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The servercode for the Forged Alliance Forever lobby

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FAForever/server

FA Forever - Server

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This is the source code for the Forged Alliance Forever lobby server.

Overview

The lobby server is the piece of software sitting at the very core of FAF, enabling players to discover and play games with each other. It is a stateful TCP server written in asyncio and implements a custom TCP protocol for communicating with clients. The main responsibilities of the lobby server are:

  • To manage the lifecycle of joining games

    (Note that Forged Alliance uses a distributed peer-to-peer networking model, so the simulation happens entirely on the player's machines, and NOT on any server)

  • To facilitate initial connection establishment when players join a game

  • To maintain a list of online players

  • To perform rating calculations and updates

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Major Software Dependencies

The lobby server integrates with a few external services and has been tested with the following versions:

  • MariaDB 10.6
  • (optional) RabbitMQ 3.9

Contributing

Before opening a pull request, please take a moment to look over the contributing guidelines.

Setting up for development

For detailed instructions see the development guide.

Quickstart

This section assumes you have the necessary system dependencies installed. For a list of what those are see the development guide.

  1. Start up an instance of the FAF database. This is required to run the unit tests and development server.
$ git clone https://github.com/FAForever/faf-stack.git
$ cd faf-stack
$ ./scripts/init-db.sh
  1. Install the project dependencies with pipenv
$ pipenv sync --dev
  1. Run the unit tests or development server
$ pipenv run tests
$ pipenv run devserver

Network Protocol

NOTE: This section of the README is outdated. The QString based message format has been deprectaed and will be replaced by a UTF-8 json + newline format in version 2. Many commands are missing from here. For a more complete list see https://faforever.github.io/server/.

The protocol is mainly JSON-encoded maps, containing at minimum a command key, representing the command to dispatch.

The wire format uses QDataStream (UTF-16, BigEndian).

For the lobbyconnection, each message is of the form:

ACTION: QString

With most carrying a footer containing:

LOGIN: QString
SESSION: QString

Incoming Packages

Mod Vault
  • (deprecated) {command: modvault, type: start}: show the last 100 mods
  • (deprecated) {command: modvault, type: like, uid: <uid>}: check if user liked the mod, otherwise increase the like counter
  • (deprecated) {command: modvault, type: download, uid: <uid>}: notify server about a download (for download counter), does not start the download
Social
  • {command: social_add, friend|foe: <player_id>}: Add a friend or foe
  • {command: social_remove, friend|foe: <player_id>}: Remove a friend or foe
Avatar
  • {command: avatar, action: list_avatar}: Send a list of available avatars
  • {command: avatar, action: select, avatar: <avatar_url>}: Select a valid avatar for the player
ICE Servers
  • (deprecated) {command: ice_servers}: Send ICE TURN/STUN servers - Returns: {command: ice_servers, : <ice servers>, date_created: <date token was created in ISO 8601 format>, ttl: <ttl in seconds>}

Parties

  • {command: invite_to_party, recipient_id: <...>}: Invite this player to a party
  • {command: accept_party_invite, sender_id: <...>}: Accept the party invite from the given player
  • {command: kick_player_from_party, kicked_player_id: <...>}: Kick a player from a party you own
  • {command: leave_party}: Leave the party you are currently in
Misc
  • (deprecated) {command: ask_session}: response with a welcome command and a valid session (can be delayed)
  • {command: hello, version: <...>, login: <...>, password: <...>, unique_id: <...>, (session: <...>)}: Log in to the server

Stream (Deprecated)

The stream API is deprecated, but currently the following message types are supported:

  • PING: response with a PONG
  • PONG: internal state changed to ponged