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@@ -17,6 +17,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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The protocol is text based, and composed by a command and possibly multiple payload arguments, each separated by a new line.
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The protocol is text based, and composed by a command and possibly multiple payload arguments, each separated by a new line.
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Messages without payload must still end with a newline and are the following:
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Messages without payload must still end with a newline and are the following:
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- `J: ` (or `J: <ROOM>`), must be sent by client immediately after connection to get a lobby assigned or join a known one.
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- `J: ` (or `J: <ROOM>`), must be sent by client immediately after connection to get a lobby assigned or join a known one.
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This messages is also sent by server back to the client to notify assigned lobby, or simply a successful join.
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This messages is also sent by server back to the client to notify assigned lobby, or simply a successful join.
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- `I: <ID>`, sent by server to identify the client when it joins a room.
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- `I: <ID>`, sent by server to identify the client when it joins a room.
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@@ -27,6 +28,7 @@ Messages without payload must still end with a newline and are the following:
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When a lobby is sealed, no new client will be able to join, and the lobby will be destroyed (and clients disconnected) after 10 seconds.
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When a lobby is sealed, no new client will be able to join, and the lobby will be destroyed (and clients disconnected) after 10 seconds.
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Messages with payload (used to transfer WebRTC parameters) are:
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Messages with payload (used to transfer WebRTC parameters) are:
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- `O: <ID>`, used to send an offer.
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- `O: <ID>`, used to send an offer.
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- `A: <ID>`, used to send an answer.
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- `A: <ID>`, used to send an answer.
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- `C: <ID>`, used to send a candidate.
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- `C: <ID>`, used to send a candidate.
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