Difference between revisions of "MultiplayerServerWML"
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Revision as of 11:31, 8 March 2008
Contents
Multiplayer Server WML
This page describes the WML used to communicate with the multiplayer server (wesnothd).
The login procedure
- server request (optional)
- [version]
- client response
- [version]
- version: The client's version string.
- [version]
- server request
- [mustlogin]
- client response
- [login]
- username: The username the client would like to have.
- [login]
- server response
- [join_lobby]
- server response
- [gamelist]
- [game] (repeated)
- id: A unique id of the game.
- name: The title of the game.
- mp_scenario: The id of the scenario.
- mp_era: The id of the used era.
- mp_use_map_settings': Does the game use the map settings specified in the scenario.
- mp_fog: Does the game use fog.
- mp_shroud: Does the game use shroud.
- mp_village_gold: The number of gold per village.
- experience_modifier: The experience setting.
- mp_countdown: Does the game use a timer.
- mp_countdown_reservoir_time: Upper limit of the possibly available time.
- mp_countdown_init_time: Initial time.
- mp_countdown_action_bonus: Time bonus per action.
- mp_countdown_turn_bonus: Time bonus per turn.
- map_data: The map data.
- hash: The hash value of the map_data.
- observer: Are observers allowed or not.
- human_sides: The number of sides played by humans.
- slots: The number of vacant/max slots.
- turn: The current turn/max turn.
- [game] (repeated)
- [user] (repeated)
- name: The username of the player.
- game_id: The ID of the game the player is in (version 1.3.7+svn).
- location: The name of the game the player is in.
- available: "yes" if the player is in the lobby; "no" if in a game.
- [gamelist]
Many of the keys under [game] are described more indepth on the ScenarioWML page.
Error messages
- [error]
- message: The error message.
Chat (lobby and in-game)
- [message]
- sender: (optional - filled by the server) The sender of the message.
- message: The message itself.
- [whisper]
- receiver: The receiver of the whisper
- sender: (optional - filled by the server) The sender of the whisper.
- message: The message itself.
Updating the lobby state
- [gamelist_diff]: server message - basically a diff from two [gamelist]s; the keys listed are the ones that actually occure in practice
- index: The index of a user.
- [insert_child] A new user logged on.
- [user]
- name: The name of the user.
- available "yes"
- [delete_child] A user logged off.
- [user]
- [change_child]
- [user]
- [insert]: A user joined/left a game.
- available: "yes" when the user left a game. "no" when the user joined a game
- location: The name of the game the user joined.
- [delete]
- location: "x" when a game was left.
- [insert]: A user joined/left a game.
- [gamelist]
- index: Index of the game in question.
- [insert_child]: A game started.
- [game] All the usual keys of [game] possible, see above.
- [delete_child]: A game ended.
- [game]
- [change_child]: Something changed in a game.
- [game]
- [insert]
- slots: The number of free slots in the form: free/max slots
- turn: The turn number in the form: current turn/max turns
- [delete]
- map: "x" comes with every turn or slots change for games with shroud
- mp_scenario: "x" comes with turn and slots changes for games with no scenario id
- [insert]
- [game]
- [user]
- [observer] or [observer_quit]: server message - players joining([observer_quit] - quitting the lobby "game")/quitting([observer] - joining the lobby "game") a game
- name: Username of the player/observer.
Game setup (the phase from creation to start)
To create a game the client sends:
- [create_game]
- name: The title of the game.
followed by a message with the scenario options as under [game] (see above) plus the scenario data ([time], [era], [side], etc. see ScenarioWML)
- [join]
- id: The id of the game.
- observe: Join the game as an observer.
- [scenario_diff]: ScenarioWML diff (side changes, etc.)
- [start_game]: sent by the host to start a game
- [leave_game]: sent by the client when it leaves a game; sent by the server to make a client leave a game
In-game communication
- [store_next_scenario]: sent by the host - the scenario data (see ScenarioWML) to advance to the next scenario
- [load_next_scenario]: sent by the client to request the data for the next scenario
- [next_scenario]: data for the next scenario (see ScenarioWML), sent by the server on request
- [info]: sent by the host on game end - info about the game state
- type: "termination"
- condition: the termination reason
- [change_controller]: a player gives away one of his sides
- side: the side to change controller
- player: the nick of the player to take control
- own_side: "yes"
If a player leaves this is sent to the host for all sides he owned.
- side_drop: The number of a side that dropped because a player left.
- controller: The controller of that side. ("human", "ai", "network", "none")
- [muteall]: the host mutes/unmutes all observers - toggles
- [mute]: the host mutes an observer - toggles
- username: the username of the observer - if not specified the servers returns a list of muted usernames
- [kick] or [ban]: the host kicks/bans a player/observer
- username: the username of the player/observer
- [turn]
- [command]: (repeated) can contain all the tags you can find in a replay: [recruit], [move], [end_turn], etc.
- [speak]
- message: text of the message
- description: the sender
- team_name: the name of the team the message is for - empty if it's a public message
- [speak]
- [command]: (repeated) can contain all the tags you can find in a replay: [recruit], [move], [end_turn], etc.
Administrative commands
- [query]
- type: The type of query. See ServerAdministration for details.