74 lines
3.8 KiB
C#
74 lines
3.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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namespace OpenRA.Server
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{
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public static class ProtocolVersion
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{
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// OpenRA's network protocol defines a packet structure:
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// - Int32 specifying the length of the packet, ignoring this length field
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// The connection will be terminated if a packet with length > 128kB is received by the server
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// - Int32 specifying the client ID sending the orders (or 0 if the orders are created by the server)
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// - Int32 specifying the game network tick / "frame" the order belongs to
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// - Zero or more orders, encoded as:
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// - Byte order type
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// - Order-specific data
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//
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// Order types are:
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// - 0x65: World sync hash:
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// - Int32 containing the sync hash value
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// - UInt64 containing the current defeat state (a bit set
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// to 1 means the corresponding player is defeated)
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// - 0xBF: Player disconnected
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// - 0xFE: Handshake (also used for ServerOrders for ProtocolVersion.Orders < 8)
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// - Length-prefixed string specifying a name or key
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// - Length-prefixed string specifying a value / data
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// - 0xFF: World order
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// - Length-prefixed string specifying the order name
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// - OrderFields enum encoded as a byte: specifies the data included in the rest of the order
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// - Order-specific data - see OpenRA.Game/Server/Order.cs for details
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//
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// A connection handshake begins when a client opens a connection to the server:
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// - Server sends:
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// - Int32 specifying the handshake protocol version
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// - Int32 specifying the new connection's client ID
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// - Server sends a packet that contains a single Handshake (0xFE) order that
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// encodes a HandshakeRequest yaml blob containing at least:
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// - Mod: Internal ID for the active mod
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// - Version: Internal version string for the active mod
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// - [optional] AuthToken: Blob of random data that the client can sign to verify their AuthID
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// - Client disconnects and optionally shows a switch-mod dialog if the Mod or Version do not match
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// - Client responds with a packet that contains a single Handshake (0xFE) order that
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// encodes a HandshakeResponse yaml blob containing at least:
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// - Mod: Internal ID for the active mod
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// - Version: Internal version string for the active mod
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// - Client: Yaml blob encoding client metadata:
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// - Name: Client name
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// - [optional] Color: Client's current color choice
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// - [optional] PreferredColor: Client's preferred color choice
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// - [optional] Password: Password to enter the server
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// - [optional] Fingerprint: String used to query the players authentication public key
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// - [optional] AuthSignature: AuthToken signature generated using the client's authentication private key
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// - [optional] OrdersProtocol: ProtocolVersion.Orders that the client will use (assumed 7 if omitted)
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// - Server disconnects client if Mod or Version do not match or it does not accept the requested OrderProtocol
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// - Server checks password and sends an AuthenticationError order then disconnects the client if it fails
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// The protocol for the initial handshake request and response
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// Backwards incompatible changes will break runtime mod switching, so only change as a last resort!
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public const int Handshake = 7;
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// The protocol for server and world orders
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// This applies after the handshake has completed, and is provided to support
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// alternative server implementations that wish to support multiple versions in parallel
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public const int Orders = 11;
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}
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}
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