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190 lines
7.2 KiB
C
190 lines
7.2 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// protocol.h -- communications protocols
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#ifndef PROTOCOL_H
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#define PROTOCOL_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Used to classify entity update types in DeltaPacketEntities.
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enum UpdateType
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{
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EnterPVS = 0, // Entity came back into pvs, create new entity if one doesn't exist
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LeavePVS, // Entity left pvs
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DeltaEnt, // There is a delta for this entity.
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PreserveEnt, // Entity stays alive but no delta ( could be LOD, or just unchanged )
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Finished, // finished parsing entities successfully
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Failed, // parsing error occured while reading entities
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};
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// Flags for delta encoding header
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enum
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{
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FHDR_ZERO = 0x0000,
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FHDR_LEAVEPVS = 0x0001,
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FHDR_DELETE = 0x0002,
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FHDR_ENTERPVS = 0x0004,
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};
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#define INSTANCE_BASELINE_TABLENAME "instancebaseline"
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#define LIGHT_STYLES_TABLENAME "lightstyles"
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#define USER_INFO_TABLENAME "userinfo"
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#define SERVER_STARTUP_DATA_TABLENAME "server_query_info" // the name is a remnant...
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//#define CURRENT_PROTOCOL 1
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#define DELTA_OFFSET_BITS 5
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#define DELTA_OFFSET_MAX ( ( 1 << DELTA_OFFSET_BITS ) - 1 )
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#define DELTASIZE_BITS 20 // must be: 2^DELTASIZE_BITS > (NET_MAX_PAYLOAD * 8)
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// Largest # of commands to send in a packet
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#define NUM_NEW_COMMAND_BITS 4
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#define MAX_NEW_COMMANDS ((1 << NUM_NEW_COMMAND_BITS)-1)
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// Max number of history commands to send ( 2 by default ) in case of dropped packets
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#define NUM_BACKUP_COMMAND_BITS 3
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#define MAX_BACKUP_COMMANDS ((1 << NUM_BACKUP_COMMAND_BITS)-1)
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#define PROTOCOL_AUTHCERTIFICATE 0x01 // Connection from client is using a WON authenticated certificate
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#define PROTOCOL_HASHEDCDKEY 0x02 // Connection from client is using hashed CD key because WON comm. channel was unreachable
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#define PROTOCOL_STEAM 0x03 // Steam certificates
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#define PROTOCOL_LASTVALID 0x03 // Last valid protocol
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#define CONNECTIONLESS_HEADER 0xFFFFFFFF // all OOB packet start with this sequence
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#define STEAM_KEYSIZE 2048 // max size needed to contain a steam authentication key (both server and client)
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// each channel packet has 1 byte of FLAG bits
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#define PACKET_FLAG_RELIABLE (1<<0) // packet contains subchannel stream data
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#define PACKET_FLAG_COMPRESSED (1<<1) // packet is compressed
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#define PACKET_FLAG_ENCRYPTED (1<<2) // packet is encrypted
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#define PACKET_FLAG_SPLIT (1<<3) // packet is split
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#define PACKET_FLAG_CHOKED (1<<4) // packet was choked by sender
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#define PACKET_FLAG_CHALLENGE (1<<5) // packet contains challenge number, use to prevent packet injection
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// NOTE: Bits 5, 6, and 7 are used to specify the # of padding bits at the end of the packet!!!
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#define ENCODE_PAD_BITS( x ) ( ( x << 5 ) & 0xff )
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#define DECODE_PAD_BITS( x ) ( ( x >> 5 ) & 0xff )
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// shared commands used by all streams, handled by stream layer, TODO
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#define net_NOP 0 // nop command used for padding
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#define net_Disconnect 1 // disconnect, last message in connection
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#define net_File 2 // file transmission message request/deny
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#define net_Tick 3 // send last world tick
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#define net_StringCmd 4 // a string command
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#define net_SetConVar 5 // sends one/multiple convar settings
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#define net_SignonState 6 // signals current signon state
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//
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// server to client
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//
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#define svc_Print 7 // print text to console
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#define svc_ServerInfo 8 // first message from server about game, map etc
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#define svc_SendTable 9 // sends a sendtable description for a game class
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#define svc_ClassInfo 10 // Info about classes (first byte is a CLASSINFO_ define).
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#define svc_SetPause 11 // tells client if server paused or unpaused
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#define svc_CreateStringTable 12 // inits shared string tables
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#define svc_UpdateStringTable 13 // updates a string table
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#define svc_VoiceInit 14 // inits used voice codecs & quality
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#define svc_VoiceData 15 // Voicestream data from the server
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// #define svc_HLTV 16 // HLTV control messages
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#define svc_Sounds 17 // starts playing sound
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#define svc_SetView 18 // sets entity as point of view
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#define svc_FixAngle 19 // sets/corrects players viewangle
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#define svc_CrosshairAngle 20 // adjusts crosshair in auto aim mode to lock on traget
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#define svc_BSPDecal 21 // add a static decal to the worl BSP
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// NOTE: This is now unused!
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//#define svc_TerrainMod 22 // modification to the terrain/displacement
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// Message from server side to client side entity
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#define svc_UserMessage 23 // a game specific message
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#define svc_EntityMessage 24 // a message for an entity
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#define svc_GameEvent 25 // global game event fired
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#define svc_PacketEntities 26 // non-delta compressed entities
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#define svc_TempEntities 27 // non-reliable event object
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#define svc_Prefetch 28 // only sound indices for now
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#define svc_Menu 29 // display a menu from a plugin
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#define svc_GameEventList 30 // list of known games events and fields
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#define svc_GetCvarValue 31 // Server wants to know the value of a cvar on the client
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#define svc_CmdKeyValues 32 // Server submits KeyValues command for the client
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#define svc_SetPauseTimed 33 // Timed pause - to avoid breaking demos
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#define SVC_LASTMSG 33 // last known server messages
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//
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// client to server
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//
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#define clc_ClientInfo 8 // client info (table CRC etc)
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#define clc_Move 9 // [CUserCmd]
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#define clc_VoiceData 10 // Voicestream data from a client
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#define clc_BaselineAck 11 // client acknowledges a new baseline seqnr
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#define clc_ListenEvents 12 // client acknowledges a new baseline seqnr
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#define clc_RespondCvarValue 13 // client is responding to a svc_GetCvarValue message.
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#define clc_FileCRCCheck 14 // client is sending a file's CRC to the server to be verified.
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#define clc_SaveReplay 15 // client is sending a save replay request to the server.
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#define clc_CmdKeyValues 16
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#define clc_FileMD5Check 17 // client is sending a file's MD5 to the server to be verified.
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#define CLC_LASTMSG 17 // last known client message
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#define RES_FATALIFMISSING (1<<0) // Disconnect if we can't get this file.
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#define RES_PRELOAD (1<<1) // Load on client rather than just reserving name
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#define SIGNONSTATE_NONE 0 // no state yet, about to connect
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#define SIGNONSTATE_CHALLENGE 1 // client challenging server, all OOB packets
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#define SIGNONSTATE_CONNECTED 2 // client is connected to server, netchans ready
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#define SIGNONSTATE_NEW 3 // just got serverinfo and string tables
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#define SIGNONSTATE_PRESPAWN 4 // received signon buffers
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#define SIGNONSTATE_SPAWN 5 // ready to receive entity packets
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#define SIGNONSTATE_FULL 6 // we are fully connected, first non-delta packet received
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#define SIGNONSTATE_CHANGELEVEL 7 // server is changing level, please wait
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//
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// matchmaking
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//
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#define mm_Heartbeat 16 // send a mm_Heartbeat
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#define mm_ClientInfo 17 // information about a player
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#define mm_JoinResponse 18 // response to a matchmaking join request
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#define mm_RegisterResponse 19 // response to a matchmaking join request
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#define mm_Migrate 20 // tell a client to migrate
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#define mm_Mutelist 21 // send mutelist info to other clients
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#define mm_Checkpoint 22 // game state checkpoints (start, connect, etc)
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#define MM_LASTMSG 22 // last known matchmaking message
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#endif // PROTOCOL_H
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