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f31e081bd4
OK, maybe not actually remove because it is kept for fallback when the new method isn't available. The whole gametype parsing business had the same downsides as user agent parsing on the web, hence I removed it while keeping behavior the same. This allows servers to explicitly opt in or out of certain bug workarounds and other client behavior. This increases the complexity of different configurations that are available in the client (which is a bad thing).
29 lines
1 KiB
C
29 lines
1 KiB
C
// UUID(name_in_code, name)
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//
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// When adding your own extended net messages, choose the name (third
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// parameter) as `<name>@<domain>` where `<name>` is a name you can choose
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// freely and `<domain>` is a domain you own. If you don't own a domain, try
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// choosing a string that is not a domain and uniquely identifies you, e.g. use
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// the name of the client/server you develop.
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//
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// Example:
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//
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// 1) `i-unfreeze-you@ddnet.tw`
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// 2) `creeper@minetee`
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//
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// The first example applies if you own the `ddnet.tw` domain, that is, if you
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// are adding this message on behalf of the DDNet team.
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//
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// The second example shows how you could add a message if you don't own a
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// domain, but need a message for your minetee client/server.
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// This file can be included several times.
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UUID(NETMSG_WHATIS, "what-is@ddnet.tw")
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UUID(NETMSG_ITIS, "it-is@ddnet.tw")
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UUID(NETMSG_IDONTKNOW, "i-dont-know@ddnet.tw")
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UUID(NETMSG_RCONTYPE, "rcon-type@ddnet.tw")
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UUID(NETMSG_MAP_DETAILS, "map-details@ddnet.tw")
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UUID(NETMSG_CAPABILITIES, "capabilities@ddnet.tw")
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