From 154bbc0ca3dca84b35dc1d50574fe5a84b8210fe Mon Sep 17 00:00:00 2001 From: aquanight Date: Sat, 13 May 2006 21:41:42 +0000 Subject: [PATCH] Just one of those days... --- doc/technical/serverprotocol.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/doc/technical/serverprotocol.html b/doc/technical/serverprotocol.html index 1d282bb77..2b109e8a3 100644 --- a/doc/technical/serverprotocol.html +++ b/doc/technical/serverprotocol.html @@ -214,7 +214,6 @@

4.3 SDESC - Server Description (TOKEN: AG)

Syntax: :source AG :newdesc

The server to which source is connected to should have it's description updated to newdesc. This does NOT include the VL inforamtion.

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4.4 PING - Live Connection Query (TOKEN: 8)

Syntax: 8 source[ :destination]

Used to check if a connection is still live if it has been "quiet" for a certain amount of time. Typically, unreal will send PING requests at intervals determined by the class::pingfreq setting. PINGs originating from the direct uplink will use the token, but it seems PINGs originating from a distant server will not.

@@ -226,6 +225,7 @@

Responding to a ping: Once a PING is received, you usually have an amount of time to respond equal to your class::pingfreq. The correct response will always have two parameters. If you received one parameter, then the received parameter becomes the second parameter of your response, and the first parameter is your server name. If you received two parameters, the response returns both parameters in reverse order.

For example, the response to 8 uplink.server is 9 my.name uplink.server, while the response to PING distant.server your.server is 9 your.server distant.server. Unreal typically includes a : prior to the last parameter. This isn't required if that parameter contains no spaces, but it is especially important to not include the colon when reversing the parameters, or else Unreal mistake it for a single-parameter PONG.

If a two-parameter PONG is received, the second parameter names the target. If the target is not you, and a real connection represents that target, you should forward the PONG message via that connection.

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5 Channel Operations

These commands deal with the state of channels across the network. Unreal only supports Network Channels, where the first character is a # character.

5.1 SJOIN - Channel Burst (TOKEN: ~)