you get the security bytes only at the game server connection, and they have the ID 0x1F
its structure is like that:
Code:
0C 00 01 02 03 04 06 00 1F 01 02 03 04 05
Code:
0C 00 = 0x000C = 12 = Message Length
01 02 03 04 = 0x04030201 = Adler32 Checksum (just an example one)
06 00 = 0x0006 = 6 = Length, again
1F = Packet ID for the secuity bytes
01 02 03 04 05 = security bytes
I think the repetition of the packet length is just because of the reutilization of some packet creation code, you can notice that this message has exactly 8 bytes, fitting the divisible-by-eight rule of XTEA, but is not encrypted because the XTEA key isn't generated at this moment
Do not assume that every packet that has 12 bytes length is the security bytes, the thing that identifies it is its ID (0x1F)