MultiplayerServerWML
From The Battle for Wesnoth Wiki
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]
- [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.
- [game]
- mp_use_map_settings Does the game use 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
- nameThe 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]
- [gamelist]
Many of these keys are described more indepth on the ScenarioWML page.
Lobby chat
- [message]
- sender The sender of the message.
- message The message itself.
Example:
[message] sender="player" message="hi!" [/message]