MultiplayerServerWML

From The Battle for Wesnoth Wiki
Revision as of 01:57, 20 July 2007 by Soliton (talk | contribs) (Updating the lobby state)

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.
  • server request
    • [mustlogin]
  • client response
    • [login]
      • username The username the client would like to have.
  • server response
    • [join_lobby]
  • server response
    • [gamelist]
      • [game]
        • 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_countdown Does the game use a timer.
        • observer Are observers allowed or not.
        • map_data The map data.
        • experience_modifier The experience setting.
        • turn The current turn/max turn.
        • id The id of the game.
        • mp_countdown_reservoir_time
        • mp_village_gold The number of gold per village.
        • mp_countdown_init_time
        • mp_era The id of the used era.
        • mp_countdown_action_bonus
        • mp_countdown_turn_bonus
        • name The title of the game.
        • human_sides The number of sides played by humans.
        • hash The hash value of the map_data.
        • mp_scenario The id of the scenario.
        • slots The number of vacant/max slots.
    • [user]
      • name The username of the player.
      • location The name of the game the player is in.
      • available "yes" if the player is in the lobby; "no" if in a game.

Many of these keys are described more indepth on the ScenarioWML page.

Updating the lobby state

  • server message - basically a diff from two [gamelist]s
    • [gamelist_diff]
      • [insert_child] or [delete_child]
        • index Index of the child (game or user).
        • [gamelist] or [user] (repeated) Same tags/keys as above in [gamelist] and [user] possible
      • [change_child] Same tags as above in [gamelist] possible
        • index Index of the child (game or user).
        • [insert] or [delete] Same keys as above in [game] possible
        • [gamelist] or [user] (repeated)
          • [change_child] Same tags as above in [gamelist] possible
            • [game]
              • [insert] or [delete] Same keys as above in [game] possible
          • [insert_child] Same tags as above in [gamelist] possible
  • server message - players joining([observer_quit])/quitting([observer] a game
    • [observer] or [observer_quit]
      • name Username of the player/observer.

Game creation

To create a game the client sends:

  • [create_game]
    • name The title of the game.
    • human_sides The number of sides played by humans.

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.
  • [leave_game]

Error messages

  • [error]
    • message The error message.

Lobby chat

  • server message
    • [message]
      • sender The sender of the message.
      • message The message itself.
    • [whisper]
      • receiver The receiver of the whisper
      • sender The sender of the whisper.
      • message The message itself.
  • client message
    • [message]
      • sender (optional) The sender of the message.
      • message The message itself.
    • [whisper]
      • receiver The receiver of the whisper
      • sender (optional) The sender of the whisper.
      • message The message itself.

Administrative commands