Net protocol

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Revision as of 14:18, 14 October 2008 by Nadenislamarre (talk | contribs) (NA_udpBind)
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Architecture

Server side

  • 2 ports : port 4130 TCP, and port 4130 UDP

Client side

  • 1 or 2 ports if possible : random ports

Main packet

Format:

[size of the subheader+subpacket written in ascii]\n
===> beginning of the subheader
[source written in ascii]\n
[subsource written in ascii]\n
[actionType]\n
===> beginning of the subpacket
[subpacket]\n
  • source : -1 for the server, or the uniq number associated to the client
  • subsource : the client subsource (0, 1, 2 or 3), for the player on the client machine
  • action type : name of the netAction
  • subpacket : specific to the netAction. \n is added at each subpacket so that it's more readable on a network sniffer, moreover, it can be used to be replaced by \0 to get the char.

For each NetAction, you have these two functions: send and NetAction(void* data, int len). When you send, you don't have to add the \n while it's added after. When you received, the len value includes the \n which is in data so that you can use it to retrieve the data easily (by replacing it by \0)

Sub packets

NA_clientInfos

[protocol version]\n
[udp bind key]\n

When connecting, the client generates a random key that he sends via tcp (via clientInfos) and udp (via udpBind) so that the server can bind both connections.

NA_udpBind

[udp bind key]

NA_udpBindQuery

NA_chatMessage

Example to show how send and read works :

// data contains the \n of the protocol. It's included into len :
NA_chatMessage::NA_chatMessage(void* data, unsigned int len) {
  ((char*)data)[len-1] = '\0';
  m_msg = std::string((char*)data);
  ((char*)data)[len-1] = '\n';
}

// don't send the ending \n while it's added automatically
void NA_chatMessage::send(TCPsocket* i_tcpsd,
                          UDPsocket* i_udpsd, UDPpacket* i_sendPacket,
                          IPaddress* i_udpRemoteIP) {
 // force TCP
 NetAction::send(i_tcpsd, NULL, NULL, NULL, m_msg.c_str(), m_msg.size()); // don't send the 0
}

NA_serverError

NA_frame

NA_changeName

NA_playingLevel

NA_changeClients

Scenario

  • the client connects via TCP
  • the client sends a NA_clientInfos netAction via TCP
  • the server sends a NA_udpBindQuery netAction to the client via TCP
  • the client sends 3 TNA_udpBind netActions via UDP to the server
  • the server know which tcp connection is bind to which udp connection (several clients could have the same ip) and can send packets via the udp way.
  • the server sends the connected client list with a NA_changeClients netAction

Examples