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212 lines
8.0 KiB
Plaintext
212 lines
8.0 KiB
Plaintext
OpenTTD's admin network
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Last updated: 2011-01-20
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------------------------------------------------------------------------
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Table of contents
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-----------------
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1.0) Preface
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2.0) Joining the network
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3.0) Asking for updates
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* 3.1) Polling manually
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4.0) Sending rcon commands
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5.0) Sending chat
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* 5.1) Receiving chat
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6.0) Disconnecting
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7.0) Certain packet information
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1.0) Preface
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---- -------
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The admin network provides a dedicated network protocol designed for other
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applications to communicate with OpenTTD. Connected applications can execute
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console commands remotely (rcon commands) with no further authentication.
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Furthermore information about clients and companies can be provided.
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Admin applications remain connected when starting a new game or loading a saved
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game in contrast to normal OpenTTD clients that get disconnected.
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This document describes the admin network and its protocol.
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Please refer to the mentioned enums in src/network/core/tcp_admin.h
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Please also note that further improvements to the admin protocol can mean that
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more packet types will be sent by the server. For forward compatibility it is
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therefore wise to ignore unknown packets. Future improvements might also add
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additional data to packets. This data should be ignored. Data will never be
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removed from packets in later versions, except the possibility that complete
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packets are dropped in favour of a new packet.
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This though will be reflected in the protocol version as announced in the
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ADMIN_PACKET_SERVER_PROTOCOL in section 2.0).
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A reference implementation in Java for a client connecting to the admin interface
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can be found at: http://dev.openttdcoop.org/projects/joan
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2.0) Joining the network
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---- -------------------
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Create a TCP connection to the server on port 3977. The application is
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expected to authenticate within 10 seconds.
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To authenticate send a ADMIN_PACKET_ADMIN_JOIN packet.
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The server will reply with ADMIN_PACKET_SERVER_PROTOCOL followed directly by
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ADMIN_PACKET_SERVER_WELCOME.
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ADMIN_PACKET_SERVER_PROTOCOL contains details about the protocol version.
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It is the job of your application to check this number and decide whether
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it will remain connected or not.
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Furthermore, this packet holds details on every AdminUpdateType and the
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supported AdminFrequencyTypes (bitwise representation).
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ADMIN_PACKET_SERVER_WELCOME contains details on the server and the map,
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e.g. if the server is dedicated, its NetworkLanguage, size of the Map, etc.
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Once you have received ADMIN_PACKET_SERVER_WELCOME you are connected and
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authorized to do your thing.
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The server will not provide any game related updates unless you ask for them.
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There are four packets the server will none the less send, if applicable:
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- ADMIN_PACKET_SERVER_ERROR
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- ADMIN_PACKET_SERVER_WELCOME
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- ADMIN_PACKET_SERVER_NEWGAME
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- ADMIN_PACKET_SERVER_SHUTDOWN
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However, ADMIN_PACKET_SERVER_WELCOME only after a ADMIN_PACKET_SERVER_NEWGAME
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3.0) Asking for updates
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---- ------------------
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Asking for updates is done with ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY.
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With this packet you define which update you wish to receive at which
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frequency.
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Note: not every update type supports every frequency. If in doubt, you can
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verify against the data received in ADMIN_PACKET_SERVER_PROTOCOL.
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The server will not confirm your registered update. However, asking for an
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invalid AdminUpdateType or a not supported AdminUpdateFrequency you will be
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disconnected from the server with NETWORK_ERROR_ILLEGAL_PACKET.
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Additional debug information can be found with a debug level of net=3.
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ADMIN_UPDATE_DATE results in the server sending:
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- ADMIN_PACKET_SERVER_DATE
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ADMIN_UPDATE_CLIENT_INFO results in the server sending:
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- ADMIN_PACKET_SERVER_CLIENT_JOIN
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- ADMIN_PACKET_SERVER_CLIENT_INFO
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- ADMIN_PACKET_SERVER_CLIENT_UPDATE
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- ADMIN_PACKET_SERVER_CLIENT_QUIT
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- ADMIN_PACKET_SERVER_CLIENT_ERROR
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ADMIN_UPDATE_COMPANY_INFO results in the server sending:
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- ADMIN_PACKET_SERVER_COMPANY_NEW
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- ADMIN_PACKET_SERVER_COMPANY_INFO
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- ADMIN_PACKET_SERVER_COMPANY_UPDATE
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- ADMIN_PACKET_SERVER_COMPANY_REMOVE
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ADMIN_UPDATE_COMPANY_ECONOMY results in the server sending:
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- ADMIN_PACKET_SERVER_COMPANY_ECONOMY
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ADMIN_UPDATE_COMPANY_STATS results in the server sending:
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- ADMIN_PACKET_SERVER_COMPANY_STATS
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ADMIN_UPDATE_CHAT results in the server sending:
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- ADMIN_PACKET_SERVER_CHAT
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ADMIN_UPDATE_CONSOLE results in the server sending:
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- ADMIN_PACKET_SERVER_CONSOLE
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ADMIN_UPDATE_CMD_LOGGING results in the server sending:
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- ADMIN_PACKET_SERVER_CMD_LOGGING
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3.1) Polling manually
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---- ----------------
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Certain AdminUpdateTypes can also be polled:
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- ADMIN_UPDATE_DATE
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- ADMIN_UPDATE_CLIENT_INFO
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- ADMIN_UPDATE_COMPANY_INFO
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- ADMIN_UPDATE_COMPANY_ECONOMY
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- ADMIN_UPDATE_COMPANY_STATS
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- ADMIN_UPDATE_CMD_NAMES
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ADMIN_UPDATE_CLIENT_INFO and ADMIN_UPDATE_COMPANY_INFO accept an additional
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parameter. This parameter is used to specify a certain client or company.
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Setting this parameter to UINT32_MAX (0xFFFFFFFF) will tell the server you
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want to receive updates for all clients or companies.
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Not supported AdminUpdateType in the poll will result in the server
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disconnecting the application with NETWORK_ERROR_ILLEGAL_PACKET.
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Additional debug information can be found with a debug level of net=3.
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4.0) Sending rcon commands
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---- ---------------------
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Rcon runs separate from the ADMIN_UPDATE_CONSOLE AdminUpdateType. Requesting
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the execution of a remote console command is done with the packet
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ADMIN_PACKET_ADMIN_RCON.
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Note: No additional authentication is required for rcon commands.
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The server will reply with a ADMIN_PACKET_SERVER_RCON packet. Applications
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will not receive the answer twice if they have asked for the AdminUpdateType
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ADMIN_UPDATE_CONSOLE, as the result is not printed on the servers console
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(just like clients rcon commands).
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Furthermore, sending a 'say' command (or any similar command) will not
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be sent back into the admin network.
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Chat from the server itself will only be sent to the admin network when it
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was not sent from the admin network.
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5.0) Sending chat
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---- ------------
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Sending a ADMIN_PACKET_ADMIN_CHAT results in chat originating from the server.
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Currently four types of chat are supported:
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- NETWORK_ACTION_CHAT
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- NETWORK_ACTION_CHAT_CLIENT
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- NETWORK_ACTION_CHAT_COMPANY
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- NETWORK_ACTION_SERVER_MESSAGE
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NETWORK_ACTION_SERVER_MESSAGE can be sent to a single client or company
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using the respective DestType and ID.
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This is a message prefixed with the 3 stars, e.g. *** foo has joined the game
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5.1) Receiving chat
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---- -------------
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Register ADMIN_UPDATE_CHAT at ADMIN_FREQUENCY_AUTOMATIC to receive chat.
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The application will be able to receive all chat the server can see.
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The configuration option network.server_admin_chat specifies whether
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private chat for to the server is distributed into the admin network.
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6.0) Disconnecting
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---- -------------
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It is a kind thing to say good bye before leaving. Do this by sending the
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ADMIN_PACKET_ADMIN_QUIT packet.
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7.0) Certain packet information
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---- --------------------------
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All ADMIN_PACKET_SERVER_* packets have an enum value greater 100.
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ADMIN_PACKET_SERVER_WELCOME
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Either directly follows ADMIN_PACKET_SERVER_PROTOCOL or is sent
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after a new game has been started or a map loaded, i.e. also
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after ADMIN_PACKET_SERVER_NEWGAME.
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ADMIN_PACKET_SERVER_CLIENT_JOIN and ADMIN_PACKET_SERVER_COMPANY_NEW
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These packets directly follow their respective INFO packets. If you receive
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a CLIENT_JOIN / COMPANY_NEW packet without having received the INFO packet
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it may be a good idea to POLL for the specific ID.
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ADMIN_PACKET_SERVER_CMD_NAMES and ADMIN_PACKET_SERVER_CMD_LOGGING
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Data provided with these packets is not stable and will not be
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treated as such. Do not rely on IDs or names to be constant
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across different versions / revisions of OpenTTD.
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Data provided in this packet is for logging purposes only.
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