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  #1  
Old November 3rd, 2006, 06:51 PM
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Default Re: CLI for probing turn status

Not AFAIK.
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  #2  
Old November 4th, 2006, 02:24 AM
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Default 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.
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  #3  
Old November 4th, 2006, 03:02 AM
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Default Re: CLI for probing turn status

Im curious about it.
I doubt if Id be capable of programming anything to it at my level of programming but until I see the protocol I wont know.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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Old November 4th, 2006, 04:37 AM

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Default Re: CLI for probing turn status

Quote:
Johan K said:
If you are interested in doing something similar I could post the details for the game status retrieving part here.
I would be very much interested.
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  #5  
Old November 4th, 2006, 04:58 AM
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Default Re: CLI for probing turn status

Me too.
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  #6  
Old November 3rd, 2006, 08:13 PM
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Default 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
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  #7  
Old November 3rd, 2006, 08:33 PM
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Default Re: CLI for probing turn status

OK I was right. I wont be creating anything with that.
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  #8  
Old November 10th, 2006, 12:48 AM

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Default Re: CLI for probing turn status

Awright, I got the server to talk to me, but I don't get the way the packet is constructed. I can see the name of the game, then a couple of zeros, then the magic 45 char, ... and then about 200 characters that don't make any sense to me, followed by the # of the turn.

How do I figure out what in those 200 corresponds to what nation, how it's controller and its connection status?

Thanks.
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