source: network-game/design/message_spec.txt@ f15d6a9

Last change on this file since f15d6a9 was 1a47469, checked in by dportnoy <dmp1488@…>, 11 years ago

Logging out works correctly now

  • Property mode set to 100644
File size: 4.0 KB
Line 
1This document contains all messages and descriptions of how they are used or should be used
2
3MSG_TYPE_ACK
4Sent in response to a message of any other type and contains the id of the received message. When the recipient gets the ack, the know the original message with that id was received. This type is used by the MessageProcessor class.
5
6MSG_TYPE_REGISTER
7Client sends this message to register a new account. Contains a username, password, and class.
8
9MSG_TYPE_LOGIN
10Client sends this message to login. Contains a username and password
11
12MSG_TYPE_LOGOUT
13Client sends this message to logout. Contains no extra data. The server uses the sender address to determine which player sent it.
14Server broadcasts a reply with the player id if logout was successfull or sends the sender's id and a string with an error message back to the original sender.
15
16MSG_TYPE_CHAT
17Client uses this to send chat messages to the server. The server uses it to relay chat message to the correct recipients. Contains the userame of the sender and the message itself (I think).
18
19MSG_TYPE_PLAYER
20Double-check correctness of this info
21server sends this to update player positions
22
23MSG_TYPE_PLAYER_MOVE
24Double-check correctness of this info
25Client sends this when a player wants to move
26
27MSG_TYPE_OBJECT
28Server sends this to indicate that a new object appeared on the map. (Currently, the only objects are flags).
29
30MSG_TYPE_REMOVE_OBJECT
31Server sends this to indicate that an object has been removed from the map. (Currently happens when a flag is picked up)
32
33MSG_TYPE_PICKUP_FLAG
34Client sends this when it wants to pick up a flag. This is sent when the user presses the correct hotkey, even if there is no flag close enough to pick up.
35
36MSG_TYPE_DROP_FLAG
37Client sends this when it wants to drop a flag. As above, this is sent when the hotkey is pressed, even if the player isn't holding a flag.
38
39MSG_TYPE_SCORE
40The server sends this to indicate a change in the score of a team.
41
42MSG_TYPE_START_ATTACK
43Info needs confirmation
44The client sends this to indicate they are starting an attack animation.
45I think the point here is for the server to tell other clients, so the correct animation is played on their screen as well.
46
47MSG_TYPE_ATTACK
48Not sure who sends this, but I think it's the client and I think it indicates the actual attack. The server sends MSG_TYPE_PLAYER messages to indicate a decrease in the hp of the target and some other state changes.
49
50MSG_TYPE_PROJECTILE
51Verify this
52Server sends this to indicate that a projectile has been created (in the case of a ranged attack). Probably contains the position and direction of the projectile. Not sure if it contains the id or name of the target player.
53
54MSG_TYPE_REMOVE_PROJECTILE
55Server sends this when a projectile should be removed (when it has reached its target).
56
57MSG_TYPE_CREATE_GAME
58Client sends this when they want to create a game. Contains the game name (probably not id since the server determines the id upon creation).
59
60MSG_TYPE_JOIN_GAME
61Client sends this when they want to join a game. Contains the game name or id.
62
63MSG_TYPE_LEAVE_GAME
64Client sends this when they want to leave a game. Not sure what this contains. Maybe nothing.
65
66MSG_TYPE_GAME_INFO
67Server sends this to tell all clients about existing games. Contains the game name and the number of players currently in it.
68
69MSG_TYPE_JOIN_GAME_SUCCESS
70Server sends this to a client to indicate that a game was joined successfully. This is useful because two clients might simultaneously want to a join a game with only one open slot or maybe the game ended by the time the server got the client's message.
71
72MSG_TYPE_JOIN_GAME_FAILURE
73Server sends this to indicate that a game could not be join. See explanation about. Also could be sent if the name the client specified doesn't match an existing game.
74
75MSG_TYPE_JOIN_GAME_ACK
76Needs verification.
77The client sends this upon receipt of a MSG_TYPE_JOIN_GAME_SUCCESS to indicate that he got it. This message is useful to guarantee initialization of some variables (I think of the Game variable on the client). Pretty clunky, so try to find a way of avoiding this.
Note: See TracBrowser for help on using the repository browser.