![]() |
Re: CLI for probing turn status
Yes, sorry, my "yes, that's what I'm doing" was supposed to follow a quote from Gandalf Parker. Sorry for the confusion.
Sounds like you need to solicit the devs or Mr. Shoeller, as both of our solutions rely on making the logfile web-accessible. |
Re: CLI for probing turn status
Dear IW devs, if you by chance happen to read this and are agreeable to disclose this information I for one, would really appreciate it (and I think whatever script I'll come up with may be useful for other players).
Of course, you may have your reasons not to want to disclose this, this perfectly understandable. Ahmm, come to think of this, I can probably get this information by myself (low level net. protos. + crypto is what brings food to my table http://forum.shrapnelgames.com/images/smilies/wink.gif ), but I won't do so without an explicit permission. Anyways, its just a nice to have thing. I guess I'll let it drop. |
Re: CLI for probing turn status
Ever get an answer for this, WraithLord? Or anyone discover anything?
|
Re: CLI for probing turn status
I did an ethereal capture just to see if any obvious information was in ascii or otherwise visible but it doesn't look like it.
If Illwinter wants to provide the protocol information just for the game status packets I could quite easily whip up something that would probe a server for game status but I don't have the time to try decoding their protocol the hard way. I've got more valuable things to do with my time, like playing Dominions! |
Re: CLI for probing turn status
IW has been generous enough to help with the protocol details, and I'm almost done with a small utility that checks the turn status, I'll post it here when its complete.
I don't care much for GUI (that is, I care, but I'm little fond of writing it), so I gave it a CLI interface. |
Re: CLI for probing turn status
Those protocol details posted anywhere public?
|
Re: CLI for probing turn status
Not AFAIK.
|
Re: CLI for probing turn status
// ------------------------------------------
// ------------ Packet Description ---------- // ------------------------------------------ /* 1 char 102 (magic) 1 char 72 (magic) 1 int data length (x bytes) x bytes packet data All short and ints are sent in little endian (x86) format. Least significant byte first! */ /* Keep alive byte 1 char 101 (magic) Sometimes the server might send out this byte instead of a proper packet to check if connections are still up. It should be silently ignored. */ // ------------------------------------------ // ----- important packets to server -------- // ------------------------------------------ /* Info request. Requests a status update from the server. 1 char 3 */ /* Disconnect. Send this and wait for reply before disconnecting. 1 char 11 */ // ------------------------------------------ // ----- important packets from server ------ // ------------------------------------------ /* Status update. 1 char 4 1 int network protocol version 1 char status (2=waiting) 1 str game name 1 char era (new in dom3) 1 char magic = 45 (new in dom3) 1 int ms left till host time 1 str message from host (unused) P chars players controlled by (0=no one 1=human 2=AI) P chars nationstatus P chars connected or not 1 int turn nbr 1 char 0 */ /* Disconnect reply. Wait for this before disconnecting. 1 char 12 */ P = max number of nations = 80 |
Re: CLI for probing turn status
OK I was right. I wont be creating anything with that. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: CLI for probing turn status
If you are interested in doing something similar I could post the details for the game status retrieving part here.
|
All times are GMT -4. The time now is 05:53 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.