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