of “reserved” protocol IDs on top of the developer range. This range seems to allow developers to add game-specific protocols on top of the common protocols provided by NEX. Similar conventions may exist in other titles, but this is not guaranteed. As a rule of thumb, all protocols with IDs 100+ should be assumed to be game-specific.

Core protocols

Not all protocols are provided by Nintendo/NEX, but may be seen in Ubisoft games as they always use the original Quazal Rendez-Vous library.

Unknown protocols

These protocols do not have known protocol IDs, and as such we do not know whether they are game-specific or belong to the core protocols. Information about these protocols was obtained by scanning a games DDL information.

IDProtocolProvided by NintendoNotes
?Web notifications storageNo 
?Title storage adminNo 
?User storage adminNo 
?Challenge HelperNoPossibly protocol ID 105 based on here and here
?GameSessionExNoPossibly protocol ID 123 based on here
?TrackingExtensionNoPossibly protocol ID 100 based on here. It also seems like there may be multiple versions of this protocol, such has here

Nintendo protocols

Game-Specific

IDGameProtocol
200Pokemon BankShop
200Rayman LegendsOLS storage
201Super Smash Bros. UltimateTournament

Internal protocols

These protocols seem to be used internally by the servers. Likely for their inter-server communications. Many of these can only be observed through the Debug protocol. However some games implement subsets of these protocols.

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