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xash3d-fwgs/engine/common/protocol.h

185 lines
7.9 KiB
C

/*
protocol.h - communications protocols
Copyright (C) 2007 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#ifndef NET_PROTOCOL_H
#define NET_PROTOCOL_H
#define PROTOCOL_VERSION 49
// server to client
#define svc_bad 0 // immediately crash client when received
#define svc_nop 1 // does nothing
#define svc_disconnect 2 // kick client from server
#define svc_event 3 // playback event queue
#define svc_changing 4 // changelevel by server request
#define svc_setview 5 // [short] entity number
#define svc_sound 6 // <see code>
#define svc_time 7 // [float] server time
#define svc_print 8 // [byte] id [string] null terminated string
#define svc_stufftext 9 // [string] stuffed into client's console buffer
#define svc_setangle 10 // [angle angle angle] set the view angle to this absolute value
#define svc_serverdata 11 // [long] protocol ...
#define svc_lightstyle 12 // [index][pattern][float]
#define svc_updateuserinfo 13 // [byte] playernum, [string] userinfo
#define svc_deltatable 14 // [table header][...]
#define svc_clientdata 15 // [...]
#define svc_resource 16 // [...] late-precached resource will be download in-game
#define svc_pings 17 // [bit][idx][ping][packet_loss]
#define svc_particle 18 // [float*3][char*3][byte][byte]
#define svc_restoresound 19 // <see code>
#define svc_spawnstatic 20 // creates a static client entity
#define svc_event_reliable 21 // playback event directly from message, not queue
#define svc_spawnbaseline 22 // <see code>
#define svc_temp_entity 23 // <variable sized>
#define svc_setpause 24 // [byte] 0 = unpaused, 1 = paused
#define svc_signonnum 25 // [byte] used for the signon sequence
#define svc_centerprint 26 // [string] to put in center of the screen
// reserved
// reserved
// reserved
#define svc_intermission 30 // empty message (event)
#define svc_finale 31 // empty message (event)
#define svc_cdtrack 32 // [string] trackname
#define svc_restore 33 // [string] savename
#define svc_cutscene 34 // empty message (event)
#define svc_weaponanim 35 // [byte]iAnim [byte]body
#define svc_bspdecal 36 // [float*3][short][short][short]
#define svc_roomtype 37 // [short] room type
#define svc_addangle 38 // [angle] add angles when client turn on mover
#define svc_usermessage 39 // [byte][byte][string] REG_USER_MSG stuff
#define svc_packetentities 40 // [short][...]
#define svc_deltapacketentities 41 // [short][byte][...]
#define svc_choke 42 // just event
#define svc_resourcelist 43 // [short][...]
#define svc_deltamovevars 44 // [movevars_t]
#define svc_resourcerequest 45 // <see code>
#define svc_customization 46
#define svc_crosshairangle 47 // [byte][byte]
#define svc_soundfade 48 // [float*4] sound fade parms
#define svc_filetxferfailed 49 // [string]
#define svc_hltv 50 // sending from the game.dll
#define svc_director 51 // <variable sized>
#define svc_voiceinit 52 // <see code>
#define svc_voicedata 53 // [byte][short][...]
// reserved
// reserved
#define svc_resourcelocation 56 // [string]
#define svc_querycvarvalue 57 // [string]
#define svc_querycvarvalue2 58 // [string][long] (context)
#define svc_lastmsg 58 // start user messages at this point
// client to server
#define clc_bad 0 // immediately drop client when received
#define clc_nop 1
#define clc_move 2 // [[usercmd_t]
#define clc_stringcmd 3 // [string] message
#define clc_delta 4 // [byte] sequence number, requests delta compression of message
#define clc_resourcelist 5
// reserved
#define clc_fileconsistency 7
#define clc_voicedata 8
#define clc_requestcvarvalue 9
#define clc_requestcvarvalue2 10
#define clc_lastmsg 10 // end client messages
#define MAX_VISIBLE_PACKET_BITS 11 // 2048 visible entities per frame (hl1 has 256)
#define MAX_VISIBLE_PACKET (1<<MAX_VISIBLE_PACKET_BITS)
#define MAX_VISIBLE_PACKET_VIS_BYTES ((MAX_VISIBLE_PACKET + 7) / 8)
// additional protocol data
#define MAX_CLIENT_BITS 5
#define MAX_CLIENTS (1<<MAX_CLIENT_BITS)// 5 bits == 32 clients ( int32 limit )
#define MAX_WEAPON_BITS 6
#define MAX_WEAPONS (1<<MAX_WEAPON_BITS)// 6 bits == 64 predictable weapons
#define MAX_EVENT_BITS 10
#define MAX_EVENTS (1<<MAX_EVENT_BITS) // 10 bits == 1024 events (the original Half-Life limit)
#define MAX_MODEL_BITS 12 // 12 bits == 4096 models
#define MAX_SUPPORTED_MODELS (1<<MAX_MODEL_BITS)
#ifdef SUPPORT_BSP2_FORMAT
#define MAX_MODELS MAX_SUPPORTED_MODELS // because BSP2 contain too much embedded bsp-models
#else
#define MAX_MODELS 1024 // g-cont. reduce the memory without breaking proto
#endif
#define MAX_SOUND_BITS 11
#define MAX_SOUNDS (1<<MAX_SOUND_BITS) // 11 bits == 2048 sounds
#define MAX_ENTITY_BITS 13 // 13 bits = 8192 edicts
#define MAX_EDICTS (1<<MAX_ENTITY_BITS)
#define MAX_EDICTS_BYTES ((MAX_EDICTS + 7) / 8)
#define LAST_EDICT (MAX_EDICTS - 1)
#define MAX_CUSTOM_BITS 10
#define MAX_CUSTOM (1<<MAX_CUSTOM_BITS)// 10 bits == 1024 generic file
#define MAX_USER_MESSAGES 197 // another 58 messages reserved for engine routines
#define MAX_DLIGHTS 32 // dynamic lights (rendered per one frame)
#define MAX_ELIGHTS 64 // entity only point lights
#define MAX_LIGHTSTYLES 64 // original quake limit
#define MAX_RENDER_DECALS 4096 // max rendering decals per a level
// sound proto
#define MAX_SND_FLAGS_BITS 14
#define MAX_SND_CHAN_BITS 4
// sound flags
#define SND_VOLUME (1<<0) // a scaled byte
#define SND_ATTENUATION (1<<1) // a byte
#define SND_SEQUENCE (1<<2) // get sentence from a script
#define SND_PITCH (1<<3) // a byte
#define SND_SENTENCE (1<<4) // set if sound num is actually a sentence num
#define SND_STOP (1<<5) // stop the sound
#define SND_CHANGE_VOL (1<<6) // change sound vol
#define SND_CHANGE_PITCH (1<<7) // change sound pitch
#define SND_SPAWNING (1<<8) // we're spawning, used in some cases for ambients (not sent across network)
#define SND_LOCALSOUND (1<<9) // not paused, not looped, for internal use
#define SND_STOP_LOOPING (1<<10) // stop all looping sounds on the entity.
#define SND_FILTER_CLIENT (1<<11) // don't send sound from local player if prediction was enabled
#define SND_RESTORE_POSITION (1<<12) // passed playing position and the forced end
// decal flags
#define FDECAL_PERMANENT 0x01 // This decal should not be removed in favor of any new decals
#define FDECAL_USE_LANDMARK 0x02 // This is a decal applied on a bmodel without origin-brush so we done in absoulute pos
#define FDECAL_CUSTOM 0x04 // This is a custom clan logo and should not be saved/restored
// reserved
// reserved
#define FDECAL_DONTSAVE 0x20 // Decal was loaded from adjacent level, don't save it for this level
#define FDECAL_STUDIO 0x40 // Indicates a studio decal
#define FDECAL_LOCAL_SPACE 0x80 // decal is in local space (any decal after serialization)
// game type
#define GAME_SINGLEPLAYER 0
#define GAME_DEATHMATCH 1
#define GAME_COOP 2
#define GAME_TEAMPLAY 4
// Max number of history commands to send ( 2 by default ) in case of dropped packets
#define NUM_BACKUP_COMMAND_BITS 4
#define MAX_BACKUP_COMMANDS (1 << NUM_BACKUP_COMMAND_BITS)
#define MAX_RESOURCES (MAX_MODELS+MAX_SOUNDS+MAX_CUSTOM+MAX_EVENTS)
#define MAX_RESOURCE_BITS 13 // 13 bits 8192 resource (4096 models + 2048 sounds + 1024 events + 1024 files)
#define FRAGMENT_MIN_SIZE 1200 // default MTU
#define FRAGMENT_MAX_SIZE 64000 // maximal fragment size
#define FRAGMENT_LOCAL_SIZE FRAGMENT_MAX_SIZE // local connection
extern const char *svc_strings[svc_lastmsg+1];
extern const char *clc_strings[clc_lastmsg+1];
#endif//NET_PROTOCOL_H