Purple Martians
Technical Code Descriptions
Netgame - Packets
Overview
Overview
These are all of the packet types used in netgame.
Packet: 'cdat'
description: 'client data'
direction: client to server
- 1 byte (player)
- 4 bytes (client frame_num of control change)
- 1 byte (comp move of control change)
Packet: 'sdat'
description: 'server data
sent from server to client
header:
-----------------------------
- 4 bytes (server frame_num)
- 4 bytes (game_moves start entry)
- 1 byte (number of entries)
and then one or more entries:
-----------------------------
- 4 bytes (game_moves[x][0]); // frame_num
- 1 byte (game_moves[x][1]); // type
- 1 byte (game_moves[x][2]); // data 1
- 1 byte (game_moves[x][3]); // data 2
Packet: 'sdak'
description: 'sdat acknowledge'
direction: client to server
- 1 byte (player)
- 4 bytes (client frame_num)
- 4 bytes (game_moves new entry position)
- 4 bytes (chdf late count)
- 4 bytes (frames skipped count)
Packet: 'serr'
description: 'server error'
direction: server to client
- 1 byte (error type)
- 4 bytes (server frame_num)
- 4 bytes (server c sync)
- 4 bytes (server c sync errors)
Packet: 'stdf'
description: 'state dif'
direction: server to client
- 4 bytes (source frame_num)
- 4 bytes (destination frame_num)
- 1 byte (packet sequence num)
- 1 byte (packet sequence total)
- 4 bytes (data start byte)
- 4 bytes (data size)
Packet: 'stak'
description: 'state dif acknowledge'
direction: client to server
- 1 byte (player)
- 1 byte (diff corr)
- 4 bytes (client frame_num)
Packet: 'CJON'
description: 'client join'
direction: client to server
- 1 byte (requested color)
- 16 bytes (client hostname)
Packet: 'SJON'
description: 'server join'
direction: server to client
- 2 bytes (play level)
- 4 bytes (server frame_num)
- 4 bytes (server game_move entry position)
- 1 byte (frame speed)
- 1 byte (player number)
- 1 byte (player color)
- 1 byte (deathmatch_pbullets)
- 1 byte (deathmatch_pbullets_damage)
- 1 byte (suicide_pbullets)