quakeforge-old/doc/uquake_net.txt

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