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When a patch version is released, it must declare compatibility with the previous patch versions of the same main release. This allows players to keep replaying their games and to keep playing online with users of other patches of the same main release. This should have anticipated fordae7a8c394(cherry picked from commit866d6f0527) Signed-off-by: phosit <phosit@autistici.org>
65 lines
1.8 KiB
C++
65 lines
1.8 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef NETPROTOCOL_H
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#define NETPROTOCOL_H
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#include "network/NetMessage.h"
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#include "ps/Mod.h"
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#include "ps/Pyrogenesis.h"
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#include <optional>
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#include <string>
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#include <type_traits>
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#include <vector>
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struct HandshakeError
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{
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std::string componentType;
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std::string clientComponent;
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std::string serverComponent;
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};
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template <typename Message>
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Message CreateHandshake() {
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Message handshake;
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if constexpr (std::is_same_v<Message, CCliHandshakeMessage>)
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handshake.m_MagicResponse = PS_PROTOCOL_MAGIC_RESPONSE;
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else
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handshake.m_Magic = PS_PROTOCOL_MAGIC;
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handshake.m_ProtocolVersion = PS_PROTOCOL_VERSION;
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handshake.m_EngineVersion = PS_SERIALIZATION_VERSION;
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for (const Mod::ModData* mod : Mod::Instance().GetEnabledModsData())
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{
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if (mod->m_IgnoreInCompatibilityChecks)
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continue;
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typename Message::S_m_EnabledMods enabledMod;
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enabledMod.m_Name = mod->m_Name;
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enabledMod.m_Version = mod->m_Version;
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handshake.m_EnabledMods.push_back(enabledMod);
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}
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return handshake;
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}
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std::optional<HandshakeError> CheckHandshake(const CSrvHandshakeMessage& serverMessage, const CCliHandshakeMessage& clientMessage);
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#endif
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