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//! Messages sent from client to server use datatypes::*; serde_decls! { /* READ BEFORE EDITING THIS FILE! Serialization/Deserialization is done in the order that the fields are declared. Changing the order of the fields without being aware of this will break things! */ /// Initial packet sent to log in to /// the server. /// /// This is sent to the server /// when the player first joins. #[derive(Clone, Debug)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct Login { /// The current protocol version. /// Should always be 5 as of the /// writing of this documentation. pub protocol: u8, /// The name that the player wishes /// to be called on the server. The /// actual name of the player given /// by the server will be returned /// in the [`Login`](../server/struct.login.html) /// packet returned by the server. pub name: text, /// A session token for the current /// player. This is how a player logs /// into the server. If the player /// logging in wishes to be associated /// with an account, this must be /// set. Otherwise, `"none"` works /// to avoid being given an account. pub session: text, /// Theoretically should set the size /// of the horizon beyond which players /// are not sent to the server. In practice /// doesn't appear to do anything. pub horizon_x: u16, /// Theoretically should set the size /// of the horizon beyond which players /// are not sent to the server. In practice /// doesn't appear to do anything. pub horizon_y: u16, /// The flag of the player, it should be a /// 2-letter ISO country code corresponding /// to the country with the desired flag. pub flag: text } /// Opening packet for opening a second /// server connection for the same client. /// /// This packet is used to allow for /// multiple websocket connections to /// the airmash server. To open a second /// connection, open a websocket connection /// to the server, then send this packet /// as the first packet instead of sending /// [`Login`](struct.login.html). The server /// will respond to client packets sent through /// this channel, allowing for some reduction /// in packet roundtrip times. #[derive(Clone, Debug)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct Backup { pub token: text } /// In theory this should resize the horizon /// of the player. In practice the airmash /// server appears to ignore these packets. #[derive(Clone, Debug, Copy)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct Horizon { pub horizon_x: u16, pub horizon_y: u16 } // Could include this, no point though //pub struct Ack { } /// Response packet to the server /// [`Ping`](../server/struct.ping.html) /// packet. #[derive(Clone, Debug, Copy)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct Pong { /// The ping number, should correspond /// to the `num` field within in the /// [`Ping`](../server/ping.html) packet /// sent by the server. pub num: u32 } /// Send keystate of client #[derive(Clone, Debug, Copy)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct Key { pub seq: u32, /// Key that was pressed pub key: KeyCode, /// New state of the key pub state: KeyState } /// A free form command to be sent to the server. /// This is used for changing flags, respawning, /// spectating players, and selecting upgrades. /// /// # Changing a flag /// ``` /// # extern crate airmash_protocol; /// # use airmash_protocol::client::Command; /// # fn main() { /// let cmd = Command { /// com: "flag".to_string(), /// // Set to desired flag code, /// // unknown will result in UN flag. /// // Here we will set to the UN flag. /// data: "XX".to_string() /// }; /// /// // Serialize and send to server here... /// # } /// ``` /// /// # Respawning as a plane /// ``` /// # extern crate airmash_protocol; /// # use airmash_protocol::client::Command; /// # fn main() { /// let cmd = Command { /// com: "respawn".to_string(), /// // Choose the plane type here, /// // each type is associated with /// // an integer. Here we will pick /// // predator. /// data: "1".to_string() /// }; /// /// // Serialize and send to server here... /// # } /// ``` /// /// # Selecting Upgrades /// ``` /// # extern crate airmash_protocol; /// # use airmash_protocol::client::Command; /// # fn main() { /// let cmd = Command { /// com: "upgrade".to_string(), /// // Choose upgrade type here. /// // Here speed should be 1. /// data: "1".to_string() /// }; /// /// // Serialize and send to server here... /// # } /// ``` /// /// # Going into spectate or spectating a different player /// ``` /// # extern crate airmash_protocol; /// # use airmash_protocol::client::Command; /// # fn main() { /// let cmd = Command { /// com: "spectate".to_string(), /// // This can either be a player id, or /// // one of -1, -2, or -3. -3 will force /// // the player to go into spectate, /// // -1 switches focus to the next player, /// // and -2 switches focus to the previous /// // player. Here we will force the player /// // to go into spectate. /// data: "-3".to_string() /// }; /// /// // Serialize and send to server here... /// # } /// #[derive(Clone, Debug)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct Command { /// The command to send to the server, /// this can be one of `"spectate"`, /// `"upgrade"`, `"flag"`, or /// `"respawn"`. pub com: text, /// The data associated with the command, /// valid values depend on the given command. pub data: text } //pub struct ScoreDetailed { } /// Say something in chat. #[derive(Clone, Debug)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct Chat { /// Text of the chat message. pub text: text } /// Send a whisper to a given player. #[derive(Clone, Debug)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct Whisper { /// The id of the player to send /// the whisper to. pub id: u16, /// Contents of the whisper. pub text: text } /// Say a message in a chat bubble. #[derive(Clone, Debug)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct Say { /// The text within the chat bubble. pub text: text } /// Send a message to your team. #[derive(Clone, Debug)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct TeamChat { /// The message text. pub text: text } /// Issue a vote to mute a player. #[derive(Clone, Debug, Copy)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct VoteMute { /// The id of the player to mute. pub id: u16 } #[derive(Clone, Debug, Copy)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub struct LocalPing { pub auth: u32 } } /// All possible client packets. /// /// This contains all valid packets that /// the client can send to the server /// (in the current version of the airmash /// protocol). It can be serialized and /// deserialized to/from byte buffers /// using [`to_bytes`](fn.to_bytes.html) /// and [`from_bytes`](fn.from_bytes.html). /// /// Some packets don't contain any data, these /// packets do not have an associated struct /// and as such are just empty variants within /// this enum. #[derive(Clone, Debug)] #[cfg_attr(feature="serde", derive(Serialize, Deserialize))] pub enum ClientPacket { Login(Login), Backup(Backup), Horizon(Horizon), Ack, Pong(Pong), Key(Key), Command(Command), ScoreDetailed, Chat(Chat), TeamChat(TeamChat), Whisper(Whisper), Say(Say), VoteMute(VoteMute), LocalPing(LocalPing), }