Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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