lobby protocol updates

lobby protocol updates

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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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

lobby protocol updates

Post by aegis »

specifying engine and version in battles, so lobbies can support multiple versions of engines and multiple engines more seamlessly

battle code will be changed.
current commands:

Code: Select all

OPENBATTLE type natType password port maxplayers hashcode rank maphash {map} {title} {modname}
BATTLEOPENED BATTLE_ID type natType founder IP port maxplayers passworded rank maphash {map} {title} {modname}
new commands:

Code: Select all

OPENBATTLE type natType password port maxplayers hashcode rank maphash engine version {map} {title} {modname}
BATTLEOPENED BATTLE_ID type natType founder IP port maxplayers passworded rank maphash engine version {map} {title} {modname}
engine is a string with no spaces ( it can be turned into a "sentence" if we need )
version is a string, then
thank you rattle
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: lobby protocol updates

Post by rattle »

Shouldn't version be a string as well, i.e. 0.77b1?
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insaneinside
Posts: 29
Joined: 06 Jul 2008, 05:13

Re: lobby protocol updates

Post by insaneinside »

When, and on what servers, will these changes take effect? To which protocol version do they correspond? 0.36?

I'd also suggest purging the Spring version from the TASServer command, in light of these changes.
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: lobby protocol updates

Post by aegis »

we would still need a system of automatically updating

maybe have a command pair for GETLATESTVERSION <engine>
which would reply with LATESTVERSION <engine> <version>
and then the client could REQUESTUPDATEFILE <engine> if it had an old version
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Licho
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Joined: 19 May 2006, 19:13

Re: lobby protocol updates

Post by Licho »

Why would we need it? Since each game advertises its engine/version you dont need global version pushing..
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: lobby protocol updates

Post by Peet »

Clientside handling of it would need to change to make updating optional, but removing it alltogether would be counterproductive.
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aegis
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Joined: 11 Jul 2007, 17:47

Re: lobby protocol updates

Post by aegis »

I'll make the server use the old battle commands for versions of known clients not supporting multiple engines

so you guys can be lazy while I release a server
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: lobby protocol updates

Post by AF »

This should help enormously with the management of nonSpring engines and games by allowing an effective way of determining them without resorting to kludges with the mod name.
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Licho
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Joined: 19 May 2006, 19:13

Re: lobby protocol updates

Post by Licho »

You could also support custom data..
something like key=value,key2=value2 format.
It would be handy for things like ladders or advertising extra information about game and it would be future proof (no need to change server for every change)
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: lobby protocol updates

Post by aegis »

I'll be gone for several hours

I have uberserver running for testing

The sooner tests are completed, the sooner we can release.

viewtopic.php?f=16&t=15711
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