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authorMagnus Auvinen <magnus.auvinen@gmail.com>2007-11-04 00:19:41 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2007-11-04 00:19:41 +0000
commitdaf89a01ff88c7771f0c252808de2b3eede23927 (patch)
tree903c034b9713a61c21e4d052fd7068afda9acacf /src/engine/protocol.h
parentf724ab006c3ca882c3a66c6af0df60d666610895 (diff)
downloadzcatch-daf89a01ff88c7771f0c252808de2b3eede23927.tar.gz
zcatch-daf89a01ff88c7771f0c252808de2b3eede23927.zip
added skins, tweaked prediction like hell
Diffstat (limited to 'src/engine/protocol.h')
-rw-r--r--src/engine/protocol.h24
1 files changed, 24 insertions, 0 deletions
diff --git a/src/engine/protocol.h b/src/engine/protocol.h
index 96ad1e6b..822a735f 100644
--- a/src/engine/protocol.h
+++ b/src/engine/protocol.h
@@ -1,5 +1,28 @@
 #include "system.h"
 
+/*
+	Connection diagram - How the initilization works.
+	
+	Client -> INFO -> Server
+		Contains version info, name, and some other info.
+		
+	Client <- MAP <- Server
+		Contains current map.
+	
+	Client -> READY -> Server
+		The client has loaded the map and is ready to go,
+		but the mod needs to send it's information aswell.
+		modc_connected is called on the client and
+		mods_connected is called on the server.
+		The client should call client_entergame when the
+		mod has done it's initilization.
+		
+	Client -> ENTERGAME -> Server
+		Tells the server to start sending snapshots.
+		client_entergame and server_client_enter is called.
+*/
+
+
 enum
 {
 	NETMSG_NULL=0,
@@ -15,6 +38,7 @@ enum
 	NETMSG_SNAPSMALL,
 	
 	/* sent by client */
+	NETMSG_READY,
 	NETMSG_ENTERGAME,
 	NETMSG_INPUT,
 	NETMSG_CMD,