From 6d2ae0e5c4143b05981663c9167c26ecf7b788a8 Mon Sep 17 00:00:00 2001 From: aquanight Date: Wed, 22 Nov 2006 21:38:24 +0000 Subject: [PATCH] serverprotocol.html fixes --- Changes | 2 + doc/technical/serverprotocol.html | 190 +++++++++++++++--------------- 2 files changed, 100 insertions(+), 92 deletions(-) diff --git a/Changes b/Changes index 5c19e252e..ff60806a5 100644 --- a/Changes +++ b/Changes @@ -1455,3 +1455,5 @@ - Changed some minor Makefile stuff - Fixed belarussian-w1251 charset.. accidently copied a "'" which caused an internal error. +- Added TOPIC description to serverprotocol.html, reported by avb (#3105). +- Fixed PROTOCTL description in serverprotocol.html, shouldn't have had a :. Reported by Muisje (#3013). diff --git a/doc/technical/serverprotocol.html b/doc/technical/serverprotocol.html index 39e8097b5..f940597ff 100644 --- a/doc/technical/serverprotocol.html +++ b/doc/technical/serverprotocol.html @@ -5,15 +5,15 @@ Unreal 3.2 Protocol Documentation - -

Unreal 3.2 Protocol Documentation

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Last update: 13 May 2006

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Table of Contents

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1 Introduction

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2 Server Negotiation

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2.1 PASS - Connection Password

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2.2 PROTOCTL - Server Protocol Negotiation

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2.3 SERVER - Server Negotiation

+ +

Unreal 3.2 Protocol Documentation

+

Last update: 13 May 2006

+

Table of Contents

+

1 Introduction

+

2 Server Negotiation

+

2.1 PASS - Connection Password

+

2.2 PROTOCTL - Server Protocol Negotiation

+

2.3 SERVER - Server Negotiation

2.4 EOS - End Of Synch

2.5 NETINFO - Network Information

3 User Operations

@@ -28,8 +28,8 @@

4 Server Operations

4.1 SERVER - Server Introduction

4.2 SQUIT - Server Removal

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4.3 SDESC - Server Description

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4.4 PING - Live Connection Query

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4.3 SDESC - Server Description

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4.4 PING - Live Connection Query

4.5 PONG - Live Connection Reply

5 Channel Operations

5.1 SJOIN - Channel Burst

@@ -41,6 +41,7 @@

5.7 SAJOIN - Channel Force Join

5.8 SAPART - Channel Force Part

5.9 SAMODE - Channel Force Mode

+

5.10 TOPIC - Chanel Topic

6 Services Commands

6.1 SVSKILL - Force Disconnect by Service

6.2 SVSMODE, SVS2MODE - Force User Mode Change

@@ -66,9 +67,9 @@

8.1.1 GLINE - Network-wide user@host ban

8.1.2 GZLINE - Network-wide IP ban

8.1.3 SQLINE, UNSQLINE - Network-wide Nickname ban

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8.1.4 SPAMFILTER - Message Spam Filtration System

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9 Base64 Tables

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9.1 Table for SJB64 (NICK and SJOIN).

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8.1.4 SPAMFILTER - Message Spam Filtration System

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9 Base64 Tables

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9.1 Table for SJB64 (NICK and SJOIN).

9.2 Table for NICKIP.


1 Introduction

@@ -83,7 +84,7 @@

Syntax: PASS :link password

The PASS command is used to transmit the password required for a server link. It must match the password specified in the remote server's link::password-receive (which can be crypted), otherwise the link will be rejected. This should be the first message sent.

2.2 PROTOCTL - Server Protocol Negotiation

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Syntax: PROTOCTL :protocol options

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Syntax: PROTOCTL protocol options

The PROTOCTL command sets several protocol options. The tokens supported are listed below.

+

The syntax examples here follow the conventions for TOKEN and also NS in cases of server-only messages.

2.3 SERVER - Server Negotiation

Note: This message is also used for introducing additional servers, the format of this message in those cases is described later.

@@ -112,8 +113,8 @@

The literal 1 in the parameter list is the hopcount parameter. Since you are a direct link, your own hopcount will be 1.

The server.name is the same as that in the remote server's link:: block. When received from unreal servers, this will be the value of that server's me::name. The protocol version is the numeric protocol version (2306 for example), and the protocol flags are the server's compilation flags (described below). These two fields are checked against the deny version {} blocks in the remote server's configuration. A value of 0 for either field prevents deny version{} checking for that field. The server description can be anything. When received from unreal servers, it'll be the value of me::description.

The following version numbers have been used previously:

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