206 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			206 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Admin Network
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| 
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|    Preface
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| 1. Joining the network
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| 2. Asking for updates
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| 3. Polling manually
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| 4. Sending rcon commands
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| 5. Sending chat
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| 6. Receiving chat
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| 7. Disconnecting
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| 8. Certain packet information
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| 
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| 
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|    Preface
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| ----------
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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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| 
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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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| 
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|   This document describes the admin network and its protocol.
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| 
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|   Please refer to the mentioned enums in src/network/core/tcp_admin.h
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| 
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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 1.
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| 
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| 
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| 1. Joining the network
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| ----------------------
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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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| 
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|   To authenticate send a ADMIN_PACKET_ADMIN_JOIN packet.
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|   However, ADMIN_PACKET_SERVER_WELCOME only after a ADMIN_PACKET_SERVER_NEWGAME
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| 
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| 
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| 2. Asking for updates
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| ---------------------
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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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| 
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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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| 
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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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| 
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|   Additional debug information can be found with a debug level of net=3.
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| 
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|   ADMIN_UPDATE_DATE results in the server sending:
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|     - ADMIN_PACKET_SERVER_DATE
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|   ADMIN_UPDATE_CHAT results in the server sending:
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|     - ADMIN_PACKET_SERVER_CHAT
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| 
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|   ADMIN_UPDATE_CONSOLE results in the server sending:
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|     - ADMIN_PACKET_SERVER_CONSOLE
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| 
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| 
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| 3. Polling manually
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| -------------------
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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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| 
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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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| 
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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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| 
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|   Additional debug information can be found with a debug level of net=3.
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| 
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| 
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| 4. Sending rcon commands
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| ------------------------
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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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| 
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|   Note: No additional authentication is required for rcon commands.
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| 
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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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| 
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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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| 
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| 
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| 5. Sending Chat
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| ---------------
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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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| 
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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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| 
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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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| 
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| 
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| 6. Receiving chat
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| -----------------
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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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| 
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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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| 
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| 
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| 7. Disconnecting
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| ----------------
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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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| 
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| 
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| 8. Certain packet information
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| -----------------------------
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| 
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|   All ADMIN_PACKET_SERVER_* packets have an enum value greater 100.
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| 
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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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| 
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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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| 
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| 
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