MultiplayerServerWML

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Revision as of 05:38, 19 March 2008 by Esr (talk | contribs)

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.

Chat (lobby and in-game)

  • [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.

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.
  • [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 - the scenario data (see ScenarioWML) to advance to the next scenario
  • [load_next_scenario]: sent by the client to request the data for the next scenario
  • [next_scenario]: data for the next scenario (see ScenarioWML), sent by the server on request
  • [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]: (repeated) can contain all the tags you can find in a replay: [recruit], [move], [end_turn], etc.
      • [speak]
        • message: text of the message
        • description: the sender
        • id: the sender Template:DevFeature
        • team_name: the name of the team the message is for - empty if it's a public message

Administrative commands