Difference between revisions of "MultiplayerServerWML"

From The Battle for Wesnoth Wiki
(Lobby chat)
Line 71: Line 71:
 
== Lobby chat ==
 
== Lobby chat ==
 
* server message
 
* server message
** '''[message]''' or '''[whisper]'''
+
** '''[message]'''
 
*** ''sender'' The sender of the 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.
 
*** ''message'' The message itself.
  
 
* client message
 
* client message
 
** '''[message]'''
 
** '''[message]'''
 +
*** ''sender'' (optional) The sender of the message.
 
*** ''message'' The message itself.
 
*** ''message'' The message itself.
 
** '''[whisper]'''
 
** '''[whisper]'''
 +
*** ''receiver'' The receiver of the whisper
 +
*** ''sender'' (optional) The sender of the whisper.
 
*** ''message'' The message itself.
 
*** ''message'' The message itself.
*** ''receiver'' The receiver of the message.
 
  
 
== Administrative commands ==
 
== Administrative commands ==
 
* '''[query]'''
 
* '''[query]'''
 
** ''type'' The type of query. See [[ServerAdministration]] for details.
 
** ''type'' The type of query. See [[ServerAdministration]] for details.

Revision as of 13:34, 29 June 2007

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 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
            • [insert] or [delete] Same keys as above in [game] possible
          • [insert_child] Same tags as above in [gamelist] possible
  • server message - observers joining/quiting games
    • [observer] or [observer_quit]
      • name Username of the observer.

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