Replay/Netcode format

Replay/Netcode format

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Replay/Netcode format

Post by Maelstrom »

How exactly is the actual netcode/replay data formatted? I know that theres a timestamp followed by the data, but how is the data structured? What does the timestamp measure? Seconds or frames? How do you tell which part of the data is a chat message? How do you tell who it is from? Is information like a player winning/losing sent, or is that for each client to detect? Anything else I should know about it?
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Hum, I remember a thread with the same question, try to search on the forum.

edit: oh, sorry, it seem that it had not all the information it could have had
( http://taspring.clan-sy.com/phpbb/viewt ... ure+replay )
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

e: obsolete
Last edited by Kloot on 15 Aug 2008, 23:03, edited 1 time in total.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Just added some comments to Net.h and also hacked together a replay parser in PHP.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Whoa, i bet maelstrom didnt expect that ;)
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Thanks, that is exactly what I needed! I just need to filter out the irrelevant commands and it will work perfectly as a chat log extracter, tell you who wins (I think?) and how long the game went for.
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