MultiplayerServerWML

From The Battle for Wesnoth Wiki
Revision as of 23:54, 28 June 2007 by Soliton (talk | contribs) (Lobby chat)

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]
      • [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.

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

Lobby chat

  • server message
    • [message]
      • sender The sender of the message.
      • message The message itself.
  • client message
    • [message]
      • message The message itself.