/
ProtocolVersion.cs
71 lines (68 loc) · 3.69 KB
/
ProtocolVersion.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
#region Copyright & License Information
/*
* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
namespace OpenRA.Server
{
public static class ProtocolVersion
{
// OpenRA's network protocol defines a packet structure:
// - Int32 specifying the length of the packet, ignoring this length field
// The connection will be terminated if a packet with length > 128kB is received by the server
// - Int32 specifying the client ID sending the orders (or 0 if the orders are created by the server)
// - Int32 specifying the game network tick / "frame" the order belongs to
// - Zero or more orders, encoded as:
// - Byte order type
// - Order-specific data
//
// Order types are:
// - 0x65: World sync hash:
// - Int32 containing the sync hash value
// - 0xBF: Player disconnected
// - 0xFE: Handshake (also used for ServerOrders for ProtocolVersion.Orders < 8)
// - Length-prefixed string specifying a name or key
// - Length-prefixed string specifying a value / data
// - 0xFF: World order
// - Length-prefixed string specifying the order name
// - OrderFields enum encoded as a byte: specifies the data included in the rest of the order
// - Order-specific data - see OpenRA.Game/Server/Order.cs for details
//
// A connection handshake begins when a client opens a connection to the server:
// - Server sends:
// - Int32 specifying the handshake protocol version
// - Int32 specifying the new connection's client ID
// - Server sends a packet that contains a single Handshake (0xFE) order that
// encodes a HandshakeRequest yaml blob containing at least:
// - Mod: Internal ID for the active mod
// - Version: Internal version string for the active mod
// - [optional] AuthToken: Blob of random data that the client can sign to verify their AuthID
// - Client disconnects and optionally shows a switch-mod dialog if the Mod or Version do not match
// - Client responds with a packet that contains a single Handshake (0xFE) order that
// encodes a HandshakeResponse yaml blob containing at least:
// - Mod: Internal ID for the active mod
// - Version: Internal version string for the active mod
// - Client: Yaml blob encoding client metadata:
// - Name: Client name
// - [optional] Color: Client's current color choice
// - [optional] PreferredColor: Client's preferred color choice
// - [optional] Password: Password to enter the server
// - [optional] Fingerprint: String used to query the players authentication public key
// - [optional] AuthSignature: AuthToken signature generated using the client's authentication private key
// - [optional] OrdersProtocol: ProtocolVersion.Orders that the client will use (assumed 7 if omitted)
// - Server disconnects client if Mod or Version do not match or it does not accept the requested OrderProtocol
// - Server checks password and sends an AuthenticationError order then disconnects the client if it fails
// The protocol for the initial handshake request and response
// Backwards incompatible changes will break runtime mod switching, so only change as a last resort!
public const int Handshake = 7;
// The protocol for server and world orders
// This applies after the handshake has completed, and is provided to support
// alternative server implementations that wish to support multiple versions in parallel
public const int Orders = 8;
}
}