summaryrefslogtreecommitdiffstats
path: root/libkdegames/kgame/messages.txt
diff options
context:
space:
mode:
Diffstat (limited to 'libkdegames/kgame/messages.txt')
-rw-r--r--libkdegames/kgame/messages.txt93
1 files changed, 0 insertions, 93 deletions
diff --git a/libkdegames/kgame/messages.txt b/libkdegames/kgame/messages.txt
deleted file mode 100644
index c42d2d91..00000000
--- a/libkdegames/kgame/messages.txt
+++ /dev/null
@@ -1,93 +0,0 @@
-Message formats of libtdegames:
--------------------------------
-
-There are two different communication layers, using their own protocols:
-
- - the message layer (KMessageIO, KMessageServer, KMessageClient)
-
- This is used to send messages from one client (i.e. KGame object)
- to an other one, to a group of other clients, or to all the clients
- connected to the KMessageServer. The messages are arbitrary blocks
- of data, of an arbitrary length.
- This layer is an underlying protocol that isn't game specific at all.
- You shouldn't need to know the message format of the packets. If you
- want to extend the protocol, have a look into KMessageServer API
- reference for a complete list of message types.
-
- - the game layer (KGame, KGameIO, KPlayer)
-
- This layer uses the message layer to send its specific message packets
- between the objects of the game.
- This layer contains the game specific messages (e.g. addPlayer, setupGame).
- The rest of this file describes this layer.
-
-
-Game Layer Messages:
---------------------
-
- Application Cookie 16 Bit
- Version 8 Bit
- MsgId 16 Bit
- SenderId 16 Bit
- ReceiverId 16 Bit
- Userdata
-
-The format of the messages is used internally and there is usually no reason why
-you have to know what it is used for. But as usually != always here are some
-comments on the format. Note that KGame is under development and the content of
-this file could be obsolete. Please result the sourcecode for up-to-date
-information.
-Application Cookie is used to identify the application. This prevents a
-chess game from talking to a poker game.
-Version is the version of KNetworkGame, sender and receiver must be of the same
-version.
- library note: this could be a limitation, as KGame should be backward
- compatible. Maybe change to version must be >= KNETWORKGAME or something less
- restrictive
-MsgId specifies the kind of the message data (see below).
-SenderId is the id of the KGame/KPlayer object which sent the message, it is
-coded like this: the lower 10 bits specify a player and the upper bit
-represent the game id shifted by 10 bits. So we get
-Id=playerId | (gameId<<10);
-ReceiverId is the id of the receiver of the message. It can be either
-a player, a game or a broadcast. For a broadcast the Id is set to 0
-in the other cases the coding is as with the senderId
-Userdata is the data of the user (wow ;-))
-
-
-MsgId UserData
----------------------------------------------------------
-IdMessage user defined
-
-IdSetupGame Q_INT32 isServer
- Q_INT32 maxPlayers
- Q_INT32 newid (id for the new game)
- Q_INT32 cntR (virtual player nunmber)
- Q_INT32 cntT (tagged player number)
- TODO: Changed
-
-IdContinueSetup: TODO
-
-IdSendPlayer Q_INT32 omit how many tagged players for replacement
- TODO: Changed
-
-IdGameSave Save(msg)->Load(msg)
-
-IdAddPlayer rtti
- gameid() of the owner
- player->Save(msg) -> player->Load(msg)
-
-IdRemovePlayer Q_INT16 playerid
-
-IdError Q_INT32 errorcode
- QString errortext
-
-IdGametqStatus Q_INT32 status
-
-IdPlayerProperty Q_INT16 propertyId
- user defined -> the property
-
-IdGameProperty Q_INT16 propertyId
- user defined -> the property
-
-IdPlayerInput user defined