//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // protocol.h -- communications protocols #ifndef PROTOCOL_H #define PROTOCOL_H #ifdef _WIN32 #pragma once #endif // Used to classify entity update types in DeltaPacketEntities. enum UpdateType { EnterPVS = 0, // Entity came back into pvs, create new entity if one doesn't exist LeavePVS, // Entity left pvs DeltaEnt, // There is a delta for this entity. PreserveEnt, // Entity stays alive but no delta ( could be LOD, or just unchanged ) Finished, // finished parsing entities successfully Failed, // parsing error occured while reading entities }; // Flags for delta encoding header enum { FHDR_ZERO = 0x0000, FHDR_LEAVEPVS = 0x0001, FHDR_DELETE = 0x0002, FHDR_ENTERPVS = 0x0004, }; #define INSTANCE_BASELINE_TABLENAME "instancebaseline" #define LIGHT_STYLES_TABLENAME "lightstyles" #define USER_INFO_TABLENAME "userinfo" #define SERVER_STARTUP_DATA_TABLENAME "server_query_info" // the name is a remnant... //#define CURRENT_PROTOCOL 1 #define DELTA_OFFSET_BITS 5 #define DELTA_OFFSET_MAX ( ( 1 << DELTA_OFFSET_BITS ) - 1 ) #define DELTASIZE_BITS 20 // must be: 2^DELTASIZE_BITS > (NET_MAX_PAYLOAD * 8) // Largest # of commands to send in a packet #define NUM_NEW_COMMAND_BITS 4 #define MAX_NEW_COMMANDS ((1 << NUM_NEW_COMMAND_BITS)-1) // Max number of history commands to send ( 2 by default ) in case of dropped packets #define NUM_BACKUP_COMMAND_BITS 3 #define MAX_BACKUP_COMMANDS ((1 << NUM_BACKUP_COMMAND_BITS)-1) #define PROTOCOL_AUTHCERTIFICATE 0x01 // Connection from client is using a WON authenticated certificate #define PROTOCOL_HASHEDCDKEY 0x02 // Connection from client is using hashed CD key because WON comm. channel was unreachable #define PROTOCOL_STEAM 0x03 // Steam certificates #define PROTOCOL_LASTVALID 0x03 // Last valid protocol #define CONNECTIONLESS_HEADER 0xFFFFFFFF // all OOB packet start with this sequence #define STEAM_KEYSIZE 2048 // max size needed to contain a steam authentication key (both server and client) // each channel packet has 1 byte of FLAG bits #define PACKET_FLAG_RELIABLE (1<<0) // packet contains subchannel stream data #define PACKET_FLAG_COMPRESSED (1<<1) // packet is compressed #define PACKET_FLAG_ENCRYPTED (1<<2) // packet is encrypted #define PACKET_FLAG_SPLIT (1<<3) // packet is split #define PACKET_FLAG_CHOKED (1<<4) // packet was choked by sender #define PACKET_FLAG_CHALLENGE (1<<5) // packet contains challenge number, use to prevent packet injection // NOTE: Bits 5, 6, and 7 are used to specify the # of padding bits at the end of the packet!!! #define ENCODE_PAD_BITS( x ) ( ( x << 5 ) & 0xff ) #define DECODE_PAD_BITS( x ) ( ( x >> 5 ) & 0xff ) // shared commands used by all streams, handled by stream layer, TODO #define net_NOP 0 // nop command used for padding #define net_Disconnect 1 // disconnect, last message in connection #define net_File 2 // file transmission message request/deny #define net_Tick 3 // send last world tick #define net_StringCmd 4 // a string command #define net_SetConVar 5 // sends one/multiple convar settings #define net_SignonState 6 // signals current signon state // // server to client // #define svc_Print 7 // print text to console #define svc_ServerInfo 8 // first message from server about game, map etc #define svc_SendTable 9 // sends a sendtable description for a game class #define svc_ClassInfo 10 // Info about classes (first byte is a CLASSINFO_ define). #define svc_SetPause 11 // tells client if server paused or unpaused #define svc_CreateStringTable 12 // inits shared string tables #define svc_UpdateStringTable 13 // updates a string table #define svc_VoiceInit 14 // inits used voice codecs & quality #define svc_VoiceData 15 // Voicestream data from the server // #define svc_HLTV 16 // HLTV control messages #define svc_Sounds 17 // starts playing sound #define svc_SetView 18 // sets entity as point of view #define svc_FixAngle 19 // sets/corrects players viewangle #define svc_CrosshairAngle 20 // adjusts crosshair in auto aim mode to lock on traget #define svc_BSPDecal 21 // add a static decal to the worl BSP // NOTE: This is now unused! //#define svc_TerrainMod 22 // modification to the terrain/displacement // Message from server side to client side entity #define svc_UserMessage 23 // a game specific message #define svc_EntityMessage 24 // a message for an entity #define svc_GameEvent 25 // global game event fired #define svc_PacketEntities 26 // non-delta compressed entities #define svc_TempEntities 27 // non-reliable event object #define svc_Prefetch 28 // only sound indices for now #define svc_Menu 29 // display a menu from a plugin #define svc_GameEventList 30 // list of known games events and fields #define svc_GetCvarValue 31 // Server wants to know the value of a cvar on the client #define svc_CmdKeyValues 32 // Server submits KeyValues command for the client #define svc_SetPauseTimed 33 // Timed pause - to avoid breaking demos #define SVC_LASTMSG 33 // last known server messages // // client to server // #define clc_ClientInfo 8 // client info (table CRC etc) #define clc_Move 9 // [CUserCmd] #define clc_VoiceData 10 // Voicestream data from a client #define clc_BaselineAck 11 // client acknowledges a new baseline seqnr #define clc_ListenEvents 12 // client acknowledges a new baseline seqnr #define clc_RespondCvarValue 13 // client is responding to a svc_GetCvarValue message. #define clc_FileCRCCheck 14 // client is sending a file's CRC to the server to be verified. #define clc_SaveReplay 15 // client is sending a save replay request to the server. #define clc_CmdKeyValues 16 #define clc_FileMD5Check 17 // client is sending a file's MD5 to the server to be verified. #define CLC_LASTMSG 17 // last known client message #define RES_FATALIFMISSING (1<<0) // Disconnect if we can't get this file. #define RES_PRELOAD (1<<1) // Load on client rather than just reserving name #define SIGNONSTATE_NONE 0 // no state yet, about to connect #define SIGNONSTATE_CHALLENGE 1 // client challenging server, all OOB packets #define SIGNONSTATE_CONNECTED 2 // client is connected to server, netchans ready #define SIGNONSTATE_NEW 3 // just got serverinfo and string tables #define SIGNONSTATE_PRESPAWN 4 // received signon buffers #define SIGNONSTATE_SPAWN 5 // ready to receive entity packets #define SIGNONSTATE_FULL 6 // we are fully connected, first non-delta packet received #define SIGNONSTATE_CHANGELEVEL 7 // server is changing level, please wait // // matchmaking // #define mm_Heartbeat 16 // send a mm_Heartbeat #define mm_ClientInfo 17 // information about a player #define mm_JoinResponse 18 // response to a matchmaking join request #define mm_RegisterResponse 19 // response to a matchmaking join request #define mm_Migrate 20 // tell a client to migrate #define mm_Mutelist 21 // send mutelist info to other clients #define mm_Checkpoint 22 // game state checkpoints (start, connect, etc) #define MM_LASTMSG 22 // last known matchmaking message #endif // PROTOCOL_H