Adding a README for the planned master server implementation. This surely will help me avoid forgetting stuff.

feature-npv2
Icedream 2014-05-19 17:09:24 +02:00
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# Master API source code
This folder is supposed to contain the source code that will provide both, a master server and client.
alterIWnet and fourdeltaone made use of the open-sourced DP master server code to serve registration of dedicated servers
and the dedicated server list for the game client.
This server is supposed to be replaced by a full implementation of the protocol, both as server and client, in C# and is
to be integrated into libnpsharp.
## Protocol
The master server protocol is based on Quake 3's:
Request message:
AA AA AA AA|BB .. .. BB| A=Header, B=Body ending with line break or \x00
Response message:
AA .. .. AA|0a|BB .. .. A=Message name, B=Body
BB
Important: The response is supposed to be one or multiple specific-length plus a less-than-specific-length
UDP packet(s).
TODO: Look up the specific length in the DP master source code. It's somewhere around 1400/1500 bytes.
The master server itself has to only serve for the "getservers" request and has to respond with a getServersResponse message.
This getServersResponse message's body is serialized as following:
XX AA AA AA AA BB BB[CC X=ascii("\\"), A=IP (uint, network byte order), B=Port 1 (ushort, network byte order), C=Optional port 2 (ushort, network byte order)
CC[..] ]XX .. .. .. ..
XX YY YY YY 00 00 00[00 Y=ascii("EOT")
00]
In short, serialized ip-port pairs/triples separated by ASCII backslashes and ended by an entry which decodes to "EOT".
## Internal management
Both the server and the client should be able to handle a variable amount of ports. For this, we plan following things:
1) Assume "\" at the beginning of an entry. If not true, stream out of sync -> throw exception/disconnect.
2) Assume an IP address exists (4 bytes minimum).
a) If IP address is ASCII "EOT" with \x00 bytes at the end, stop reading the message.
3) Do not assume a fixed amount of ports. Instead
a) ...if rest > 0 bytes, read 2 bytes and append to a ushort list for ports.
b) ...if rest == 0 bytes, prepare for reading next entry.
This should be compatible with both, messages with 1 IP address + 1 port (game) and 1 IP address + 2 ports (game/query).

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<Compile Include="RPC\Messages\Data\TicketValidationResult.cs" /> <Compile Include="RPC\Messages\Data\TicketValidationResult.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Content Include="Master\README.txt" />
<Content Include="Steam\README.txt" /> <Content Include="Steam\README.txt" />
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />