messagesls.h 3.2 KB

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  1. /*-------------------------------------------------------------------------
  2. * \src\Lobby\MessagesLS.h
  3. *
  4. * Interface between Lobby and AllSrv
  5. *
  6. * Owner:
  7. *
  8. * Copyright 1986-2000 Microsoft Corporation, All Rights Reserved
  9. *-----------------------------------------------------------------------*/
  10. #ifndef _MESSAGES_LS_H_
  11. #define _MESSAGES_LS_H_
  12. #include "MessageCore.h"
  13. #define LOBBYVER_LS 4 // If you change this file, increment this
  14. /*
  15. *************************************************
  16. MESSAGES START HERE
  17. Messages range for this file is 201 - 250
  18. *************************************************
  19. Message prefixes:
  20. L_ lobby to server
  21. S_ server to lobby
  22. LS_ both ways
  23. */
  24. // when AllSrv announces to lobby that it's there. This does not necessarily
  25. // mean that the server will have games created on it, since the Lobby has a list of creatable servers.
  26. DEFINE_FEDMSG(S, LOGON_LOBBY, 201)
  27. short verLobby;
  28. END_FEDMSG
  29. DEFINE_FEDMSG(S, LOGOFF_LOBBY, 202)
  30. END_FEDMSG
  31. DEFINE_FEDMSG(L, CREATE_MISSION_REQ, 203)
  32. FM_VAR_ITEM(NameCreator);
  33. DWORD dwCookie; // server will return this when mission is created so we know which is which
  34. // this is only guaranteed to be unique among currently running missions
  35. // Really a CFLServer*
  36. // The lobby expects a lobbymissioninfo in response to this.
  37. END_FEDMSG
  38. DEFINE_FEDMSG(S, NEW_MISSION, 204) // tells the lobby that we created a mission without being told to.
  39. // We need to get this cookie translated into a lobby cookie--see below
  40. DWORD dwIGCMissionID; // Aka old cookie
  41. END_FEDMSG
  42. DEFINE_FEDMSG(L, NEW_MISSION_ACK, 205) // Sent for missions created by servers that were not player-created.
  43. // E.g., object model-created. no one will be able to join until the server gets this
  44. DWORD dwIGCMissionID; // this is what was passed up in FM_S_NEW_MISSION
  45. DWORD dwCookie; // pointer to a lobby mission
  46. // The lobby expects a lobbymissioninfo in response to this.
  47. END_FEDMSG
  48. DEFINE_FEDMSG(S, HEARTBEAT, 206)
  49. END_FEDMSG
  50. DEFINE_FEDMSG(L, QUIT, 207) // the lobby is going away, so the server shold do likewise after finishing the current game
  51. END_FEDMSG
  52. DEFINE_FEDMSG(L, TOKEN, 208) // what token to use to authorize against
  53. FM_VAR_ITEM(Token);
  54. END_FEDMSG
  55. DEFINE_FEDMSG(S, PLAYER_JOINED, 209) // a new player has joined - tell the lobby.
  56. FM_VAR_ITEM(szCharacterName);
  57. FM_VAR_ITEM(szCDKey); // Scrambled using CharacterName
  58. DWORD dwMissionCookie;
  59. END_FEDMSG
  60. DEFINE_FEDMSG(S, PLAYER_QUIT, 210) // a player quit the game
  61. FM_VAR_ITEM(szCharacterName);
  62. DWORD dwMissionCookie;
  63. END_FEDMSG
  64. enum RemovePlayerReason
  65. {
  66. RPR_duplicateName,
  67. RPR_duplicateCDKey
  68. };
  69. DEFINE_FEDMSG(L, REMOVE_PLAYER, 211) // this player is joining another game - boot the old copy
  70. FM_VAR_ITEM(szCharacterName);
  71. FM_VAR_ITEM(szMessageParam);
  72. DWORD dwMissionCookie;
  73. RemovePlayerReason reason;
  74. END_FEDMSG
  75. DEFINE_FEDMSG(S, PAUSE, 212) // server's intent to pause/unpause
  76. bool fPause;
  77. END_FEDMSG
  78. DEFINE_FEDMSG(L, LOGON_SERVER_NACK, 213) // tells game server that they can't join the lobby.
  79. FM_VAR_ITEM(Reason);
  80. END_FEDMSG
  81. #endif // _MESSAGES_LS_H_