fceux/branches/fceux-2.2.2/documentation/protocol.txt

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FCE Ultra 0.91+ network play protocol.
Description v 0.0.1
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In FCE Ultra, all data is sent to the server, and then the server
distributes, every emulated frame(60hz on NTSC), the collated data to the
clients.
The server should not block when it is receiving UDP data from the clients.
If no UDP data is available, then just go on.
The clients MUST block until the input data packet comes on every emulated
frame.
Packets from the server to the client are sent out over both TCP and UDP.
Duplicate packets should be discarded. Out-of-order packets can either
be cached, or discarded(what I recommend, as caching code gets a little
complex and wouldn't yield any benefit from what I've observed).
In the case of client->server UDP communications, the server should just use
the data from the UDP packet that has the highest packet number count, and
the server should then set its internal incoming packet counter to that
number(to prevent out-of-order packets from totally screwing up user input).
The "magic number"(used with UDP packets) is meant to reduce the chance of a hostile remote host
from disrupting the network play, without resorting to using extreme amounts
of network bandwidth. The server generates the magic number, and it is best
if the magic number is as random as possible.
UDP packets received with an incorrect magic number should be discarded, of
course.
Initialization, server->client:
uint32 Local UDP port(what the server is listening on).
uint32 Player number(0-3) for client.
uint32 Magic number(for UDP).
Initialization, client->server
uint32 Local UDP port(that the client is listening on).
Structure of UDP packet data:
uint32 CRC32 - Includes magic number, packet counter, and
data. For reference, CRC32 is calculated
with the zlib function crc32().
uint32 Magic number
uint32 Packet counter(linear, starts at 0).
uint8[variable] Data.
Structure of tcp packet data:
uint32 Packet counter(" ").
uint8[variable] Data.
Data format of server->client communications:
uint8[4] Controller data
uint8 Command byte. 0 if no command. Otherwise(in decimal):
1 Select FDS disk side.
2 Insert/eject FDS disk.
10 Toggle VS Unisystem dip switch editing.
11 ... 18 Toggle VS Unisystem dip switches.
19 Insert VS Unisystem coin.
30 Reset NES.
31 Power toggle NES.
40 Save state(not implemented correctly).
41 Load state(not implemented correctly).
42 ... 50 Select save state slot(minus 42).
Special message communications occurs if the "Packet counter" is
0xFFFFFFFF(only with TCP):
uint32 Length of text data, minus the null character(the null
character is sent, though).
uint8[variable] Text data. Convert all characters <32 to space, and
then display the text message(it's one line) as is.
Structure of client->server communication:
uint8 Controller data(for this client).
Over tcp channel, a text message can be sent. It is one line,
null terminated(remember the data and parse it and display it and
distribute it to the clients once the null byte is received).
Maximum size of message(including the null byte) should be 256 bytes.