MultiplayerServerWML

From The Battle for Wesnoth Wiki
Revision as of 00:04, 16 November 2007 by Soliton (talk | contribs) (Game setup (the phase from creation to start))

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] (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.
    • [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.

Many of the keys under [game] are described more indepth on the ScenarioWML page.

Error messages

  • [error]
    • message The error message.

Lobby chat

  • [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.
    • [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.
      • [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
  • [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.
    • human_sides (obsolete) 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.
  • [side_secured] server response upon successfully taking a side by a player
  • [failed] server response upon an unsuccessful try of taking a side by a player
  • [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 followed by the scenario data to advance to the next scenario
  • [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] includes all the tags you can find in a replay: [recruit], [move], [end_turn], etc.
      • [speak]
        • message
        • description the sender
        • team_name the name of the team the message is for - empty if it's a public message

Administrative commands