csgo-2018-source/common/netmessages.proto

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//====== Copyright (c) 2013, Valve Corporation, All rights reserved. ========//
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
// THE POSSIBILITY OF SUCH DAMAGE.
//===========================================================================//
//
// Purpose: The file defines our Google Protocol Buffers which are used in over
// the wire messages for the Source engine.
//
//=============================================================================
// Note about encoding:
// http://code.google.com/apis/protocolbuffers/docs/encoding.html
//
// TL;DR: Use sint32/sint64 for values that may be negative.
//
// There is an important difference between the signed int types (sint32 and sint64)
// and the "standard" int types (int32 and int64) when it comes to encoding negative
// numbers. If you use int32 or int64 as the type for a negative number, the
// resulting varint is always ten bytes long <20> it is, effectively, treated like a
// very large unsigned integer. If you use one of the signed types, the resulting
// varint uses ZigZag encoding, which is much more efficient.
// Commenting this out allows it to be compiled for SPEED or LITE_RUNTIME.
// option optimize_for = SPEED;
// We don't use the service generation functionality
option cc_generic_services = false;
//
// STYLE NOTES:
//
// Use CamelCase CMsgMyMessageName style names for messages.
//
// Use lowercase _ delimited names like my_steam_id for field names, this is non-standard for Steam,
// but plays nice with the Google formatted code generation.
//
// Try not to use required fields ever. Only do so if you are really really sure you'll never want them removed.
// Optional should be preffered as it will make versioning easier and cleaner in the future if someone refactors
// your message and wants to remove or rename fields.
//
// Use fixed64 for JobId_t, GID_t, or SteamID. This is appropriate for any field that is normally
// going to be larger than 2^56. Otherwise use int64 for 64 bit values that are frequently smaller
// than 2^56 as it will safe space on the wire in those cases.
//
// Similar to fixed64, use fixed32 for RTime32 or other 32 bit values that are frequently larger than
// 2^28. It will safe space in those cases, otherwise use int32 which will safe space for smaller values.
// An exception to this rule for RTime32 is if the value will frequently be zero rather than set to an actual
// time.
//
import "google/protobuf/descriptor.proto";
//import "network_connection.proto"; // common types are in here
//=============================================================================
// Common Types
//=============================================================================
message CMsgVector
{
optional float x = 1;
optional float y = 2;
optional float z = 3;
}
message CMsgVector2D
{
optional float x = 1;
optional float y = 2;
}
message CMsgQAngle
{
optional float x = 1;
optional float y = 2;
optional float z = 3;
}
message CMsgRGBA
{
optional int32 r = 1;
optional int32 g = 2;
optional int32 b = 3;
optional int32 a = 4;
}
//=============================================================================
// Bidirectional NET Messages
//=============================================================================
enum NET_Messages
{
net_NOP = 0;
net_Disconnect = 1; // disconnect, last message in connection
net_File = 2; // file transmission message request/deny
net_SplitScreenUser = 3; // Changes split screen user, client and server must both provide handler
net_Tick = 4; // s->c world tick, c->s ack world tick
net_StringCmd = 5; // a string command
net_SetConVar = 6; // sends one/multiple convar/userinfo settings
net_SignonState = 7; // signals or acks current signon state
// client clc messages and server svc messages use the range 8+
net_PlayerAvatarData = 100; // player avatar RGB data (client clc & server svc message blocks use 8..., so start a new range here @ 100+)
}
message CNETMsg_Tick
{
optional uint32 tick = 1; // current tick count
// optional uint32 host_frametime = 2; // Host frame time in 1/100000th of a second
// optional uint32 host_frametime_std_deviation = 3; // Host frame time stddev in 1/100000th of a second
optional uint32 host_computationtime = 4; // Host frame computation time in usec (1/1,000,000th sec) - will be say 4 ms when server is running at 25% CPU load for 64-tick server
optional uint32 host_computationtime_std_deviation = 5; // Host frame computation time stddev in usec (1/1,000,000th sec)
optional uint32 host_framestarttime_std_deviation = 6; // Host frame start time stddev in usec (1/1,000,000th sec) - measures how precisely we can wake up from sleep when meeting server framerate
optional uint32 hltv_replay_flags = 7 ; // 0 or absent by default, 1 when hltv replay is in progress - used to fix client state in case of server crashes of full frame updates
}
message CNETMsg_StringCmd
{
optional string command = 1;
}
message CNETMsg_SignonState
{
optional uint32 signon_state = 1; // See SIGNONSTATE_ defines
optional uint32 spawn_count = 2; // server spawn count (session number)
optional uint32 num_server_players = 3; // Number of players the server discloses as connected to the server
repeated string players_networkids = 4; // player network ids
optional string map_name = 5; // Name of the current map
}
message CMsg_CVars
{
message CVar
{
optional string name = 1;
optional string value = 2;
optional uint32 dictionary_name = 3; // In order to save on connect packet size convars that are known will have their dictionary name index sent here
}
repeated CVar cvars = 1;
}
message CNETMsg_SetConVar
{
optional CMsg_CVars convars = 1;
}
message CNETMsg_NOP
{
}
message CNETMsg_Disconnect
{
optional string text = 1;
}
message CNETMsg_File
{
optional int32 transfer_id = 1;
optional string file_name = 2;
optional bool is_replay_demo_file = 3;
optional bool deny = 4;
}
message CNETMsg_SplitScreenUser
{
optional int32 slot = 1;
}
message CNETMsg_PlayerAvatarData
{ // 12 KB player avatar 64x64 rgb only no alpha
// WARNING-WARNING-WARNING
// This message is extremely large for our net channels
// and must be pumped through special fragmented waiting list
// via chunk-based ack mechanism!
// See: INetChannel::EnqueueVeryLargeAsyncTransfer
// WARNING-WARNING-WARNING
optional uint32 accountid = 1;
optional bytes rgb = 2;
}
//=============================================================================
// Client messages
//=============================================================================
enum CLC_Messages
{
clc_ClientInfo = 8; // client info (table CRC etc)
clc_Move = 9; // [CUserCmd]
clc_VoiceData = 10; // Voicestream data from a client
clc_BaselineAck = 11; // client acknowledges a new baseline seqnr
clc_ListenEvents = 12; // client acknowledges a new baseline seqnr
clc_RespondCvarValue = 13; // client is responding to a svc_GetCvarValue message.
clc_FileCRCCheck = 14; // client is sending a file's CRC to the server to be verified.
clc_LoadingProgress = 15; // client loading progress
clc_SplitPlayerConnect = 16;
clc_ClientMessage = 17;
clc_CmdKeyValues = 18;
clc_HltvReplay = 20;
}
message CCLCMsg_ClientInfo
{
optional fixed32 send_table_crc = 1;
optional uint32 server_count = 2;
optional bool is_hltv = 3;
optional bool is_replay = 4;
optional uint32 friends_id = 5;
optional string friends_name = 6;
repeated fixed32 custom_files = 7;
}
message CCLCMsg_Move
{
optional uint32 num_backup_commands = 1; // new commands = user_cmds_size() - num_backup_commands
optional uint32 num_new_commands = 2;
optional bytes data = 3;
}
enum VoiceDataFormat_t
{
VOICEDATA_FORMAT_STEAM = 0; // steam uses SILK
VOICEDATA_FORMAT_ENGINE = 1; // was speex, switching to celt
};
message CCLCMsg_VoiceData
{
optional bytes data = 1;
optional fixed64 xuid = 2;
optional VoiceDataFormat_t format = 3 [default = VOICEDATA_FORMAT_ENGINE];
optional int32 sequence_bytes = 4; // This is a TCP-style sequence number, so it includes the current packet length. So it's actually the offset within the compressed data stream of the next packet to follow (if any).
optional uint32 section_number = 5;
optional uint32 uncompressed_sample_offset = 6;
}
message CCLCMsg_BaselineAck
{
optional int32 baseline_tick = 1;
optional int32 baseline_nr = 2;
}
message CCLCMsg_ListenEvents
{
repeated fixed32 event_mask = 1;
}
message CCLCMsg_RespondCvarValue
{
optional int32 cookie = 1; // QueryCvarCookie_t
optional int32 status_code = 2; // EQueryCvarValueStatus
optional string name = 3;
optional string value = 4;
}
message CCLCMsg_FileCRCCheck
{
// See CCLCMsg_FileCRCCheck_t in netmessages.h while reading this.
// Optimisation:
// Do not set or get path or filename directly, use instead
// CCLCMsg_FileCRCCheck_t::GetPath()
// CCLCMsg_FileCRCCheck_t::GetPath()...etc..
// If the path and/or filename below is one of certain commonly occuring ones
// then an index is stored instead of a string. So if code_path != -1 then
// path == "".
optional int32 code_path = 1; // read comment above
optional string path = 2; // read comment above
optional int32 code_filename = 3; // read comment above
optional string filename = 4; // read comment above
optional int32 file_fraction = 5;
optional bytes md5 = 6;
optional uint32 crc = 7;
optional int32 file_hash_type = 8;
optional int32 file_len = 9;
optional int32 pack_file_id = 10;
optional int32 pack_file_number = 11;
}
message CCLCMsg_LoadingProgress
{
optional int32 progress = 1;
}
message CCLCMsg_SplitPlayerConnect
{
optional CMsg_CVars convars = 1;
}
message CCLCMsg_CmdKeyValues
{
optional bytes keyvalues = 1;
}
//=============================================================================
// Server messages
//=============================================================================
enum ESplitScreenMessageType
{
option allow_alias = true;
MSG_SPLITSCREEN_ADDUSER = 0;
MSG_SPLITSCREEN_REMOVEUSER = 1;
MSG_SPLITSCREEN_TYPE_BITS = 1;
};
enum SVC_Messages
{
svc_ServerInfo = 8; // first message from server about game; map etc
svc_SendTable = 9; // sends a sendtable description for a game class
svc_ClassInfo = 10; // Info about classes (first byte is a CLASSINFO_ define).
svc_SetPause = 11; // tells client if server paused or unpaused
svc_CreateStringTable = 12; // inits shared string tables
svc_UpdateStringTable = 13; // updates a string table
svc_VoiceInit = 14; // inits used voice codecs & quality
svc_VoiceData = 15; // Voicestream data from the server
svc_Print = 16; // print text to console
svc_Sounds = 17; // starts playing sound
svc_SetView = 18; // sets entity as point of view
svc_FixAngle = 19; // sets/corrects players viewangle
svc_CrosshairAngle = 20; // adjusts crosshair in auto aim mode to lock on traget
svc_BSPDecal = 21; // add a static decal to the world BSP
svc_SplitScreen = 22; // split screen style message
svc_UserMessage = 23; // a game specific message
svc_EntityMessage = 24; // a message for an entity
svc_GameEvent = 25; // global game event fired
svc_PacketEntities = 26; // non-delta compressed entities
svc_TempEntities = 27; // non-reliable event object
svc_Prefetch = 28; // only sound indices for now
svc_Menu = 29; // display a menu from a plugin
svc_GameEventList = 30; // list of known games events and fields
svc_GetCvarValue = 31; // Server wants to know the value of a cvar on the client
svc_PaintmapData = 33; // Server paintmap data
svc_CmdKeyValues = 34; // Server submits KeyValues command for the client
svc_EncryptedData = 35; // Server submites encrypted data
svc_HltvReplay = 36; // start or stop HLTV-fed replay
svc_Broadcast_Command = 38; // broadcasting a user command
}
message CSVCMsg_ServerInfo
{
optional int32 protocol = 1; // protocol version
optional int32 server_count = 2; // number of changelevels since server start
optional bool is_dedicated = 3; // dedicated server ?
optional bool is_official_valve_server = 4;
optional bool is_hltv = 5; // HLTV server ?
optional bool is_replay = 6; // Replay server ?
optional bool is_redirecting_to_proxy_relay = 21; // // Will be redirecting to proxy relay
optional int32 c_os = 7; // L = linux, W = Win32
optional fixed32 map_crc = 8; // server map CRC
optional fixed32 client_crc = 9; // client.dll CRC server is using
optional fixed32 string_table_crc = 10; // string table CRC server is using
optional int32 max_clients = 11; // max number of clients on server
optional int32 max_classes = 12; // max number of server classes
optional int32 player_slot = 13; // our client slot number
optional float tick_interval = 14; // server tick interval
optional string game_dir = 15; // game directory eg "tf2"
optional string map_name = 16; // name of current map
optional string map_group_name = 17; // name of current map
optional string sky_name = 18; // name of current skybox
optional string host_name = 19; // server name
optional uint32 public_ip = 20;
optional uint64 ugc_map_id = 22;
}
message CSVCMsg_ClassInfo
{
message class_t
{
optional int32 class_id = 1;
optional string data_table_name = 2;
optional string class_name = 3;
}
optional bool create_on_client = 1;
repeated class_t classes = 2;
}
message CSVCMsg_SendTable
{
message sendprop_t
{
optional int32 type = 1; // SendPropType
optional string var_name = 2;
optional int32 flags = 3;
optional int32 priority = 4;
optional string dt_name = 5; // if pProp->m_Type == DPT_DataTable || IsExcludeProp
optional int32 num_elements = 6; // else if pProp->m_Type == DPT_Array
optional float low_value = 7; // else ...
optional float high_value = 8; // ...
optional int32 num_bits = 9; // ...
};
optional bool is_end = 1;
optional string net_table_name = 2;
optional bool needs_decoder = 3;
repeated sendprop_t props = 4;
}
message CSVCMsg_Print
{
optional string text = 1;
}
message CSVCMsg_SetPause
{
optional bool paused = 1;
}
message CSVCMsg_SetView
{
optional int32 entity_index = 1;
}
message CSVCMsg_CreateStringTable
{
optional string name = 1;
optional int32 max_entries = 2;
optional int32 num_entries = 3;
optional bool user_data_fixed_size = 4;
optional int32 user_data_size = 5;
optional int32 user_data_size_bits = 6;
optional int32 flags = 7;
optional bytes string_data = 8;
}
message CSVCMsg_UpdateStringTable
{
optional int32 table_id = 1;
optional int32 num_changed_entries = 2;
optional bytes string_data = 3;
}
message CSVCMsg_VoiceInit
{
optional int32 quality = 1;
optional string codec = 2;
optional int32 version = 3 [default = 0];
}
message CSVCMsg_VoiceData
{
optional int32 client = 1;
optional bool proximity = 2;
optional fixed64 xuid = 3;
optional int32 audible_mask = 4;
optional bytes voice_data = 5;
optional bool caster = 6;
optional VoiceDataFormat_t format = 7 [default = VOICEDATA_FORMAT_ENGINE];
optional int32 sequence_bytes = 8; // This is a TCP-style sequence number, so it includes the current packet length. So it's actually the offset within the compressed data stream of the next packet to follow (if any).
optional uint32 section_number = 9;
optional uint32 uncompressed_sample_offset = 10;
}
message CSVCMsg_FixAngle
{
optional bool relative = 1;
optional CMsgQAngle angle = 2;
}
message CSVCMsg_CrosshairAngle
{
optional CMsgQAngle angle = 1;
}
message CSVCMsg_Prefetch
{
optional int32 sound_index = 1;
}
message CSVCMsg_BSPDecal
{
optional CMsgVector pos = 1;
optional int32 decal_texture_index = 2;
optional int32 entity_index = 3;
optional int32 model_index = 4;
optional bool low_priority = 5;
}
message CSVCMsg_SplitScreen
{
optional ESplitScreenMessageType type = 1;
optional int32 slot = 2;
optional int32 player_index = 3;
}
message CSVCMsg_GetCvarValue
{
optional int32 cookie = 1; // QueryCvarCookie_t
optional string cvar_name = 2;
}
message CSVCMsg_Menu
{
optional int32 dialog_type = 1; // DIALOG_TYPE
optional bytes menu_key_values = 2; // KeyValues.WriteAsBinary()
}
message CSVCMsg_UserMessage
{
optional int32 msg_type = 1;
optional bytes msg_data = 2;
optional int32 passthrough = 3;// 0 or absent = normal event; 1 = pass-through real-time event needed during replay
}
message CSVCMsg_PaintmapData
{
optional bytes paintmap = 1;
}
message CSVCMsg_GameEvent
{
message key_t
{
optional int32 type = 1; // type
optional string val_string = 2; // TYPE_STRING
optional float val_float = 3; // TYPE_FLOAT
optional int32 val_long = 4; // TYPE_LONG
optional int32 val_short = 5; // TYPE_SHORT
optional int32 val_byte = 6; // TYPE_BYTE
optional bool val_bool = 7; // TYPE_BOOL
optional uint64 val_uint64 = 8; // TYPE_UINT64
optional bytes val_wstring = 9; // TYPE_WSTRING
}
optional string event_name = 1;
optional int32 eventid = 2;
repeated key_t keys = 3;
optional int32 passthrough = 4; // 0 or absent = normal event; 1 = pass-through real-time event needed during replay
}
message CSVCMsg_GameEventList
{
message key_t
{
optional int32 type = 1;
optional string name = 2;
};
message descriptor_t
{
optional int32 eventid = 1;
optional string name = 2;
repeated key_t keys = 3;
};
repeated descriptor_t descriptors = 1;
}
message CSVCMsg_TempEntities
{
optional bool reliable = 1;
optional int32 num_entries = 2;
optional bytes entity_data = 3;
}
message CSVCMsg_PacketEntities
{
optional int32 max_entries = 1;
optional int32 updated_entries = 2;
optional bool is_delta = 3;
optional bool update_baseline = 4;
optional int32 baseline = 5;
optional int32 delta_from = 6;
optional bytes entity_data = 7;
}
message CSVCMsg_Sounds
{
message sounddata_t
{
optional sint32 origin_x = 1;
optional sint32 origin_y = 2;
optional sint32 origin_z = 3;
optional uint32 volume = 4;
optional float delay_value = 5;
optional int32 sequence_number = 6;
optional int32 entity_index = 7;
optional int32 channel = 8;
optional int32 pitch = 9;
optional int32 flags = 10;
optional uint32 sound_num = 11;
optional fixed32 sound_num_handle = 12;
optional int32 speaker_entity = 13;
optional int32 random_seed = 14;
optional int32 sound_level = 15; // soundlevel_t
optional bool is_sentence = 16;
optional bool is_ambient = 17;
};
optional bool reliable_sound = 1;
repeated sounddata_t sounds = 2;
}
message CSVCMsg_EntityMsg
{
optional int32 ent_index = 1;
optional int32 class_id = 2;
optional bytes ent_data = 3;
}
message CSVCMsg_CmdKeyValues
{
optional bytes keyvalues = 1;
}
message CSVCMsg_EncryptedData
{
optional bytes encrypted = 1;
optional int32 key_type = 2;
}
message CSVCMsg_HltvReplay
{
optional int32 delay = 1; // delay in ticks, 0 or abscent if replay stops
optional int32 primary_target = 2; // the primary target to look at during the replay
optional int32 replay_stop_at = 3; // the tick when replay stops, on delayed timeline
optional int32 replay_start_at = 4; // the tick when replay starts, on real timeline
optional int32 replay_slowdown_begin = 5;
optional int32 replay_slowdown_end = 6;
optional float replay_slowdown_rate = 7;
}
enum ReplayEventType_t
{
REPLAY_EVENT_CANCEL = 0; // Cancel any replays in progress
REPLAY_EVENT_DEATH = 1; // replay the last player death
REPLAY_EVENT_GENERIC = 2; // replay the event specified in the message
REPLAY_EVENT_STUCK_NEED_FULL_UPDATE = 3; // the client is stuck , the full frame update was somehow discarded at netchan level (reason unknown as of end of 2015), and a new full update is requested
}
message CCLCMsg_HltvReplay
{
optional int32 request = 1; // 0 = cancel, 1 = request death replay, 2 = request arbitrary replay, 3 = request full frame update because client didn't receive it when expected
optional float slowdown_length = 2;
optional float slowdown_rate = 3;
optional int32 primary_target_ent_index = 4;
optional float event_time = 5;
}
message CSVCMsg_Broadcast_Command
{
optional string cmd = 1;
}
// Do not remove this comment due to a bug on the Mac OS X protobuf compiler - <sergiy> integrated from Dota