EngineProtocol.wiki
changeset 2 ba21be2f1b7a
parent 1 d51ef96162d8
child 7 a50f628f1564
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1:d51ef96162d8 2:ba21be2f1b7a
     1 #summary Protocol for frontend/engine interaction.
     1 #summary Protocol for frontend/engine interaction.
     2 #labels Documentation,Engine,Frontend,Protocol
     2 #labels Documentation,Engine,Frontend,Protocol
       
     3 
       
     4 <wiki:toc max_depth="3" />
     3 
     5 
     4 = Introduction =
     6 = Introduction =
     5 
     7 
     6 The frontend interacts with the engine in two separate occasions:
     8 The frontend interacts with the engine in two separate occasions:
     7   * map preview generation;
     9   * map preview generation;
    10 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).
    12 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).
    11 
    13 
    12 = Map Preview =
    14 = Map Preview =
    13 Frontend needs to generate a preview of the map that is going to be used in game; there is no handshaking.
    15 Frontend needs to generate a preview of the map that is going to be used in game; there is no handshaking.
    14 
    16 
    15 Files on which this protocol is implemented: [http://code.google.com/p/hedgewars/source/browse/QTfrontend/hwmap.cpp hwmapp.cpp], [http://code.google.com/p/hedgewars/source/browse/project_files/HedgewarsMobile/Classes/MapConfigViewController.m MapConfigViewController.m]
    17 Files in which this protocol is implemented: [http://code.google.com/p/hedgewars/source/browse/QTfrontend/hwmap.cpp hwmapp.cpp], [http://code.google.com/p/hedgewars/source/browse/project_files/HedgewarsMobile/Classes/MapConfigViewController.m MapConfigViewController.m]
    16 
    18 
    17 == Protocol ==
    19 == Protocol ==
    18 || *Frontend*      || *Engine*          || *Format*                  ||
    20 || *Frontend*      || *Engine*          || *Format*                  ||
    19 || UUID            ||                   || {{{eseed{ ... }}}}        ||
    21 || UUID            ||                   || {{{eseed { ... }}}}       ||
    20 || Template Filter ||                   || {{{e$template_filter N}}} ||
    22 || Template Filter ||                   || {{{e$template_filter N}}} ||
    21 || Map Type        ||                   || {{{e$mapgen N}}}          ||
    23 || Map Type        ||                   || {{{e$mapgen N}}}          ||
    22 || Maze Value      ||                   || {{{e$maze N}}}            ||
    24 || Maze Value      ||                   || {{{e$maze N}}}            ||
    23 ||                 || 128x32 byte array || {{{0YSD3 ... FSAD0}}}     ||
    25 ||                 || 128x32 byte array || {{{0YSD3 ... FSAD0}}}     ||
    24 
    26 
       
    27 == Message Format ==
    25 === UUID ===
    28 === UUID ===
    26 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.
    29 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.
    27 
    30 
    28 Example: _eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}_
    31 Example: _eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}_
    29 
    32 
    60 || 4       || Medium Floating Islands ||
    63 || 4       || Medium Floating Islands ||
    61 || 5       || Large Floating Islands  ||
    64 || 5       || Large Floating Islands  ||
    62 
    65 
    63 Example: _e$mazesize 4_
    66 Example: _e$mazesize 4_
    64 
    67 
    65 === Array ===
    68 === Image Array ===
    66 The reply from engine is a 128x32 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.
    69 The reply from engine is a 128x32 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.
    67 
    70 
    68 This image format is supported by many platforms, but it's very easy to parse anyways. The result is always a 256x128 pixel image.
    71 This image format is supported by many platforms, but it's very easy to parse anyways. The result is always a 256x128 pixel image.
    69 
    72 
    70 _No example needed_
    73 _No example needed_