From The Mana World
(So since error messages are a code, let's not suggest to include those)
(Modified to specify automatic character list sending and without the index byte)
Line 6: Line 6:
1a. PAMSG_REGISTER { L version, "username", "password", "email" }
1a. PAMSG_REGISTER { L version, "username", "password", "email" }
     APMSG_REGISTER_RESPONSE { 0 }
     APMSG_REGISTER_RESPONSE { 0 }
    APMSG_CHAR_LIST { B number, [ S name, B gender, B hair style, B hair color, B level,
                                  W money, W*6 stats, S mapname, W*2 position ] }


1b. PAMSG_LOGIN { L version, "username", "password" }
1b. PAMSG_LOGIN { L version, "username", "password" }
     APMSG_UNREGISTER_RESPONSE { 0 }
     APMSG_LOGIN_RESPONSE { 0 }
    APMSG_CHAR_LIST { B number, [ S name, B gender, B hair style, B hair color, B level,
                                  W money, W*6 stats, S mapname, W*2 position ] }


2a. PAMSG_UNREGISTER { }
2a. PAMSG_UNREGISTER { }
Line 15: Line 19:
2b. PAMSG_LOGOUT { }
2b. PAMSG_LOGOUT { }
     APMSG_LOGOUT_RESPONSE { 0 }
     APMSG_LOGOUT_RESPONSE { 0 }
2c. PAMSG_CHAR_LIST { }
    APMSG_CHAR_LIST_RESPONSE B number, { B index, S name, B gender, B hair style, B hair color,
                                        B level, W money, W*6 stats, S mapname, W*2 position }
...
...
</pre>
</pre>
'''Notes'''
''It has been decided that a separate request for the character list is not necessary. The list will be sent automatically after a succesful login.''
''We probably do not need the index byte for each character. The list can be assumed to be contiguous and characters can be referred to with the index they have in the list.''


== Movement and combat ==
== Movement and combat ==

Revision as of 20:27, 31 July 2006

Here be documented our own communication protocol. For the latest list of all messages and their contents, see defines.h.

Login sequence

1a. PAMSG_REGISTER { L version, "username", "password", "email" }
    APMSG_REGISTER_RESPONSE { 0 }
    APMSG_CHAR_LIST { B number, [ S name, B gender, B hair style, B hair color, B level,
                                  W money, W*6 stats, S mapname, W*2 position ] }

1b. PAMSG_LOGIN { L version, "username", "password" }
    APMSG_LOGIN_RESPONSE { 0 }
    APMSG_CHAR_LIST { B number, [ S name, B gender, B hair style, B hair color, B level,
                                  W money, W*6 stats, S mapname, W*2 position ] }

2a. PAMSG_UNREGISTER { }
    APMSG_UNREGISTER_RESPONSE { 0 }

2b. PAMSG_LOGOUT { }
    APMSG_LOGOUT_RESPONSE { 0 }
...

Movement and combat

Protocol in development, see article about the being movement system.

Chatting

1a. PCMSG_CHAT { "message", channel }
1b. PCMSG_ANNOUNCE { "annoucement" }
1c. PCMSG_PRIVMSG { "username", "message" }
2a. CPMSG_ERROR { error }
2b. CPMSG_ANNOUNCEMENT { "annoucement" }
2c. CPMSG_PRIVMSG { "username", "message" }
2d. CPMSG_PUBMSG { channel, "username", "message" }

Notes

Maybe it would be nicer to have the annoucements simply occur on a special dedicated channel. This would make implementation easier. Also, I think it's fine to also send a username for these messages. --Bjørn 12:44, 26 July 2006 (CEST)