View unanswered posts | View active topics It is currently Fri Oct 24, 2014 3:28 pm



Post new topic Reply to topic  [ 5 posts ] 
 OpenRPG protocol 
Author Message

Joined: Sat Apr 16, 2011 1:59 pm
Posts: 5
Post OpenRPG protocol
Is the protocol used for communication between the OpenRPG client and server, documented anywhere? I can figure it out from the code if need be, of course, but I figured it's worth asking whether there is documentation just in case.


Sat Apr 16, 2011 2:02 pm
Profile
User avatar

Joined: Wed Dec 09, 2009 9:39 pm
Posts: 712
Post Re: OpenRPG protocol
Not really. I can explain it to you if needed. Do you want specifics, or just basic information?

I have a new protocol under the works for the next milestone of Traipse. Given the current OpenRPG (the one DJ and his team worked on) has again fallen in to disrepair and lacks developers, I hope people will make the leap over to Traipse after the next milestone is released.

_________________
I ate your Death Knell.
The Traipse Movement
Please show your support for Traipse OpenRPG http://www.facebook.com/MadMathLabs
Send me Traipse OpenRPG Ideas, Bugs, Complaints, Praises here: https://getsatisfaction.com/mml


Sun Apr 17, 2011 1:33 am
Profile YIM WWW

Joined: Sat Apr 16, 2011 1:59 pm
Posts: 5
Post Re: OpenRPG protocol
Thanks! What I've picked up so far from looking at the code and running tests is:

Metaserver is at orpgmeta.appspot.com

Server list is in a happily obvious XML format via HTTP

Port is always 6774 at the moment (though could potentially change in the future)

Actual messages between client and server consist of a 32-bit binary message length, followed by message data in XML or some close variant thereof

Please let me know if any of this is incorrect.

To explain what I have in mind, I'm currently evaluating the feasibility of writing a web-based client that would do for OpenRPG gaming what Mibbit does for IRC gaming, that is, to solve problems like "game on tonight, but the only machine I can access at the moment belongs to the college lab/Internet cafe/my sister and I don't have permission to go installing software" or "erg, my install of the client software ain't working at the moment and I'd rather play now and fix it later than miss the game while I'm troubleshooting".

What protocol changes do you have in mind for Traipse? I'm looking forward to seeing the new version, but it seems it would be a pity to break backward compatibility and the current felicitous state of affairs where some people in a group can upgrade to the new client program even if others do not?


Sun Apr 17, 2011 6:28 am
Profile
User avatar

Joined: Wed Dec 09, 2009 9:39 pm
Posts: 712
Post Re: OpenRPG protocol
rwallace wrote:
Metaserver is at orpgmeta.appspot.com
For 'standard'. Check out the Traipse Metaserver: http://traipsemeta.madmathlabs.info/ I gave it a front end, and restored the room list functionality.

Quote:
Server list is in a happily obvious XML format via HTTP
Yes.

Quote:
Port is always 6774 at the moment (though could potentially change in the future)
For 'standard'. With Traipse you can set the port in your server_ini.xml file.

Quote:
Actual messages between client and server consist of a 32-bit binary message length, followed by message data in XML or some close variant thereof
The entire data is sent as a binary message. It is packed and then unpacked. The length is sent first so the receiver knows how much is there to unpack. Once unpacked it is string data and contains XML data (as a string)

Quote:
To explain what I have in mind, I'm currently evaluating the feasibility of writing a web-based client that would do for OpenRPG gaming what Mibbit does for IRC gaming, that is, to solve problems like "game on tonight, but the only machine I can access at the moment belongs to the college lab/Internet cafe/my sister and I don't have permission to go installing software" or "erg, my install of the client software ain't working at the moment and I'd rather play now and fix it later than miss the game while I'm troubleshooting".

What protocol changes do you have in mind for Traipse? I'm looking forward to seeing the new version, but it seems it would be a pity to break backward compatibility and the current felicitous state of affairs where some people in a group can upgrade to the new client program even if others do not?


I would really like to talk to you further about this off the boards if that is possible. A friend of mine is looking into something much the same and we are having a small hurdle of finding team members. Find me on skype (?) as profebral and we can chat at length.

_________________
I ate your Death Knell.
The Traipse Movement
Please show your support for Traipse OpenRPG http://www.facebook.com/MadMathLabs
Send me Traipse OpenRPG Ideas, Bugs, Complaints, Praises here: https://getsatisfaction.com/mml


Sun Apr 17, 2011 6:48 am
Profile YIM WWW

Joined: Sat Apr 16, 2011 1:59 pm
Posts: 5
Post Re: OpenRPG protocol
Following up with conclusion of the feasibility study: the conclusion is no, Web technology is not designed for this. It could be done in principle, but it would be an awful lot of work and the result would work badly, so I don't see it as worthwhile.


Mon Apr 18, 2011 2:45 am
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by Vjacheslav Trushkin for Free Forums/DivisionCore.