2.0 KiB
AOS-2 Network Protocol
This document describes the network protocol used by Ace of Shades 2 for server-client communication.
All communications, whether they be UDP or TCP, use the record-net library for sending packets as serialized records.
When referring to the names of packets, we will assume a common package name of nl.andrewl.aos_core.net
.
Player Connection
This workflow is involved in the establishment of a connection between the client and server.
- Player sends a
ConnectRequestMessage
via TCP, immediately upon opening a socket connection. It contains the player's desiredusername
, and theirudpPort
that they will use to connect. - The server will respond with either a
ConnectRejectMessage
with areason
for the rejection, or aConnectAcceptMessage
. - If the player received an acceptance message, they will then send a
DatagramInit
to the server's UDP socket (on the same address/port). The player should keep sending such an init message until they receive aDatagramInit
message echoed back as a response. The player should then stop sending init messages, and expect to begin receiving normal communication data through the datagram socket.
World Data
A combination of TCP and UDP communication is used to ensure that all connected clients have the latest information about the state of the world.
Initially when the player connects to a server, the server will begin sending ChunkDataMessage
packets via TCP to the player, with the full chunk data of an individual chunk.
If, during the course of a game tick, a chunk is updated, at the end of the tick, a ChunkUpdateMessage
message is sent which provides the coordinates and new block data for a block in a chunk.
A player should regularly send a ChunkHashMessage
to the server that contains a hash of a certain chunk, to verify that the player's chunk data matches the server's. The server will send a ChunkDataMessage
if the player's hash is incorrect and the player should replace their chunk data.