upcoming lobby protocol changes
Moderator: Moderators
upcoming lobby protocol changes
multiple engine support (added params to OPENBATTLE/BATTLEOPENED)
QUIT on orderly disconnect
sayhooks (HOOK)
modhash added to OPENBATTLE/BATTLEOPENED
QUIT on orderly disconnect
sayhooks (HOOK)
modhash added to OPENBATTLE/BATTLEOPENED
- Stealth870
- Posts: 166
- Joined: 13 Sep 2004, 00:25
Re: upcoming lobby protocol changes
Tell your relative Stealth says Happy Birthday.
Re: upcoming lobby protocol changes
must..not..hook..every..character..
Re: upcoming lobby protocol changes
wha?lurker wrote:must..not..hook..every..character..
Re: upcoming lobby protocol changes
uberserver.clan-sy.com on port 8300 for anyone interested in testing
this version does not have multiple engine/version support because it was commented out for normal lobbies to be able to use it properly
this version does not have multiple engine/version support because it was commented out for normal lobbies to be able to use it properly
Re: upcoming lobby protocol changes
Can't you hook multiple characters? I'm fighting the urge to have every single character act as a hook.
Re: upcoming lobby protocol changes
it's only one right now, though I could change the command to use a space-separated list...
Re: upcoming lobby protocol changes
Well uberbot supported multiple hooks. 

Re: upcoming lobby protocol changes
could we please get proper documentation instead of bits and pieces?
Re: upcoming lobby protocol changes
So, how are unique IDs gonna be implemented in the new server ? What about just adding a parameter to the ADDUSER command sent by the server ?
The ADDUSER syntax would then just change fromto
The ADDUSER syntax would then just change from
Code: Select all
ADDUSER <username> <country> <cpu>
Code: Select all
ADDUSER <username> <country> <cpu> <uniqueId>
Re: upcoming lobby protocol changes
As long as you're changing the battle protocol, why not add a mod version field? Then we'll be one step closer to having unitsync not append it to the name.
Re: upcoming lobby protocol changes
re: uniqueId,
if backwards compatibility is a deterrence, how about a new command/query to fetch it instead.
if you are worried about lobby clients implementing this hack and later wanting to remove/change it, require the bot flag to cut down on the failure.
if backwards compatibility is a deterrence, how about a new command/query to fetch it instead.
if you are worried about lobby clients implementing this hack and later wanting to remove/change it, require the bot flag to cut down on the failure.
Re: upcoming lobby protocol changes
I'm actually considering adding a param to LOGIN for new lobby clients to enable some of the protocol features (old lobby clients can function perfectly fine with assumed engine/version and without unique ids)
Re: upcoming lobby protocol changes
Also add modhash & name to UPDATEBATTLEINFO to make that you can change mod without rehosting
Re: upcoming lobby protocol changes
probably not, at least not for nowtizbac wrote:Also add modhash & name to UPDATEBATTLEINFO to make that you can change mod without rehosting
Re: upcoming lobby protocol changes
when we talk about this unique id, we're not talking about the unique id that the client sends to the server on connect right?
Re: upcoming lobby protocol changes
this one will be server-assigned (probably the user's SQL row id)
Re: upcoming lobby protocol changes
has proper banning functions been implemented yet?
Re: upcoming lobby protocol changes
server, battle, or channel?
they've all been in uberserver for a while :)
they've all been in uberserver for a while :)
Re: upcoming lobby protocol changes
battle, so has any client actually allowed to do proper bans yet?