# 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". ## Protocol limits (see https://github.com/kphillisjr/dpmaster/blob/master/src/messages.c for reference) ```c // Timeout after a valid infoResponse (in secondes) #define TIMEOUT_INFORESPONSE (15 * 60) // Period of validity for a challenge string (in secondes) #define TIMEOUT_CHALLENGE 2 // Maximum size of a reponse packet #define MAX_PACKET_SIZE_OUT 1400 ``` ## 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). ## Messages (see https://github.com/kphillisjr/dpmaster/blob/master/src/messages.c for reference) // Types of messages (with samples): // Q3: "heartbeat QuakeArena-1\x0A" // DP: "heartbeat DarkPlaces\x0A" #define S2M_HEARTBEAT "heartbeat " // Q3 & DP & QFusion: "getinfo A_Challenge" #define M2S_GETINFO "getinfo" // Q3 & DP & QFusion: "infoResponse\x0A\\pure\\1\\..." #define S2M_INFORESPONSE "infoResponse\x0A" // Q3: "getservers 67 ffa empty full" // DP: "getservers DarkPlaces-Quake 3 empty full" // DP: "getservers Transfusion 3 empty full" // QFusion: "getservers qfusion 39 empty full" #define C2M_GETSERVERS "getservers " // DP: "getserversExt DarkPlaces-Quake 3 empty full ipv4 ipv6" // IOQuake3: "getserversExt 68 empty ipv6" #define C2M_GETSERVERSEXT "getserversExt " // Q3 & DP & QFusion: // "getserversResponse\\...(6 bytes)...\\...(6 bytes)...\\EOT\0\0\0" #define M2C_GETSERVERSREPONSE "getserversResponse" // DP & IOQuake3: // "getserversExtResponse\\...(6 bytes)...//...(18 bytes)...\\EOT\0\0\0" #define M2C_GETSERVERSEXTREPONSE "getserversExtResponse"