author | Wuzzy |
Fri, 13 Jul 2018 04:33:19 +0100 | |
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#summary Protocol for frontend/engine interaction. |
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#labels Documentation,Engine,Frontend,Protocol |
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= Engine protocol = |
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<wiki:toc max_depth="3" /> |
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== Introduction == |
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The frontend interacts with the engine in two separate occasions: |
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* map preview generation; |
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* game setup and statistics messages. |
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Messages are always in form of a string of bytes, and the first byte contains the message size (hence the maximum length is 255-1). |
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== Map preview == |
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Frontend needs to generate a preview of the map that is going to be used in game; there is no handshaking. |
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Files in which this protocol is implemented: [https://hg.hedgewars.org/hedgewars/file/default/QTfrontend/hwmap.cpp hwmapp.cpp], [https://hg.hedgewars.org/hedgewars/file/default/project_files/HedgewarsMobile/Classes/MapConfigViewController.m MapConfigViewController.m] |
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=== Protocol === |
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|| *Frontend* || *Engine* || *Format* || |
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|| UUID || || `eseed { ... }` || |
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|| Template Filter || || `e$template_filter N` || |
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|| Map Type || || `e$mapgen N` || |
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|| Maze Value || || `e$maze_size N` || |
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|| || 128×32 byte array || `0YSD3 ... FSAD0` || |
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=== Message format === |
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==== Seed ==== |
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In the Qt frontend, the seed is a UUID. |
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The UUID is a 32 bytes array composed of ASCII characters; groups of letters should be separated by “-”. There are standard function calls to automatically generate this string depending on the tools used. |
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This is however just due to convenience. UUIDs are not a particularly good source of entropy and any 1-249 character string can be used. For example “人算不如天算” is a valid seed. |
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If the string is of the form `AAAAAAAAA|BBBBB` (2 pipe separated strings) then only `AAAAAAAAA` will be used for terrain generation while `AAAAAAAAA|BBBBB` will be used for everything else. This allows players keep using a terrain they generated but change the rest of the seed to ensure new positions etc. |
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Example: `eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}` |
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==== Template filter ==== |
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`N` selects the type of map that is going to be generated. This command is ignored when `MapGen` is not 0, but it must be set anyways. |
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|| *Value* || *Filter Selected* || |
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|| 0 || None || |
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|| 1 || Large || |
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|| 2 || Medium || |
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|| 3 || Small || |
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|| 4 || Cavern || |
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|| 5 || Wacky || |
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Example: `e$template_filter 0` |
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==== Map type ==== |
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`N` is a boolean variable (0/1) that selects standard map generation or maze map generation. |
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|| *Value* || *Map Type* || |
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|| 0 || Standard Map || |
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|| 1 || Maze Map || |
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Example: `e$mapgen 1` |
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==== Maze value ==== |
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`N` selects the type of maze selected, similarly to Template Filter. |
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|| *Value* || *Filter Selected* || |
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|| 0 || Small Tunnels || |
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|| 1 || Medium Tunnels || |
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|| 2 || Large Tunnels || |
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|| 3 || Small Floating Islands || |
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|| 4 || Medium Floating Islands || |
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|| 5 || Large Floating Islands || |
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Example: `e$maze_size 4` |
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==== Image array ==== |
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The reply from engine is a 128×32 bytes array which contains the preview image in pixel-dot notation: every bit represents a pixel of the image, 1 is black, 0 i white. Clearly it can only contain a monochromatic image, but it can be colored by the rendering engine of the frontend. |
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This image format is supported by many platforms, but it's very easy to parse anyways. The result is always a 256×128 pixel image. |
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_No example needed._ |
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== In-game == |
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Edited wiki page EngineProtocol through web user interface.
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This document needs more fleshing out, but in the interest of contributing, submitting an image I'd made after reading a GCI task. |
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[https://hg.hedgewars.org/hedgewars/raw-file/default/doc/hwdemo.png HWD file] with a little colour markup of various interesting parts of the game. By the way, if you ever need to debug a crashing demo, appending `032BFF` to the end is a good way to make sure the demo doesn't close too early (see the image to see why). |