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- Proposal 2.
- Decoupling games from battle-rooms
- These commands are used for better match-making. They allow to initiate games without creating a battle-room first. That means in practise, that we can also initiate multiple games from a single chat-room.
- <Command Name="CONNECTUSER" Source="client">
- <Arguments>
- <Argument Name="user" Optional="no" Sentence="no"/>
- <Argument Name="IpAndPort" Optional="no" Sentence="no"/>
- <Argument Name="scriptPassword" Optional="yes" Sentence="no">
- </Arguments>
- <Description>
- Client may send this command if it is a battle host or lobby moderator. Server will decide if they are and send <clink name="CONNECTUSER"/> to user.
- </Description>
- <Response>
- See <clink name="CONNECTUSER:server"/>.
- </Response>
- </Command>
- <Command Name="CONNECTUSER" Source="server">
- <Arguments>
- <Argument Name="IpAndPort" Optional="no" Sentence="no"/>
- <Argument Name="scriptPassword" Optional="yes" Sentence="no"/>
- </Arguments>
- <Description>
- Client connects spring to given IP:port with given script password <clink name="CONNECTUSER"/> to user.
- </Description>
- <Response>
- See <clink name="CONNECTUSER:client"/>.
- </Response>
- </Command>
- ----------------------------------------
- Proposal 3.
- REPLACED BY:
- We will introduce a new compatFlag + additional arguemtn to all *SAY* commands (isCommand), to allow lobby clients to send commands to each other "directly".
- These commands will have to be documented in the protocol XML aswell.
- ####################
- IGNORE FROM HERE ON:
- proposal 3 is used to make sure that client has the necessary resource to start spring in a room-less scenario.
- Alternatively REPORTDOWNLOADPROGRESS could be sent to all clients in a room so that they can display progress bars of other clients.
- <Command Name="REQUESTDOWNLOAD" Source="client">
- <Arguments>
- <Argument Name="userName" Optional="no" Sentence="no"/>
- <Argument Name="type" values="map|game|engine" Optional="no" Sentence="no"/>
- <Argument Name="resource" Optional="no" Sentence="yes"/>
- </Arguments>
- <Description>
- Client may send this command if it is a battle host or lobby moderator. Server will decide if they are and send <clink name="REQUESTDOWNLOAD"/> to user.
- Resource is resource name - internal name in case of map or game, and engine version including last number in case of engine. User is user name
- </Description>
- <Response>
- See <clink name="REQUESTDOWNLOAD"/>.
- </Response>
- </Command>
- <Command Name="REQUESTDOWNLOAD" Source="server">
- <Arguments>
- <Argument Name="userName" Optional="no" Sentence="no"/>
- <Argument Name="type" values="map|game|engine" Optional="no" Sentence="no"/>
- <Argument Name="resource" Optional="no" Sentence="yes"/>
- </Arguments>
- <Description>
- Client starts download of given resource unless its already present <clink name="REQUESTDOWNLOAD"/>. Client responds with at least one REPORTDOWNLOADPROGRESS to the user.
- </Description>
- <Response>
- See <clink name="REQUESTDOWNLOAD"/>.
- </Response>
- </Command>
- <Command Name="REPORTDOWNLOADPROGRESS" Source="client">
- <Arguments>
- <Argument Name="userName" Optional="no" Sentence="no"/>
- <Argument Name="progress" Optional="no" Sentence="no"/>
- <Argument Name="eta" Optional="no" Sentence="no"/>
- <Argument Name="resource" Optional="no" Sentence="yes"/>
- </Arguments>
- <Description>
- During download, initied by REQUESTDOWNLOAD,
- client sends this information at least 1x per 30s to requestor of download and sends.
- Progress is in percents = 100 = done
- -1 = download failed
- Eta is in seconds
- If the file is already present, REPORTDOWNLOADPROGRESS is sent once with progress 100. Client must not send progress 100 if its not fully prepared to use the resource.
- Client can also send this command with empty user, in that case it will be advertised to his current battle-room.
- <clink name="REQUESTDOWNLOAD"/>.
- </Description>
- <Response>
- See <clink name="REQUESTDOWNLOAD"/>.
- </Response>
- </Command>
- <Command Name="REPORTDOWNLOADPROGRESS" Source="server">
- <Arguments>
- <Argument Name="userName" Optional="no" Sentence="no"/>
- <Argument Name="progress" Optional="no" Sentence="no"/>
- <Argument Name="eta" Optional="no" Sentence="no"/>
- <Argument Name="resource" Optional="no" Sentence="yes"/>
- </Arguments>
- <Description>
- This is received by the sender of REQUESTDOWNLOAD or by the people who are in the same battle-room.
- Client sends that at least 1x per 30s to requestor of download<clink name="REQUESTDOWNLOAD"/>.
- </Description>
- <Response>
- See <clink name="REQUESTDOWNLOAD"/>.
- </Response>
- </Command>
- ----------------------------------------
- Proposal 4.
- FORCEJOINBATTLE -> JOINBATTLEFORCE
- ----------------------------------------
- Proposal 5.
- Change CPU info
- Some lobby clients will report a special CPU id instead of processor frequency. This may be used by other lobby clients to display a specific icon or determine capabilities of an host.
- Known CPU identifiers are listed below:
- 6666 Springie or Zero-K Loby
- 6667 Srpingie with matchmaker (fully managed autohosts)
- 7777 WebLobby
- -1525630178 MUSLCE (Android Lobby)
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