EngineProtocol: Tweak formatting
authorWuzzy
Mon, 23 Oct 2017 16:41:34 +0100
changeset 1096 79417f0b3cfe
parent 1095 3e447fab8d32
child 1097 959a905adbf8
EngineProtocol: Tweak formatting
EngineProtocol.wiki
--- a/EngineProtocol.wiki	Mon Oct 23 11:38:46 2017 -0400
+++ b/EngineProtocol.wiki	Mon Oct 23 16:41:34 2017 +0100
@@ -8,8 +8,8 @@
 == Introduction ==
 
 The frontend interacts with the engine in two separate occasions:
-  * map preview generation;
-  * game setup and statistics messages.
+ * map preview generation;
+ * game setup and statistics messages.
 
 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).
 
@@ -20,25 +20,25 @@
 
 === Protocol ===
 || *Frontend*      || *Engine*          || *Format*                  ||
-|| Seed            ||                   || {{{eseed { ... }}}}       ||
+|| UUID            ||                   || {{{eseed { ... }}}}       ||
 || Template Filter ||                   || {{{e$template_filter N}}} ||
 || Map Type        ||                   || {{{e$mapgen N}}}          ||
 || Maze Value      ||                   || {{{e$maze_size N}}}       ||
-||                 || 128x32 byte array || {{{0YSD3 ... FSAD0}}}     ||
+||                 || 128×32 byte array || {{{0YSD3 ... FSAD0}}}     ||
 
 === Message format ===
 ==== Seed ====
-In the QT frontend, the seed is a UUID.
-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.
+In the Qt frontend, the seed is a UUID.
+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.
 
-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.
+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.
 
-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 to use keep a terrain they generated but change the rest of the seed to ensure new positions etc.
+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 to use keep a terrain they generated but change the rest of the seed to ensure new positions etc.
 
-Example: _eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}_
+Example: `eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}`
 
 ==== Template filter ====
-_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.
+`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.
 
 || *Value* || *Filter Selected* ||
 || 0       || None              ||
@@ -48,19 +48,19 @@
 || 4       || Cavern            ||
 || 5       || Wacky             ||
 
-Example: _e$template_filter 0_
+Example: `e$template_filter 0`
 
 ==== Map type ====
-_N_ is a boolean variable (0/1) that selects standard map generation or maze map generation.
+`N` is a boolean variable (0/1) that selects standard map generation or maze map generation.
 
 || *Value* || *Map Type*   ||
 || 0       || Standard Map ||
 || 1       || Maze Map     ||
 
-Example: _e$mapgen 1_
+Example: `e$mapgen 1`
 
 ==== Maze value ====
-_N_ selects the type of maze selected, similarly to Template Filter
+`N` selects the type of maze selected, similarly to Template Filter.
 
 || *Value* || *Filter Selected*       ||
 || 0       || Small Tunnels           ||
@@ -70,16 +70,16 @@
 || 4       || Medium Floating Islands ||
 || 5       || Large Floating Islands  ||
 
-Example: _e$maze_size 4_
+Example: `e$maze_size 4`
 
 ==== Image array ====
-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.
+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.
 
-This image format is supported by many platforms, but it's very easy to parse anyways. The result is always a 256x128 pixel image.
+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.
 
-_No example needed_
+_No example needed._
 
 == In-game ==
 
-This doc needs more fleshing out, but in the interest of contributing, submitting an image I'd made after reading a GCI task.
-[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.  BTW, 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 for why).
+This document needs more fleshing out, but in the interest of contributing, submitting an image I'd made after reading a GCI task.
+[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).