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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+// protocol.h -- communications protocols
+#ifndef PROTOCOL_H
+#define PROTOCOL_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+// Used to classify entity update types in DeltaPacketEntities.
+enum UpdateType
+{
+ EnterPVS = 0, // Entity came back into pvs, create new entity if one doesn't exist
+
+ LeavePVS, // Entity left pvs
+
+ DeltaEnt, // There is a delta for this entity.
+ PreserveEnt, // Entity stays alive but no delta ( could be LOD, or just unchanged )
+
+ Finished, // finished parsing entities successfully
+ Failed, // parsing error occured while reading entities
+};
+
+// Flags for delta encoding header
+enum
+{
+ FHDR_ZERO = 0x0000,
+ FHDR_LEAVEPVS = 0x0001,
+ FHDR_DELETE = 0x0002,
+ FHDR_ENTERPVS = 0x0004,
+};
+
+
+
+#define INSTANCE_BASELINE_TABLENAME "instancebaseline"
+#define LIGHT_STYLES_TABLENAME "lightstyles"
+#define USER_INFO_TABLENAME "userinfo"
+#define SERVER_STARTUP_DATA_TABLENAME "server_query_info" // the name is a remnant...
+
+
+//#define CURRENT_PROTOCOL 1
+
+
+#define DELTA_OFFSET_BITS 5
+#define DELTA_OFFSET_MAX ( ( 1 << DELTA_OFFSET_BITS ) - 1 )
+
+#define DELTASIZE_BITS 20 // must be: 2^DELTASIZE_BITS > (NET_MAX_PAYLOAD * 8)
+
+// Largest # of commands to send in a packet
+#define NUM_NEW_COMMAND_BITS 4
+#define MAX_NEW_COMMANDS ((1 << NUM_NEW_COMMAND_BITS)-1)
+
+// Max number of history commands to send ( 2 by default ) in case of dropped packets
+#define NUM_BACKUP_COMMAND_BITS 3
+#define MAX_BACKUP_COMMANDS ((1 << NUM_BACKUP_COMMAND_BITS)-1)
+
+
+#define PROTOCOL_AUTHCERTIFICATE 0x01 // Connection from client is using a WON authenticated certificate
+#define PROTOCOL_HASHEDCDKEY 0x02 // Connection from client is using hashed CD key because WON comm. channel was unreachable
+#define PROTOCOL_STEAM 0x03 // Steam certificates
+#define PROTOCOL_LASTVALID 0x03 // Last valid protocol
+
+#define CONNECTIONLESS_HEADER 0xFFFFFFFF // all OOB packet start with this sequence
+#define STEAM_KEYSIZE 2048 // max size needed to contain a steam authentication key (both server and client)
+
+// each channel packet has 1 byte of FLAG bits
+#define PACKET_FLAG_RELIABLE (1<<0) // packet contains subchannel stream data
+#define PACKET_FLAG_COMPRESSED (1<<1) // packet is compressed
+#define PACKET_FLAG_ENCRYPTED (1<<2) // packet is encrypted
+#define PACKET_FLAG_SPLIT (1<<3) // packet is split
+#define PACKET_FLAG_CHOKED (1<<4) // packet was choked by sender
+#define PACKET_FLAG_CHALLENGE (1<<5) // packet contains challenge number, use to prevent packet injection
+
+// NOTE: Bits 5, 6, and 7 are used to specify the # of padding bits at the end of the packet!!!
+#define ENCODE_PAD_BITS( x ) ( ( x << 5 ) & 0xff )
+#define DECODE_PAD_BITS( x ) ( ( x >> 5 ) & 0xff )
+
+// shared commands used by all streams, handled by stream layer, TODO
+
+#define net_NOP 0 // nop command used for padding
+#define net_Disconnect 1 // disconnect, last message in connection
+#define net_File 2 // file transmission message request/deny
+
+#define net_Tick 3 // send last world tick
+#define net_StringCmd 4 // a string command
+#define net_SetConVar 5 // sends one/multiple convar settings
+#define net_SignonState 6 // signals current signon state
+
+//
+// server to client
+//
+
+#define svc_Print 7 // print text to console
+#define svc_ServerInfo 8 // first message from server about game, map etc
+#define svc_SendTable 9 // sends a sendtable description for a game class
+#define svc_ClassInfo 10 // Info about classes (first byte is a CLASSINFO_ define).
+#define svc_SetPause 11 // tells client if server paused or unpaused
+
+
+#define svc_CreateStringTable 12 // inits shared string tables
+#define svc_UpdateStringTable 13 // updates a string table
+
+#define svc_VoiceInit 14 // inits used voice codecs & quality
+#define svc_VoiceData 15 // Voicestream data from the server
+
+// #define svc_HLTV 16 // HLTV control messages
+
+#define svc_Sounds 17 // starts playing sound
+
+#define svc_SetView 18 // sets entity as point of view
+#define svc_FixAngle 19 // sets/corrects players viewangle
+#define svc_CrosshairAngle 20 // adjusts crosshair in auto aim mode to lock on traget
+
+#define svc_BSPDecal 21 // add a static decal to the worl BSP
+// NOTE: This is now unused!
+//#define svc_TerrainMod 22 // modification to the terrain/displacement
+
+// Message from server side to client side entity
+#define svc_UserMessage 23 // a game specific message
+#define svc_EntityMessage 24 // a message for an entity
+#define svc_GameEvent 25 // global game event fired
+
+#define svc_PacketEntities 26 // non-delta compressed entities
+
+#define svc_TempEntities 27 // non-reliable event object
+
+#define svc_Prefetch 28 // only sound indices for now
+
+#define svc_Menu 29 // display a menu from a plugin
+
+#define svc_GameEventList 30 // list of known games events and fields
+
+#define svc_GetCvarValue 31 // Server wants to know the value of a cvar on the client
+
+#define svc_CmdKeyValues 32 // Server submits KeyValues command for the client
+#define svc_SetPauseTimed 33 // Timed pause - to avoid breaking demos
+
+#define SVC_LASTMSG 33 // last known server messages
+
+//
+// client to server
+//
+
+#define clc_ClientInfo 8 // client info (table CRC etc)
+#define clc_Move 9 // [CUserCmd]
+#define clc_VoiceData 10 // Voicestream data from a client
+#define clc_BaselineAck 11 // client acknowledges a new baseline seqnr
+#define clc_ListenEvents 12 // client acknowledges a new baseline seqnr
+#define clc_RespondCvarValue 13 // client is responding to a svc_GetCvarValue message.
+#define clc_FileCRCCheck 14 // client is sending a file's CRC to the server to be verified.
+#define clc_SaveReplay 15 // client is sending a save replay request to the server.
+#define clc_CmdKeyValues 16
+#define clc_FileMD5Check 17 // client is sending a file's MD5 to the server to be verified.
+
+#define CLC_LASTMSG 17 // last known client message
+
+#define RES_FATALIFMISSING (1<<0) // Disconnect if we can't get this file.
+#define RES_PRELOAD (1<<1) // Load on client rather than just reserving name
+
+#define SIGNONSTATE_NONE 0 // no state yet, about to connect
+#define SIGNONSTATE_CHALLENGE 1 // client challenging server, all OOB packets
+#define SIGNONSTATE_CONNECTED 2 // client is connected to server, netchans ready
+#define SIGNONSTATE_NEW 3 // just got serverinfo and string tables
+#define SIGNONSTATE_PRESPAWN 4 // received signon buffers
+#define SIGNONSTATE_SPAWN 5 // ready to receive entity packets
+#define SIGNONSTATE_FULL 6 // we are fully connected, first non-delta packet received
+#define SIGNONSTATE_CHANGELEVEL 7 // server is changing level, please wait
+
+//
+// matchmaking
+//
+
+#define mm_Heartbeat 16 // send a mm_Heartbeat
+#define mm_ClientInfo 17 // information about a player
+#define mm_JoinResponse 18 // response to a matchmaking join request
+#define mm_RegisterResponse 19 // response to a matchmaking join request
+#define mm_Migrate 20 // tell a client to migrate
+#define mm_Mutelist 21 // send mutelist info to other clients
+#define mm_Checkpoint 22 // game state checkpoints (start, connect, etc)
+
+#define MM_LASTMSG 22 // last known matchmaking message
+
+#endif // PROTOCOL_H