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https://git.code.sf.net/p/quake/quakeforge-old
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62 lines
1.6 KiB
Text
62 lines
1.6 KiB
Text
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// This is the network info/connection protocol. It is used to find Quake
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// servers, get info about them, and connect to them. Once connected, the
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// Quake game protocol (documented elsewhere) is used.
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//
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//
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// General notes:
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// game_name is currently always "QUAKE", but is there so this same protocol
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// can be used for future games as well; can you say Quake2?
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//
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// CCREQ_CONNECT
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// string game_name "QUAKE"
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// byte net_protocol_version NET_PROTOCOL_VERSION
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//
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// CCREQ_SERVER_INFO
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// string game_name "QUAKE"
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// byte net_protocol_version NET_PROTOCOL_VERSION
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//
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// CCREQ_PLAYER_INFO
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// byte player_number
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//
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// CCREQ_RULE_INFO
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// string rule
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//
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//
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//
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// CCREP_ACCEPT
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// long port
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//
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// CCREP_REJECT
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// string reason
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//
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// CCREP_SERVER_INFO
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// string server_address
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// string host_name
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// string level_name
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// byte current_players
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// byte max_players
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// byte protocol_version NET_PROTOCOL_VERSION
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//
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// CCREP_PLAYER_INFO
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// byte player_number
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// string name
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// long colors
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// long frags
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// long connect_time
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// string address
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//
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// CCREP_RULE_INFO
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// string rule
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// string value
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// note:
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// There are two address forms used above. The short form is just
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// a port number. The address that goes along with the port is
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// defined as "whatever address you receive this reponse from".
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// This lets us use the host OS to solve the problem of multiple
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// host addresses (possibly with no routing between them); the
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// host will use the right address when we reply to the inbound
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// connection request. The long from is a full address and port
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// in a string. It is used for returning the address of a server
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// that is not running locally.
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