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d9867cfaaf
git-svn-id: https://svn.eduke32.com/eduke32@1105 1a8010ca-5511-0410-912e-c29ae57300e0
65 lines
2.4 KiB
C
65 lines
2.4 KiB
C
#ifndef __MMULTIMSGS_H__
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#define __MMULTIMSGS_H__
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/*
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* Ok, so this header file defines the message bytes and outlines the basic
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* message descriptions for out-of-band messages that are common to all games
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* that utilize my net code. Once a game determines that it is indeed talking
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* to another peer of the same genus, the rest is up to the game itself to
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* decide, but for basic stuff, the interfaces will be identical.
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*
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* Why am I not choosing to implement all this engine-side? Because all the
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* games are different and about the only thing they are guaranteed to use in
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* common that I can be certain of is the services my net code will provide.
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* So, since I can't code anything in particular with every Build game in mind,
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* I'm putting handling all the game-visible messages into the game's domain.
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* The engine will still handle its own internal messages because the game
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* never sees them. Ever.
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*
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* CMDs are messages sent by a peer to another, and RSPs are the replies.
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*
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* The master of the network game, regardless if the eventual game is talking
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* with a peer-to-peer design or not, shall enumerate each peer as it joins
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* and the master will always assign itself peer number 0. This simplifies
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* things all-round because each peer that joins automatically knows that
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* id 0 is its master and it already knows the master's address. Technically
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* every other peer who joins may get a sequential number for its id so maybe
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* even transmitting the peer unique ids is unnecessary and we'd be easier
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* just sending a number of players, but the less craftiness at this point
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* in time, the better.
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*
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* -- Jonathon
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*/
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#define MSGPROTOVER 0x00
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// 0x00 20031209
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#define MSG_CMD_GETGAMEINFO 0x10
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// char MSG_CMD_GETGAMEINFO
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// char MSGPROTOVER
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#define MSG_RSP_BADPROTO 0x11
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// char MSG_RSP_BADPROTO
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#define MSG_RSP_NOGAME 0x12
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// char MSG_RSP_NOGAME
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// char[8] gamename
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#define MSG_RSP_GAMEINFO 0x13
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// char MSG_RSP_GAMEINFO
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// char[8] gamename eg. DUKE3DSW/DUKE3D\x00\x00/DUKE3DAT
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// ... other information particular to the game
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#define MSG_CMD_JOINGAME 0x20
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// char MSG_CMD_JOINGAME
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#define MSG_RSP_GAMEINPROG 0x21
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// char MSG_RSP_GAMEINPROG
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#define MSG_RSP_JOINACCEPTED 0x22
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// char MSG_RSP_JOINACCEPTED
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// short uniqueid
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// char numtofollow
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// short[numtofollow] peeruid
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// ... other information particular to the game
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#define MSG_RSP_GAMEFULL 0x23
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// char MSG_RSP_GAMEFULL
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#endif
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