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protocolflow.md

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This document describes the general flow of the protocol, S is server, C is (all) client(s) and * means all clients including self

Map transfer

MapStart (S) -> C
MapChunk (S) -> C (sent until all chunks sent, chunks are 1024*1024 bytes)
ExistingPlayer (S) -> C (sends one for each connected or connecting(?) players)
StateData (S) -> C

Respawn

CreatePlayer (S) -> C*

Team change

ChangeTeam (C) -> S
KillAction (S) -> C*

Weapon Change

ChangeWeapon (C) -> S
KillAction (S) -> C*

After StateData

The StateData packet marks the end of the map and player transfer meaning it can be any of the other packets (mostly inputs and WorldUpdate)