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GamingAnywhere control protocol [DRAFT]
=======================================
Revised: 2013-12-18
* Summary
This document describes how a GamingAnywhere (GA) client sends control
events to a GA server. Due to lack of standards, GA implements its own
control protocol to deliver control events from a client to a server. On
receipt of a control event (keyboard pressed, mouse moved, mouse button
clicked, and more), the event is packed in a control message and then sent
to the server through the control protocol. The server then replays received
events to the running game.
Please note that the original GA client for PC is implemented with
libsdl, so values in a control message are mostly based on those defined
in libsdl. Readers are suggested to read SDL's document or header files
if the value of a SDL constant is required. The document can be found at
http://wiki.libsdl.org/SDL_Event.
* Transport layer configuration
Currently the control message can be delivered via UDP or TCP.
The default port to receive control messages is on port 8555, but it can
be changed to any arbitrary port. The transport layer protocol configured on
the server and the client must be consistent.
The protocol message formats are defined in the next section.
In general, formatted control messages can be sent as-is.
However, to work with TCP, a initial handshake message has to be sent first.
It is done by sending the below string from a client to the server:
C->S: 1-byte-length + "GACtrlV01" + NULL (total 11 bytes)
The server will keep silent if the handshake message is correct.
Otherwise, it rejects the client immediately by closing the connection.
The client can then send control messages later using the same TCP
connection after succesfully sent the initial handshake message.
* Protocol Messages
- General format
The general format for a control messages is as follows:
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| message size | msg. type | which |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| payload |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
- message size: store the total length of the control message in network
byte order (BIG endian).
- message type: store the type of the control messages.
Currently, it can be one of the following number:
SDL_EVENT_MSGTYPE_NULL (0)
SDL_EVENT_MSGTYPE_KEYBOARD (1)
SDL_EVENT_MSGTYPE_MOUSEKEY (2)
SDL_EVENT_MSGTYPE_MOUSEMOTION (3)
SDL_EVENT_MSGTYPE_MOUSEWHEEL (4)
- which: reserved. If multiple controller is supported, it can be used as
the ID for the same type of controller.
- payload: variable-length data contains controller-specific values.
The details please refer to the control message for each type.
- Format for a NULL message
This message is reserved and should not be used. The "message type" must
be SDL_EVENT_MSGTYPE_NULL (0).
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0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| message size (4) | msg. type (0) | which (0) |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
- Format for keyboard events
This message is used for sending key stroke events. The format and the
explanations are as follows. The "message type" must be
SDL_EVENT_MSGTYPE_KEYBOARD (1).
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| message size (18) | msg. type (1) | which |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| is_pressed | UNUSED | scancode |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| sdlkey |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| unicode |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| sdlmod |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
- is_pressed: store the state of the involved key. A value of zero
indicates that the key is released; Otherwise, it is pressed.
- scancode: store the SDL_Scancode value, which is available at:
http://wiki.libsdl.org/SDL_Scancode.
The value is stored in network byte order (BIG endian).
- sdlkey: store the SDL_Keycode value, which is available at:
http://wiki.libsdl.org/SDL_Keycode.
The value is stored in network byte order (BIG endian).
- unicode: store the UTF-16 unicode for the involved key, if applicable.
Otherwise, it is zero.
The value is stored in network byte order (BIG endian).
- sdlmod: store the SDL_Keymod value, which is available at:
http://wiki.libsdl.org/SDL_Keymod.
The value is stored in network byte order (BIG endian).
- Format for mouse events
This format is used for sending mouse events. The format and the
explanation for each message are describe as follows.
The "message type" can be SDL_EVENT_MSGTYPE_MOUSEKEY (2),
SDL_EVENT_MSGTYPE_MOUSEMOTION (3), or SDL_EVENT_MSGTYPE_MOUSEWHEEL (4).
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| message size (16) | msg. type | which |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| is_pressed | mouse button | mouse state | relative mode |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| mouse pointer X | mouse pointer Y |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| mouse pointer relative X | mouse pointer relative Y |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
- is_pressed: store the state of the involved button. A value of zero
indicates that the button is released; Otherwise, it is pressed.
This field is valid when message type is SDL_EVENT_MSGTYPE_MOUSEKEY.
Otherwise, it is ignored.
- mouse button: store the involved mouse button.
The value can be one of the following:
SDL_BUTTON_LEFT (1)
SDL_BUTTON_MIDDLE (2)
SDL_BUTTON_RIGHT (3)
SDL_BUTTON_X1 (4)
SDL_BUTTON_X2 (5)
Currently GA treats SDL_BUTTON_X1 and SDL_BUTTON_X2 as mouse wheel
events. However, the interpretation may be changed in the future.
It is not recommended to use the two buttons. For mouse wheels, please
consider working with the SDL_EVENT_MSGTYPE_MOUSEWHEEL message type.
This field is valid when message type is SDL_EVENT_MSGTYPE_MOUSEKEY.
Otherwise, it is ignored.
- mouse state: store mouse button state.
The value can be one of the following:
SDL_BUTTON_LMASK (0x01)
SDL_BUTTON_MMASK (0x02)
SDL_BUTTON_RMASK (0x04)
SDL_BUTTON_X1MASK (0x08)
SDL_BUTTON_X2MASK (0x10)
Although SDL uses a 32-bit value to store the value, the current GA
control message only use a 8-bit field to store the value.
** Please note that GA server currently does not use the field.
This field is valid when message type is SDL_EVENT_MSGTYPE_MOUSEMOTION.
- relative mode: store a non-zero value if the "mouse pointer relative X"
and "mouse pointer relative Y" are used instead of "mouse pointer X" and
"mouse pointer Y". The move of a mouse pointer can be represented in
absolute coordinate (using "mouse pointer X" and "mouse pointer Y"
fields) or relative coordinate (using "mouse pointer relative X" and
"mouse pointer relative Y" fields). However, not all operating systems
allow to replay mouse move events with relative coordinates.
For SDL games running with a hook-mode server, both absolute and
relative coordinates are supported; For general Windows games, the
client has to choose either absolute or relative coordinates; For
general Mac OS X games, only absolute coordinate are supported.
This field is valid when message type is SDL_EVENT_MSGTYPE_MOUSEMOTION.
- mouse pointer X and mouse pointer Y: store non-negative 16-bit integer
values that represent the current absolute coordinate (X, Y) of the mouse.
The values must be stored in network byte order (BIG endian).
The two fields are valid for all mouse messages.
Please note that when the two fields are used for
SDL_EVENT_MSGTYPE_MOUSEWHEEL message, the values are treated as signed
integer. The X value is used for vertical direction mouse wheel and the
Y value is used for horizontal direction mouse wheel.
- mouse pointer relative X and mouse pointer relative Y: store a signed
16-bit integer value that represent the relative coordinate of the most
recent move (delta-X, delta-Y) of the mouse pointer.
The values must be stored in network byte order (BIG endian).
The two fields are valid when message type is
SDL_EVENT_MSGTYPE_MOUSEMOTION.
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