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gamedev:remotelaunching:networkprotocol

Start Page » Game Development with the Drag[en]gine » Remote Launching » Remote Launcher Network Protocol

Remote Launcher Network Protocol

The Remote Launcher Network Protocol uses the Drag[en]gine Network Protocol as protocol and defines a set of messages and linked states supported by IGDE and Remote Launchers. The specification can change with upcoming Drag[en]gine updates but stays backwards compatible. Servers and clients are required to ignore unknown messages and linked states.

To implement this protocol best use Drag[en]gine Network Library and add the necessary message and state handling.

Messages

These are all messages the server and the client can send to each other.

Connect Request

Upon connecting the client has to send this message to request access to IGDE indicating the kinds of features it supports. The connect request message has this format:

Type Name Description
Byte Code Message code. Is value 1
Byte[16] Signature Identifies the connecting client as a Remote Launcher client. Value has to be DERemLaunchCnt-0.
UInt SupportedFeatures

Features supported by the client. Flags value with these possible values:

  • No flags defined. Reserved for future expansion
String8 Name Name describing the remote client connecting. This is a free form name of short length chosen by the developer to distinguish multiple connected clients in the IGDE.
- Reserved Reserved for future expansion. Ignore any additional bytes in the message

The server will then respond with a Connect Accepted message or disconnect the client if rejected.

Connect Accepted

Send by the server after a client connects which send Connect Request message identifying itself as a Remote Launcher client. This is the first message received from the server. The client should not send any messages until it has received this message as this will get him disconnected. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 2
Byte[16] Signature Identifies the server as a Remote Launcher server. Value is DERemLaunchSrv-0. If this value is not matching the client has to disconnect immediately as it is not connecting to a Remote Launcher server.
UInt EnabledFeatures Enabled features supported by both the connecting client and the server. Same possible values as in SupportedFeatures in Connect Request message
- Reserved Reserved for future expansion. Ignore any additional bytes in the message

Request File Layout

Send by the server to request the file layout of the client. The client has to scan the entire date storage where the project files are located and record the file parameters. Since this process can be lengthy the client typically stores the file layout in memory and updates it as files are modified. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 3
- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Once the file layout is ready a Response File Layout message is send.

Response File Layout

Send by the client in response to a Request File Layout message containing the scanned file layout. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 4
UInt Count Count of file entries.
FileInfo Files[Count] File information.
- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Where FileInfo is:

Type Name Description
String16 Path File path relative to root of data directory.
ULong Size File size in bytes.
String8 Hash Hash of file (SHA-256).

Request File Block Hashes

Send by the server to request block wise hashes of a file from the client. Block wise hashes are useful for large files to avoid updating the entire file. Since this process can be lengthy the client typically stores the block wise hashes for a file in memory if requested. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 5
String16 Path File path relative to root of data directory.
UInt BlockSize Size of blocks in bytes.

Once the block wise hashes are calculated a Response File Block Hashes message is send.

Response File Block Hashes

Send by the client in response to a Request File Block Hashes message containing the file block hashes. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 6
String16 Path File path relative to root of data directory.
UInt Count Count of blocks.
BlockInfo Blocks[Count] Blocks in file order.
- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Where BlockInfo is:

Type Name Description
String8 Hash Block hash (SHA-256).

Request Delete File

Send by the server to request the client to delete a file. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 7
String16 Path Path relative to to root of data directory.
- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Once the operation finished (either successfully or not) a Response Delete File message is send.

Response Delete File

Send by the client in response to a Request Delete File message. Indicates if the operation succeeded or not. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 8
String16 Path File path relative to root of data directory.
Byte Result

Result of delete operation. Can be one of these values:

  • 0: File has been deleted.
  • 1: File could not be deleted.

Additional result codes can be added in the future to indicate better what has been the problem. Servers have to consider all values except 0 as a failure.

- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Request Write File

Send by the server to request the client to start writing a file. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 9
String16 Path File path relative to root of data directory.
ULong FileSize File size in bytes.
ULong BlockSize Block size in bytes.
UInt BlockCount Block count.
- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

The client has to mark the file as in progress for writing. If the file size is shorter than the existing file the file has to be truncated. File writing has to be done in overwrite mode hence the file content is retained. This allows updating only ranges of data inside large files. Data to write is send using reliable Send File Data messages.

Once ready the client has to send back a Response Write File.

Response Write File

Send by the client in response to a Request Write File message. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 10
String16 Path File path relative to root of data directory.
Byte Result

Result of operation. Can be one of these values:

  • 0: File is ready to be written to.
  • 1: File can not be written.

Additional result codes can be added in the future. Servers have to consider all values except 0 as a failure.

- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Send File Data

Message send by the server to client with data to write to a file. For each block a message is send. Blocks are send in order from first to last. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 11
String16 Path File path relative to root of data directory.
UInt Block Index of block to write the data to.
Byte[*] Data Remaining bytes in the message is the data to write to the block.

Receiving and processing the message (successful or not) requires the client to send a File Data Received message.

File Data Received

Send by the client after receiving a Send File Data message. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 12
String16 Path File path relative to root of data directory.
UInt Block Index of block that has been written to.
Byte Result

Result of write operation. Can be one of these values:

  • 0: Writing data has been successful.
  • 1: Writing data has failed.

Additional result codes can be added in the future to indicate better what has been the problem. Servers have to consider all values except 0 as a failure.

- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Request Finish Write File

Send by the server to request the client to finish writing a file. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 13
String16 Path Path relative to root of data directory to finish writing.
String8 Hash Hash of file (SHA-256) to verify file synchronized correctly.
- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

The client has to mark the file as finished writing and ready to be used.

Once ready the client has to send back a Response Finish Write File.

Response Finish Write Files

Send by the client in response to a Request Finish Write File message. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 14
String16 Path File path relative to root of data directory.
Byte Result

Result of operation. Can be one of these values:

  • 0: File has been successfully written.
  • 1: Writing file failed.
  • 2: After write file hash verification failed.

Additional result codes can be added in the future. Servers have to consider all values except 0 as a failure.

- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Start Application

Send by the server to request the client to start application. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 15
String16 GameConfig Content of *.degame file used to launch the application.
String8 ProfileName Name of profile to use for launching the application. Use default if empty string.
String16 Arguments Command line arguments to use. Use none if empty string.
- Reserved Reserved for future expansion. Ignore any additional bytes in the message

Stop Application

Send by the server to request the client to stop application. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 16
Byte Mode

How to stop the application. Can be one of these values:

  • 0: Request closing application using system means. This can be for example a close application or close window event.
  • 1: Kill application. Used if the application is not responding to closing.

Additional result codes can be added in the future. Clients have to ignore unknown values.

- Reserved Reserved for future expansion. Ignore any additional bytes in the message

Logs

Send by the client to send logs to the server. Logs are send as lines. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 17
Byte Level

Log level. Can be one of these values:

  • 0: Information.
  • 1: Warning.
  • 2: Error.

Additional levels can be added in the future. Servers have to consider all unknown values as being 0.

String8 Timestamp Timestamp in text form.
String16 Message Log message.
- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Request System Property

Send by the server to request information about the system the client is running on. The server indicates which property to query. The client has to return the requested property value if it is supported and the value can be determined. Otherwise the client has to return an empty response. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 18
String8 Property

Name of property to query. Can be one of these values:

  • properties.names: List of all properties supported by the client. The server can safely query any of these properties. This is the only property name the client has to support.
  • profiles.names: List of launcher profile names.
  • profiles.default: Name of default profile or empty string if there is none.

Additional property names can be added in the future. Applications can define custom property names. Clients have to return empty value for unknown properties.

- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

The client sends back a Response System Property message.

Response System Property

Send by the client in response to a Request System Property message. The response contains the property value if the client supports the property and can determine the value. Otherwise the client sends an response with empty data. The message is send reliable and has this format:

Type Name Description
Byte Code Message code. Is value 19
String8 Property Same value as Property in request.
Strgin16 PropertyData

Value of property depending of type or empty if not supported. The length and format of PropertyData depends on the property type.

  • properties.names: Newline separated list of property names. For example Profile A\nProfile B.
  • profiles.names: Newline separated list of profile names. For example Profile A\nProfile B.
  • profiles.default: Name of default profile or empty string if there is none.

Additional property names can be added in the future. Applications can define custom property names. Clients have to return empty value for unknown properties.

- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Keep-Alive

Send by the server and the client to verify the other side is still alive. This catches situations where the other side crashed or the network connection between the two sides ruptured. This messages requires no response since it is send reliable. Failure to receive it closes the connection. The message has this format:

Type Name Description
Byte Code Message code. Is value 20
- Reserved Reserved for future expansion. Ignore any additional bytes in the message.

Linked States

These are all linked states the server can request.

Run State

Send by the server to link the running state. The link message has this format:

Type Name Description
Byte Code Message code. Is value 1
- Reserved Reserved for future expansion. Ignore any additional bytes in the message

The client has to add these values to the state in this specified order:

Index Type Name Description
0 UInt8 Status

Status of the application. Can be one of these values:

  • 0: Stopped.
  • 1: Running.

Revision

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gamedev/remotelaunching/networkprotocol.txt · Last modified: 2024/12/09 13:30 by dragonlord