Launcher protocol: Difference between revisions
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|Long || Time || Current time, this will be sent back to you so you can determine ping. | |Long || Time || Current time, this will be sent back to you so you can determine ping. | ||
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|Long || Flags2 || {{Devfeature|3.1|alpha}} The extended information you want. Ensure you specify <tt>SQF_EXTENDED_INFO</tt> in the normal Flags field as well. This field is optional - if this field is not present, its value is inferred to be 0. | |Long || Flags2 || {{Devfeature|3.1|alpha}} The extended information you want. Ensure you specify <tt>SQF_EXTENDED_INFO</tt> in the normal Flags field as well. This field is optional - if this field is not present, its value is inferred to be 0. Older servers will ignore this field. | ||
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Revision as of 19:47, 26 August 2018
This launcher protocol lets you to talk to servers and get information from them, allowing you to make your own custom programs like browsers, stat tools, and so on.
Protocol information
See "article history" to look up the protocol for prior versions.
The basics
All Zandronum servers use UDP as their network protocol. Additionally, all traffic is compressed using the Huffman algorithm to save bandwidth. Therefore, you'll need a copy of huffman.cpp or huffman.java to encode and decode your traffic appropriately.
There is also an implementation of the Huffman codec written in Python here. Also in Python 3 here.
Definition of data types used in this article:
- Byte: 8 bit integer
- Short: 16 bit integer
- Long: 32 bit integer
- Float: Long representation of a float
- String: null-terminated series of Bytes
Traffic is encoded in little-endian.
Getting the list of servers
This is very easy, accomplished by sending a long and a short to the master server:
Type | Value | Description |
---|---|---|
Long | 5660028 | LAUNCHER_MASTER_CHALLENGE |
Short | 2 | MASTER_SERVER_VERSION |
If your request is denied, the server will respond with one of the following:
Type | Value | Description |
---|---|---|
Long | 3 | Denied; your IP is banned (MSC_IPISBANNED) |
Long | 4 | Denied; your IP has made a request in the past 3 seconds (MSC_REQUESTIGNORED) |
Long | 5 | Denied; you're using an older version of the master protocol (MSC_WRONGVERSION) |
If you are accepted, you will receive multiple packets, each starting with:
Type | Value | Description |
---|---|---|
Long | 6 | Beginning of list (MSC_BEGINSERVERLISTPART) |
Byte | 0-255 | Packet number (starting with 0) |
Byte | 8 | Beginning of server block (MSC_SERVERBLOCK) |
Then you will get this next block, which is repeated for every IP with servers on it.
Type | Value | Description |
---|---|---|
Byte | 0-255 | n = Number of servers with this IP address |
Byte | 0-255 | IP address octet |
Byte | 0-255 | IP address octet |
Byte | 0-255 | IP address octet |
Byte | 0-255 | IP address octet |
Short | 0-65535 | IP port (sent 'n' times) |
Once the packet is full or all servers are transferred, you will receive 0 as number of servers on the next IP.
Type | Value | Description |
---|---|---|
Byte | 0 | There are no ports for the next server, i.e. no more servers in this packet. |
Finally, the response should end with either
Type | Value | Description |
---|---|---|
Byte | 2 | End of list, you got the full server list now (MSC_ENDSERVERLIST) |
or
Type | Value | Description |
---|---|---|
Byte | 7 | End of current part of the list, you'll get more packets (MSC_ENDSERVERLISTPART) |
Querying individual servers
You need to choose what data you'd like. To do so, bitshift the combination of flags with a boolean OR.
The flags are:
Name | Value | Description |
---|---|---|
SQF_NAME | 0x00000001 | The name of the server |
SQF_URL | 0x00000002 | The associated website |
SQF_EMAIL | 0x00000004 | Contact address |
SQF_MAPNAME | 0x00000008 | Current map being played |
SQF_MAXCLIENTS | 0x00000010 | Maximum amount of clients who can connect to the server |
SQF_MAXPLAYERS | 0x00000020 | Maximum amount of players who can join the game (the rest must spectate) |
SQF_PWADS | 0x00000040 | PWADs loaded by the server |
SQF_GAMETYPE | 0x00000080 | Game type code |
SQF_GAMENAME | 0x00000100 | Game mode name |
SQF_IWAD | 0x00000200 | The IWAD used by the server |
SQF_FORCEPASSWORD | 0x00000400 | Whether or not the server enforces a password |
SQF_FORCEJOINPASSWORD | 0x00000800 | Whether or not the server enforces a join password |
SQF_GAMESKILL | 0x00001000 | The skill level on the server |
SQF_BOTSKILL | 0x00002000 | The skill level of any bots on the server |
SQF_DMFLAGS | 0x00004000 | (Deprecated) The values of dmflags, dmflags2 and compatflags. Use SQF_ALL_DMFLAGS instead. |
SQF_LIMITS | 0x00010000 | Timelimit, fraglimit, etc. |
SQF_TEAMDAMAGE | 0x00020000 | Team damage factor. |
SQF_TEAMSCORES | 0x00040000 | (Deprecated) The scores of the red and blue teams. Use SQF_TEAMINFO_* instead. |
SQF_NUMPLAYERS | 0x00080000 | Amount of players currently on the server. |
SQF_PLAYERDATA | 0x00100000 | Information of each player in the server. |
SQF_TEAMINFO_NUMBER | 0x00200000 | Amount of teams available. |
SQF_TEAMINFO_NAME | 0x00400000 | Names of teams. |
SQF_TEAMINFO_COLOR | 0x00800000 | RGB colors of teams. |
SQF_TEAMINFO_SCORE | 0x01000000 | Scores of teams. |
SQF_TESTING_SERVER | 0x02000000 | Whether or not the server is a testing server, also the name of the testing binary. |
SQF_DATA_MD5SUM | 0x04000000 | (Deprecated) Used to retrieve the MD5 checksum of skulltag_data.pk3, now obsolete and returns an empty string instead. |
SQF_ALL_DMFLAGS | 0x08000000 | Values of various dmflags used by the server. |
SQF_SECURITY_SETTINGS | 0x10000000 | Security setting values (for now only whether the server enforces the master banlist) |
SQF_OPTIONAL_WADS | 0x20000000 | Which PWADs are optional |
SQF_DEH | 0x40000000 | List of DEHACKED patches loaded by the server. |
SQF_EXTENDED_INFO | 0x80000000 | (development version 3.1-alpha and above only) Additional server information, see the table below for more information. |
Extended flags
(development version 3.1-alpha and above only)
Name | Value | Description |
---|---|---|
SQF2_PWAD_HASHES | 0x00000001 | The MD5 hashes of the server's loaded PWADs. |
For example, to get the server's name and player count, you'd use (SQF_NAME|SQF_NUMPLAYERS). Use these flags appropriately; doing so saves your users' and server hosters' bandwidth.
Now send the server the following packet:
Type | Value | Description |
---|---|---|
Long | 199 | Launcher challenge |
Long | Flags | Desired information |
Long | Time | Current time, this will be sent back to you so you can determine ping. |
Long | Flags2 | (development version 3.1-alpha and above only) The extended information you want. Ensure you specify SQF_EXTENDED_INFO in the normal Flags field as well. This field is optional - if this field is not present, its value is inferred to be 0. Older servers will ignore this field. |
The server will respond with the following:
Type | Value | Description |
---|---|---|
Long | Response |
|
Long | Time | The time you sent to the server. |
Next, assuming you were accepted, you'll get:
Type | Value | Description |
---|---|---|
String | Version | Server version string with revision number. |
Long | Flags | The info you'll be receiving, possibly corrected (see below). |
Followed by:
Type | Flag | Description |
---|---|---|
String | SQF_NAME | The server's name (sv_hostname) |
String | SQF_URL | The server's WAD URL (sv_website) |
String | SQF_EMAIL | The server host's e-mail (sv_hostemail) |
String | SQF_MAPNAME | The current map's name |
Byte | SQF_MAXCLIENTS | The max number of clients (sv_maxclients) |
Byte | SQF_MAXPLAYERS | The max number of players (sv_maxplayers) |
Byte | SQF_PWADS | The number of PWADs loaded |
String | SQF_PWADS | The PWAD's name (Sent for each PWAD) |
Byte | SQF_GAMETYPE | The current game mode. See below. |
Byte | SQF_GAMETYPE | Instagib - true (1) / false (0) |
Byte | SQF_GAMETYPE | Buckshot - true (1) / false (0) |
String | SQF_GAMENAME | The base game's name ("DOOM", "DOOM II", "HERETIC", "HEXEN", "ERROR!") |
String | SQF_IWAD | The IWAD's name |
Byte | SQF_FORCEPASSWORD | Whether a password is required to join the server (sv_forcepassword) |
Byte | SQF_FORCEJOINPASSWORD | Whether a password is required to join the game (sv_forcejoinpassword) |
Byte | SQF_GAMESKILL | The game's difficulty (skill) |
Byte | SQF_BOTSKILL | The bot difficulty (botskill) |
Long | SQF_DMFLAGS | [Deprecated] Value of dmflags |
Long | SQF_DMFLAGS | [Deprecated] Value of dmflags2 |
Long | SQF_DMFLAGS | [Deprecated] Value of compatflags |
Short | SQF_LIMITS | Value of fraglimit |
Short | SQF_LIMITS | Value of timelimit |
Short | SQF_LIMITS | time left in minutes (only sent if timelimit > 0) |
Short | SQF_LIMITS | duellimit |
Short | SQF_LIMITS | pointlimit |
Short | SQF_LIMITS | winlimit |
Float | SQF_TEAMDAMAGE | The team damage scalar (teamdamage) |
Short | SQF_TEAMSCORES | [Deprecated] Blue team's fragcount/wincount/score |
Short | SQF_TEAMSCORES | [Deprecated] Red team's fragcount/wincount/score |
Byte | SQF_NUMPLAYERS | The number of players in the server |
String | SQF_PLAYERDATA | Player's name |
Short | SQF_PLAYERDATA | Player's pointcount/fragcount/killcount |
Short | SQF_PLAYERDATA | Player's ping |
Byte | SQF_PLAYERDATA | Player is spectating - true (1) / false (0) |
Byte | SQF_PLAYERDATA | Player is a bot - true (1) / false (0) |
Byte | SQF_PLAYERDATA | Player's team (returned on team games, 255 is no team) |
Byte | SQF_PLAYERDATA | Player's time on the server, in minutes. Note: SQF_PLAYERDATA information is sent once for each player on the server. |
Byte | SQF_TEAMINFO_NUMBER | The number of teams used. |
String | SQF_TEAMINFO_NAME | The team's name. (Sent for each team.) |
Long | SQF_TEAMINFO_COLOR | The team's color. (Sent for each team.) |
Short | SQF_TEAMINFO_SCORE | The team's score. (Sent for each team.) |
Byte | SQF_TESTING_SERVER | Whether this server is running a testing binary - true (1) / false (0) |
String | SQF_TESTING_SERVER | An empty string in case the server is running a stable binary, otherwise name of the testing binary archive found in http://www.skulltag.com/testing/files/ |
String | SQF_DATA_MD5SUM | [Deprecated] Returns an empty string. |
Byte | SQF_ALL_DMFLAGS | The number of flags that will be sent. |
Long | SQF_ALL_DMFLAGS | The value of the flags (Sent for each flag in the order dmflags, dmflags2, zadmflags, compatflags, zacompatflags, compatflags2) |
Byte | SQF_SECURITY_SETTINGS | Whether the server is enforcing the master ban list - true (1) / false (0) The other bits of this byte may be used to transfer other security related settings in the future. |
Byte | SQF_OPTIONAL_WADS | Amount of optional wad indices that follow |
Byte | SQF_OPTIONAL_WADS | Index number int the list sent with SQF_PWADS - this wad is optional (sent for each optional Wad) |
Byte | SQF_DEH | Amount of deh patches loaded |
String | SQF_DEH | Deh patch name (one string for each deh patch) |
Long | SQF_EXTENDED_INFO | (development version 3.1-alpha and above only) The flags specifying extended server information you will receive. Check all SQF2 values against this field. |
Byte | SQF2_PWAD_HASHES | (development version 3.1-alpha and above only) The number of hashes sent. |
String | SQF2_PWAD_HASHES | (development version 3.1-alpha and above only) The hash of the PWAD, sent for each PWAD. The index is the same as in SQF_PWADS |
Note: The server will automatically correct your request if you made a mistake (like request team scores in cooperative games), so always use the flags it sends back to you when reading your data.
And that's it!
Notes
Game modes: Game modes are defined as:
0 GAMEMODE_COOPERATIVE 1 GAMEMODE_SURVIVAL 2 GAMEMODE_INVASION 3 GAMEMODE_DEATHMATCH 4 GAMEMODE_TEAMPLAY 5 GAMEMODE_DUEL 6 GAMEMODE_TERMINATOR 7 GAMEMODE_LASTMANSTANDING 8 GAMEMODE_TEAMLMS 9 GAMEMODE_POSSESSION 10 GAMEMODE_TEAMPOSSESSION 11 GAMEMODE_TEAMGAME 12 GAMEMODE_CTF 13 GAMEMODE_ONEFLAGCTF 14 GAMEMODE_SKULLTAG 15 GAMEMODE_DOMINATION
To discuss the protocol, use this forum and create a new topic.
Happy coding!