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//! Packets that the client sends to the server.
use BString;
use crateKeyCode;
/// 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 head of line blocking.
/// Say something in public chat.
/// 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".into(),
/// // Set to desired flag code,
/// // unknown will result in UN flag.
/// // Here we will set to the UN flag.
/// data: "XX".into()
/// };
///
/// // 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".into(),
/// // Choose the plane type here,
/// // each type is associated with
/// // an integer. Here we will pick
/// // predator.
/// data: "1".into()
/// };
///
/// // Serialize and send to server here...
/// # }
/// ```
///
/// # Selecting Upgrades
/// ```
/// # extern crate airmash_protocol;
/// # use airmash_protocol::client::Command;
/// # fn main() {
/// let cmd = Command {
/// com: "upgrade".into(),
/// // Choose upgrade type here.
/// // Here speed should be 1.
/// data: "1".into()
/// };
///
/// // Serialize and send to server here...
/// # }
/// ```
///
/// # Going into spectate or spectating a different player
/// ```
/// # extern crate airmash_protocol;
/// # use airmash_protocol::client::Command;
/// # use bstr::B;
/// # fn main() {
/// let cmd = Command {
/// com: "spectate".into(),
/// // 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".into()
/// };
///
/// // Serialize and send to server here...
/// # }
/// Sent periodically by the client to indicate that it is still alive to the
/// server.
;
/// Request a detailed score packet from the server.
;
/// Packet to tell the server to resize the horizon for the client.
///
/// In theory this should expand the visible range for the client, in practice
/// the official server appears to ignore these packets.
/// Purpose unknown, doesn't appear to be used in the official client.
/// Initial packet sent to log in to the server.
///
/// This sent to the server when the player first joins.
/// Send a key update for the client.
///
/// Notes:
/// - `seq` should be monotonically increasing with every key press.
/// - `state`: `true` -> pressed, `false` -> released.
/// Response packet to server [`Ping`](../server/struct.ping.html)s.
/// Say a message in a chat bubble
/// Send a message to your team.
/// Vote to mute a player
/// Send a whisper to another player.