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tcp frame structure

by mimi on 06/18/2002 18:39, 10 messages, last message: 06/30/2002 02:29, 1126 views, last view: 05/01/2024 23:58

Is there any info with respect to the client/server and server/client data structure and content. Is it possible to get this info under a suitable NDA?

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#1: what would you need this for?

by Aardappel on 06/19/2002 12:11

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#2: Re: what would you need this for?

by mimi on 06/19/2002 15:28, refers to #1

I'm interested in developing a server-side auralisation engine for speech signals. The inputs to this would be the coordinates, orientation and possibly velocity of each of the players, and would be supplied from your game server, if possible, over an ethernet connection.

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#3: well

by Aardappel on 06/19/2002 18:32

the net protocol keeps changing from release to release... you'd be better off waiting for the source code release.

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#4: Re: well

by -[ECA]-ShocK-TroopeR on 06/20/2002 01:43, refers to #3

lol


thats not going to happen anytime soon

dont mean to be mean at all.

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#5: ..

by mimi on 06/21/2002 20:22, refers to #3

I'm aiming to just get a demo going, so if your protocol changes in between time that wouldn't worry me at all - I'd just have to retranslate periodically it to get it to work with your latest release.

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#6: cube loader needs summit

by -[ECA]-ShocK-TroopeR on 06/22/2002 00:58

i needs to know how to use ping, i can work out all the client socket/server socket, and that the protocol if ping, put how do i get the time?

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#7: The nitty-gritty details of Cube networking...

by eihrul on 06/22/2002 06:41

Cube does not use TCP at all. Cube's networking is actually two protocols, one layered over the other. The bottom layer is a UDP-based packet transport protocol with a lot of pretty darned complex features. The "top layer" is the actual data format for Cube packets, embedded in the UDP stuff. So it's pretty damned hard to implement even a simple client independent of Cube's code-base.
In a future release, we are planning on adding a simple socket-based interface for querying game data. The best thing to do is wait until then, because you won't get terribly far otherwise. :)

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#8: Re: The nitty-gritty details of Cube networking...

by pushplay on 06/22/2002 09:05, refers to #7

It would be wicked to have a small util which could keep an eye on Cube servers and tell you when someone was on. I'm sure it would increase the number of games everyone would get to play.

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#9: Re: The nitty-gritty details of Cube networking...

by -[ECA]-ShocK-TroopeR on 06/22/2002 11:13, refers to #8

thats what i hope to do

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#10: ..

by DeFrag on 06/30/2002 02:29

Kinda sounds like a bot in devo to me.

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