mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
89 lines
2.2 KiB
Plaintext
89 lines
2.2 KiB
Plaintext
GameAgent is the replacement for gameserver management, such as the serverlist.
|
|
|
|
Querying the masterserver can be done using UDP packets the following way:
|
|
|
|
UDP Masterserver:9005 {
|
|
char 'e'
|
|
}
|
|
|
|
This will make the masterserver respond with a list of servers currently joined and alive in the following way:
|
|
|
|
UDP {
|
|
char 's'
|
|
4 bytes of the IP (0x7F 0x00 0x00 0x01 would be 127.0.0.1)
|
|
short of the port
|
|
}
|
|
|
|
To query gameservers for their current status, use their enumeration port (server port + 1):
|
|
|
|
UDP Gameserver:25601 {
|
|
byte 0x02
|
|
}
|
|
|
|
An example response would be:
|
|
|
|
UDP {
|
|
char '0'
|
|
string ";players;8"
|
|
string ";maxplayers;16"
|
|
string ";level;Yodeller"
|
|
string ";gametype;Fragmatch"
|
|
string ";version;1.10"
|
|
string ";gamename;serioussamse"
|
|
string ";sessionname;Awesome Server"
|
|
}
|
|
|
|
Note: strings in this documentation are not null terminated unless pointed out otherwise.
|
|
|
|
This particular server would be a fragmatch server called "Awesome Server", having 8 out of 16 players, playing on Yodeller running on version 1.10.
|
|
|
|
To query a gameserver for the players, you would do the following:
|
|
|
|
UDP Gameserver:25601 {
|
|
byte 0x03
|
|
}
|
|
|
|
An example response would be:
|
|
|
|
UDP {
|
|
byte 0x01
|
|
|
|
"players"
|
|
byte 0x02
|
|
"8"
|
|
byte 0x03
|
|
|
|
{ // for each player
|
|
"player_0"
|
|
byte 0x02
|
|
"Angelo"
|
|
byte 0x03
|
|
|
|
"frags_0"
|
|
byte 0x02
|
|
"14"
|
|
byte 0x03
|
|
|
|
"ping_0"
|
|
byte 0x02
|
|
"80"
|
|
byte 0x03
|
|
}
|
|
|
|
byte 0x04
|
|
}
|
|
|
|
Where "0" after the "player_" and "frags_" is the index of the player in the server, not a counter.
|
|
|
|
Note: Players can be sent in multiple packets. Wait for the last 0x04 byte in a packet.
|
|
|
|
The player querying is done differently than the server status query to work around issues with seperator characters in player names.
|
|
|
|
Some useful things to remember when working with this packet:
|
|
Byte 0x01 in ASCII is SOH; start of header.
|
|
Byte 0x02 in ASCII is STX; start of text.
|
|
Byte 0x03 in ASCII is ETX; end of text.
|
|
Byte 0x04 in ASCII IS EOT; end of transmission.
|
|
|
|
Invalid player names are indicated by either byte 0x11 or 0x12 as the player name (in "player_0").
|