EngineProtocol.wiki
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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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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).