#ifndef _ISPACKETS_H_ #define _ISPACKETS_H_ ///////////////////// // InSim for Live for Speed : 0.5Z // InSim allows communication between up to 8 external programs and LFS. // TCP or UDP packets can be sent in both directions, LFS reporting various // things about its state, and the external program requesting info and // controlling LFS with special packets, text commands or keypresses. // NOTE : This text file was written with a TAB size equal to 4 spaces. // INSIM VERSION NUMBER (updated for version 0.5Z30) // ==================== const int INSIM_VERSION = 5; // CHANGES // ======= // Version 0.5Z (compatible so no change to INSIM_VERSION) // NLP / MCI packets are now output at regular intervals // CCI_LAG bit added to the CompCar structure // Version 0.5Z30 (INSIM_VERSION increased to 5) // NLP / MCI minimum time interval reduced to 40 ms (was 50 ms) // IS_CON (CONtact) reports contact between two cars (if ISF_CON is enabled) // IS_MTC (Msg To Connection) now has a variable length (up to 128 characters) // IS_MTC can be sent to all (UCID = 255) and sound effect can be specified // ISS_SHIFTU_HIGH is no longer used (no distinction between high and low view) // FIX : Clutch axis / button was not reported after a change in Controls screen // Version 0.5Z32 // OG_SHIFT and OG_CTRL bits added to OutGaugePack // Lap timing info added to IS_RST (Timing byte) // IS_VTC now cancels game votes even if the majority has not been reached // Version 0.6A1 // IS_OBH reports information about any object hit // IS_HLV reports incidents that would violate HLVC // IS_PLC sets allowed cars for individual players // IS_AXM to add / remove / clear autocross objects // IS_ACR to report (attempted) admin commands // TYPES : (all multi-byte types are PC style - lowest byte first) // ===== // char 1-byte character // byte 1-byte unsigned integer // word 2-byte unsigned integer // short 2-byte signed integer // unsigned 4-byte unsigned integer // int 4-byte signed integer // float 4-byte float // RaceLaps (rl) : (various meanings depending on range) // 0 : practice // 1-99 : number of laps... laps = rl // 100-190 : 100 to 1000 laps... laps = (rl - 100) * 10 + 100 // 191-238 : 1 to 48 hours... hours = rl - 190 // InSim PACKETS // ============= // All InSim packets use a four byte header // Size : total packet size - a multiple of 4 // Type : packet identifier from the ISP_ enum (see below) // ReqI : non zero if the packet is a packet request or a reply to a request // Data : the first data byte // INITIALISING InSim // ================== // To initialise the InSim system, type into LFS : /insim xxxxx // where xxxxx is the TCP and UDP port you want LFS to open. // OR start LFS with the command line option : LFS /insim=xxxxx // This will make LFS listen for packets on that TCP and UDP port. // TO START COMMUNICATION // ====================== // TCP : Connect to LFS using a TCP connection, then send this packet : // UDP : No connection required, just send this packet to LFS : struct IS_ISI // InSim Init - packet to initialise the InSim system { byte Size; // 44 byte Type; // ISP_ISI byte ReqI; // If non-zero LFS will send an IS_VER packet byte Zero; // 0 word UDPPort; // Port for UDP replies from LFS (0 to 65535) word Flags; // Bit flags for options (see below) byte Sp0; // 0 byte Prefix; // Special host message prefix character word Interval; // Time in ms between NLP or MCI (0 = none) char Admin[16]; // Admin password (if set in LFS) char IName[16]; // A short name for your program }; // NOTE 1) UDPPort field when you connect using UDP : // zero : LFS sends all packets to the port of the incoming packet // non-zero : LFS sends all packets to the specified UDPPort // NOTE 2) UDPPort field when you connect using TCP : // zero : LFS sends NLP / MCI packets using your TCP connection // non-zero : LFS sends NLP / MCI packets to the specified UDPPort // NOTE 3) Flags field (set the relevant bits to turn on the option) : #define ISF_RES_0 1 // bit 0 : spare #define ISF_RES_1 2 // bit 1 : spare #define ISF_LOCAL 4 // bit 2 : guest or single player #define ISF_MSO_COLS 8 // bit 3 : keep colours in MSO text #define ISF_NLP 16 // bit 4 : receive NLP packets #define ISF_MCI 32 // bit 5 : receive MCI packets #define ISF_CON 64 // bit 6 : receive CON packets #define ISF_OBH 128 // bit 7 : receive OBH packets #define ISF_HLV 256 // bit 8 : receive HLV packets #define ISF_AXM_LOAD 512 // bit 9 : receive AXM when loading a layout #define ISF_AXM_EDIT 1024 // bit 10 : receive AXM when changing objects // In most cases you should not set both ISF_NLP and ISF_MCI flags // because all IS_NLP information is included in the IS_MCI packet. // The ISF_LOCAL flag is important if your program creates buttons. // It should be set if your program is not a host control system. // If set, then buttons are created in the local button area, so // avoiding conflict with the host buttons and allowing the user // to switch them with SHIFT+B rather than SHIFT+I. // NOTE 4) Prefix field, if set when initialising InSim on a host : // Messages typed with this prefix will be sent to your InSim program // on the host (in IS_MSO) and not displayed on anyone's screen. // ENUMERATIONS FOR PACKET TYPES // ============================= enum // the second byte of any packet is one of these { ISP_NONE, // 0 : not used ISP_ISI, // 1 - instruction : insim initialise ISP_VER, // 2 - info : version info ISP_TINY, // 3 - both ways : multi purpose ISP_SMALL, // 4 - both ways : multi purpose ISP_STA, // 5 - info : state info ISP_SCH, // 6 - instruction : single character ISP_SFP, // 7 - instruction : state flags pack ISP_SCC, // 8 - instruction : set car camera ISP_CPP, // 9 - both ways : cam pos pack ISP_ISM, // 10 - info : start multiplayer ISP_MSO, // 11 - info : message out ISP_III, // 12 - info : hidden /i message ISP_MST, // 13 - instruction : type message or /command ISP_MTC, // 14 - instruction : message to a connection ISP_MOD, // 15 - instruction : set screen mode ISP_VTN, // 16 - info : vote notification ISP_RST, // 17 - info : race start ISP_NCN, // 18 - info : new connection ISP_CNL, // 19 - info : connection left ISP_CPR, // 20 - info : connection renamed ISP_NPL, // 21 - info : new player (joined race) ISP_PLP, // 22 - info : player pit (keeps slot in race) ISP_PLL, // 23 - info : player leave (spectate - loses slot) ISP_LAP, // 24 - info : lap time ISP_SPX, // 25 - info : split x time ISP_PIT, // 26 - info : pit stop start ISP_PSF, // 27 - info : pit stop finish ISP_PLA, // 28 - info : pit lane enter / leave ISP_CCH, // 29 - info : camera changed ISP_PEN, // 30 - info : penalty given or cleared ISP_TOC, // 31 - info : take over car ISP_FLG, // 32 - info : flag (yellow or blue) ISP_PFL, // 33 - info : player flags (help flags) ISP_FIN, // 34 - info : finished race ISP_RES, // 35 - info : result confirmed ISP_REO, // 36 - both ways : reorder (info or instruction) ISP_NLP, // 37 - info : node and lap packet ISP_MCI, // 38 - info : multi car info ISP_MSX, // 39 - instruction : type message ISP_MSL, // 40 - instruction : message to local computer ISP_CRS, // 41 - info : car reset ISP_BFN, // 42 - both ways : delete buttons / receive button requests ISP_AXI, // 43 - info : autocross layout information ISP_AXO, // 44 - info : hit an autocross object ISP_BTN, // 45 - instruction : show a button on local or remote screen ISP_BTC, // 46 - info : sent when a user clicks a button ISP_BTT, // 47 - info : sent after typing into a button ISP_RIP, // 48 - both ways : replay information packet ISP_SSH, // 49 - both ways : screenshot ISP_CON, // 50 - info : contact between cars (collision report) ISP_OBH, // 51 - info : contact car + object (collision report) ISP_HLV, // 52 - info : report incidents that would violate HLVC ISP_PLC, // 53 - instruction : player cars ISP_AXM, // 54 - both ways : autocross multiple objects ISP_ACR, // 55 - info : admin command report }; enum // the fourth byte of an IS_TINY packet is one of these { TINY_NONE, // 0 - keep alive : see "maintaining the connection" TINY_VER, // 1 - info request : get version TINY_CLOSE, // 2 - instruction : close insim TINY_PING, // 3 - ping request : external progam requesting a reply TINY_REPLY, // 4 - ping reply : reply to a ping request TINY_VTC, // 5 - both ways : game vote cancel (info or request) TINY_SCP, // 6 - info request : send camera pos TINY_SST, // 7 - info request : send state info TINY_GTH, // 8 - info request : get time in hundredths (i.e. SMALL_RTP) TINY_MPE, // 9 - info : multi player end TINY_ISM, // 10 - info request : get multiplayer info (i.e. ISP_ISM) TINY_REN, // 11 - info : race end (return to game setup screen) TINY_CLR, // 12 - info : all players cleared from race TINY_NCN, // 13 - info request : get all connections TINY_NPL, // 14 - info request : get all players TINY_RES, // 15 - info request : get all results TINY_NLP, // 16 - info request : send an IS_NLP TINY_MCI, // 17 - info request : send an IS_MCI TINY_REO, // 18 - info request : send an IS_REO TINY_RST, // 19 - info request : send an IS_RST TINY_AXI, // 20 - info request : send an IS_AXI - AutoX Info TINY_AXC, // 21 - info : autocross cleared TINY_RIP, // 22 - info request : send an IS_RIP - Replay Information Packet }; enum // the fourth byte of an IS_SMALL packet is one of these { SMALL_NONE, // 0 : not used SMALL_SSP, // 1 - instruction : start sending positions SMALL_SSG, // 2 - instruction : start sending gauges SMALL_VTA, // 3 - report : vote action SMALL_TMS, // 4 - instruction : time stop SMALL_STP, // 5 - instruction : time step SMALL_RTP, // 6 - info : race time packet (reply to GTH) SMALL_NLI, // 7 - instruction : set node lap interval }; // GENERAL PURPOSE PACKETS - IS_TINY (4 bytes) and IS_SMALL (8 bytes) // ======================= // To avoid defining several packet structures that are exactly the same, and to avoid // wasting the ISP_ enumeration, IS_TINY is used at various times when no additional data // other than SubT is required. IS_SMALL is used when an additional integer is needed. // IS_TINY - used for various requests, replies and reports struct IS_TINY // General purpose 4 byte packet { byte Size; // always 4 byte Type; // always ISP_TINY byte ReqI; // 0 unless it is an info request or a reply to an info request byte SubT; // subtype, from TINY_ enumeration (e.g. TINY_RACE_END) }; // IS_SMALL - used for various requests, replies and reports struct IS_SMALL // General purpose 8 byte packet { byte Size; // always 8 byte Type; // always ISP_SMALL byte ReqI; // 0 unless it is an info request or a reply to an info request byte SubT; // subtype, from SMALL_ enumeration (e.g. SMALL_SSP) unsigned UVal; // value (e.g. for SMALL_SSP this would be the OutSim packet rate) }; // VERSION REQUEST // =============== // It is advisable to request version information as soon as you have connected, to // avoid problems when connecting to a host with a later or earlier version. You will // be sent a version packet on connection if you set ReqI in the IS_ISI packet. // This version packet can be sent on request : struct IS_VER // VERsion { byte Size; // 20 byte Type; // ISP_VERSION byte ReqI; // ReqI as received in the request packet byte Zero; char Version[8]; // LFS version, e.g. 0.3G char Product[6]; // Product : DEMO or S1 word InSimVer; // InSim Version : increased when InSim packets change }; // To request an InSimVersion packet at any time, send this IS_TINY : // ReqI : non-zero (returned in the reply) // SubT : TINY_VER (request an IS_VER) // CLOSING InSim // ============= // You can send this IS_TINY to close the InSim connection to your program : // ReqI : 0 // SubT : TINY_CLOSE (close this connection) // Another InSimInit packet is then required to start operating again. // You can shut down InSim completely and stop it listening at all by typing /insim=0 // into LFS (or send a MsgTypePack to do the same thing). // MAINTAINING THE CONNECTION - IMPORTANT // ========================== // If InSim does not receive a packet for 70 seconds, it will close your connection. // To open it again you would need to send another InSimInit packet. // LFS will send a blank IS_TINY packet like this every 30 seconds : // ReqI : 0 // SubT : TINY_NONE (keep alive packet) // You should reply with a blank IS_TINY packet : // ReqI : 0 // SubT : TINY_NONE (has no effect other than resetting the timeout) // NOTE : If you want to request a reply from LFS to check the connection // at any time, you can send this IS_TINY : // ReqI : non-zero (returned in the reply) // SubT : TINY_PING (request a TINY_REPLY) // LFS will reply with this IS_TINY : // ReqI : non-zero (as received in the request packet) // SubT : TINY_REPLY (reply to ping) // STATE REPORTING AND REQUESTS // ============================ // LFS will send a StatePack any time the info in the StatePack changes. struct IS_STA // STAte { byte Size; // 28 byte Type; // ISP_STA byte ReqI; // ReqI if replying to a request packet byte Zero; float ReplaySpeed; // 4-byte float - 1.0 is normal speed word Flags; // ISS state flags (see below) byte InGameCam; // Which type of camera is selected (see below) byte ViewPLID; // Unique ID of viewed player (0 = none) byte NumP; // Number of players in race byte NumConns; // Number of connections including host byte NumFinished; // Number finished or qualified byte RaceInProg; // 0 - no race / 1 - race / 2 - qualifying byte QualMins; byte RaceLaps; // see "RaceLaps" near the top of this document byte Spare2; byte Spare3; char Track[6]; // short name for track e.g. FE2R byte Weather; // 0,1,2... byte Wind; // 0=off 1=weak 2=strong }; // InGameCam is the in game selected camera mode (which is // still selected even if LFS is actually in SHIFT+U mode). // For InGameCam's values, see "View identifiers" below. // ISS state flags #define ISS_GAME 1 // in game (or MPR) #define ISS_REPLAY 2 // in SPR #define ISS_PAUSED 4 // paused #define ISS_SHIFTU 8 // SHIFT+U mode #define ISS_16 16 // UNUSED #define ISS_SHIFTU_FOLLOW 32 // FOLLOW view #define ISS_SHIFTU_NO_OPT 64 // SHIFT+U buttons hidden #define ISS_SHOW_2D 128 // showing 2d display #define ISS_FRONT_END 256 // entry screen #define ISS_MULTI 512 // multiplayer mode #define ISS_MPSPEEDUP 1024 // multiplayer speedup option #define ISS_WINDOWED 2048 // LFS is running in a window #define ISS_SOUND_MUTE 4096 // sound is switched off #define ISS_VIEW_OVERRIDE 8192 // override user view #define ISS_VISIBLE 16384 // InSim buttons visible // To request a StatePack at any time, send this IS_TINY : // ReqI : non-zero (returned in the reply) // SubT : TINY_SST (Send STate) // Setting states // These states can be set by a special packet : // ISS_SHIFTU_NO_OPT - SHIFT+U buttons hidden // ISS_SHOW_2D - showing 2d display // ISS_MPSPEEDUP - multiplayer speedup option // ISS_SOUND_MUTE - sound is switched off struct IS_SFP // State Flags Pack { byte Size; // 8 byte Type; // ISP_SFP byte ReqI; // 0 byte Zero; word Flag; // the state to set byte OffOn; // 0 = off / 1 = on byte Sp3; // spare }; // Other states must be set by using keypresses or messages (see below) // SCREEN MODE // =========== // You can send this packet to LFS to set the screen mode : struct IS_MOD // MODe : send to LFS to change screen mode { byte Size; // 20 byte Type; // ISP_MOD byte ReqI; // 0 byte Zero; int Bits16; // set to choose 16-bit int RR; // refresh rate - zero for default int Width; // 0 means go to window int Height; // 0 means go to window }; // The refresh rate actually selected by LFS will be the highest available rate // that is less than or equal to the specified refresh rate. Refresh rate can // be specified as zero in which case the default refresh rate will be used. // If Width and Height are both zero, LFS will switch to windowed mode. // TEXT MESSAGES AND KEY PRESSES // ============================== // You can send 64-byte text messages to LFS as if the user had typed them in. // Messages that appear on LFS screen (up to 128 bytes) are reported to the // external program. You can also send simulated keypresses to LFS. // MESSAGES OUT (FROM LFS) // ------------ struct IS_MSO // MSg Out - system messages and user messages { byte Size; // 136 byte Type; // ISP_MSO byte ReqI; // 0 byte Zero; byte UCID; // connection's unique id (0 = host) byte PLID; // player's unique id (if zero, use UCID) byte UserType; // set if typed by a user (see User Values below) byte TextStart; // first character of the actual text (after player name) char Msg[128]; }; // User Values (for UserType byte) enum { MSO_SYSTEM, // 0 - system message MSO_USER, // 1 - normal visible user message MSO_PREFIX, // 2 - hidden message starting with special prefix (see ISI) MSO_O, // 3 - hidden message typed on local pc with /o command MSO_NUM }; // NOTE : Typing "/o MESSAGE" into LFS will send an IS_MSO with UserType = MSO_O struct IS_III // InsIm Info - /i message from user to host's InSim { byte Size; // 72 byte Type; // ISP_III byte ReqI; // 0 byte Zero; byte UCID; // connection's unique id (0 = host) byte PLID; // player's unique id (if zero, use UCID) byte Sp2; byte Sp3; char Msg[64]; }; struct IS_ACR // Admin Command Report - any user typed an admin command { byte Size; // 72 byte Type; // ISP_ACR byte ReqI; // 0 byte Zero; byte UCID; // connection's unique id (0 = host) byte Admin; // set if user is an admin byte Result; // 1 - processed / 2 - rejected / 3 - unknown command byte Sp3; char Text[64]; }; // MESSAGES IN (TO LFS) // ----------- struct IS_MST // MSg Type - send to LFS to type message or command { byte Size; // 68 byte Type; // ISP_MST byte ReqI; // 0 byte Zero; char Msg[64]; // last byte must be zero }; struct IS_MSX // MSg eXtended - like MST but longer (not for commands) { byte Size; // 100 byte Type; // ISP_MSX byte ReqI; // 0 byte Zero; char Msg[96]; // last byte must be zero }; struct IS_MSL // MSg Local - message to appear on local computer only { byte Size; // 132 byte Type; // ISP_MSL byte ReqI; // 0 byte Sound; // sound effect (see Message Sounds below) char Msg[128]; // last byte must be zero }; struct IS_MTC // Msg To Connection - hosts only - send to a connection / a player / all { byte Size; // 8 + TEXT_SIZE (TEXT_SIZE = 4, 8, 12... 128) byte Type; // ISP_MTC byte ReqI; // 0 byte Sound; // sound effect (see Message Sounds below) byte UCID; // connection's unique id (0 = host / 255 = all) byte PLID; // player's unique id (if zero, use UCID) byte Sp2; byte Sp3; // char Text[TEXT_SIZE]; // up to 128 characters of text - last byte must be zero }; // Message Sounds (for Sound byte) enum { SND_SILENT, SND_MESSAGE, SND_SYSMESSAGE, SND_INVALIDKEY, SND_ERROR, SND_NUM }; // You can send individual key presses to LFS with the IS_SCH packet. // For standard keys (e.g. V and H) you should send a capital letter. // This does not work with some keys like F keys, arrows or CTRL keys. // You can also use IS_MST with the /press /shift /ctrl /alt commands. struct IS_SCH // Single CHaracter { byte Size; // 8 byte Type; // ISP_SCH byte ReqI; // 0 byte Zero; byte CharB; // key to press byte Flags; // bit 0 : SHIFT / bit 1 : CTRL byte Spare2; byte Spare3; }; // MULTIPLAYER NOTIFICATION // ======================== // LFS will send this packet when a host is started or joined : struct IS_ISM // InSim Multi { byte Size; // 40 byte Type; // ISP_ISM byte ReqI; // usually 0 / or if a reply : ReqI as received in the TINY_ISM byte Zero; byte Host; // 0 = guest / 1 = host byte Sp1; byte Sp2; byte Sp3; char HName[32]; // the name of the host joined or started }; // On ending or leaving a host, LFS will send this IS_TINY : // ReqI : 0 // SubT : TINY_MPE (MultiPlayerEnd) // To request an IS_ISM packet at any time, send this IS_TINY : // ReqI : non-zero (returned in the reply) // SubT : TINY_ISM (request an IS_ISM) // NOTE : If LFS is not in multiplayer mode, the host name in the ISM will be empty. // VOTE NOTIFY AND CANCEL // ====================== // LFS notifies the external program of any votes to restart or qualify // The Vote Actions are defined as : enum { VOTE_NONE, // 0 - no vote VOTE_END, // 1 - end race VOTE_RESTART, // 2 - restart VOTE_QUALIFY, // 3 - qualify VOTE_NUM }; struct IS_VTN // VoTe Notify { byte Size; // 8 byte Type; // ISP_VTN byte ReqI; // 0 byte Zero; byte UCID; // connection's unique id byte Action; // VOTE_X (Vote Action as defined above) byte Spare2; byte Spare3; }; // When a vote is cancelled, LFS sends this IS_TINY // ReqI : 0 // SubT : TINY_VTC (VoTe Cancelled) // When a vote is completed, LFS sends this IS_SMALL // ReqI : 0 // SubT : SMALL_VTA (VoTe Action) // UVal : action (VOTE_X - Vote Action as defined above) // You can instruct LFS host to cancel a vote using an IS_TINY // ReqI : 0 // SubT : TINY_VTC (VoTe Cancel) // ALLOWED CARS // ============ // You can send a packet to limit the cars that can be used by a given connection // The resulting set of selectable cars is a subset of the cars set to be available // on the host (by the /cars command) // For example : // Cars = 0 ... no cars can be selected on the specified connection // Cars = 0xffffffff ... all the host's available cars can be selected struct IS_PLC // PLayer Cars { byte Size; // 12 byte Type; // ISP_PLC byte ReqI; // 0 byte Zero; byte UCID; // connection's unique id (0 = host / 255 = all) byte Sp1; byte Sp2; byte Sp3; unsigned Cars; // allowed cars - see below }; // XF GTI - 1 // XR GT - 2 // XR GT TURBO - 4 // RB4 GT - 8 // FXO TURBO - 0x10 // LX4 - 0x20 // LX6 - 0x40 // MRT5 - 0x80 // UF 1000 - 0x100 // RACEABOUT - 0x200 // FZ50 - 0x400 // FORMULA XR - 0x800 // XF GTR - 0x1000 // UF GTR - 0x2000 // FORMULA V8 - 0x4000 // FXO GTR - 0x8000 // XR GTR - 0x10000 // FZ50 GTR - 0x20000 // BMW SAUBER F1.06 - 0x40000 // FORMULA BMW FB02 - 0x80000 // RACE TRACKING // ============= // In LFS there is a list of connections AND a list of players in the race // Some packets are related to connections, some players, some both // If you are making a multiplayer InSim program, you must maintain two lists // You should use the unique identifier UCID to identify a connection // Each player has a unique identifier PLID from the moment he joins the race, until he // leaves. It's not possible for PLID and UCID to be the same thing, for two reasons : // 1) there may be more than one player per connection if AI drivers are used // 2) a player can swap between connections, in the case of a driver swap (IS_TOC) // When all players are cleared from race (e.g. /clear) LFS sends this IS_TINY // ReqI : 0 // SubT : TINY_CLR (CLear Race) // When a race ends (return to game setup screen) LFS sends this IS_TINY // ReqI : 0 // SubT : TINY_REN (Race ENd) // You can instruct LFS host to cancel a vote using an IS_TINY // ReqI : 0 // SubT : TINY_VTC (VoTe Cancel) // The following packets are sent when the relevant events take place : struct IS_RST // Race STart { byte Size; // 28 byte Type; // ISP_RST byte ReqI; // 0 unless this is a reply to an TINY_RST request byte Zero; byte RaceLaps; // 0 if qualifying byte QualMins; // 0 if race byte NumP; // number of players in race byte Timing; // lap timing (see below) char Track[6]; // short track name byte Weather; byte Wind; word Flags; // race flags (must pit, can reset, etc - see below) word NumNodes; // total number of nodes in the path word Finish; // node index - finish line word Split1; // node index - split 1 word Split2; // node index - split 2 word Split3; // node index - split 3 }; // Lap timing info (for Timing byte) // bits 6 and 7 (Timing & 0xc0) : // 0x40 : standard timing // 0x80 : custom timing // 0xc0 : no lap timing // bits 0 and 1 (Timing & 0x03) : number of checkpoints if lap timing is enabled // To request an IS_RST packet at any time, send this IS_TINY : // ReqI : non-zero (returned in the reply) // SubT : TINY_RST (request an IS_RST) struct IS_NCN // New ConN { byte Size; // 56 byte Type; // ISP_NCN byte ReqI; // 0 unless this is a reply to a TINY_NCN request byte UCID; // new connection's unique id (0 = host) char UName[24]; // username char PName[24]; // nickname byte Admin; // 1 if admin byte Total; // number of connections including host byte Flags; // bit 2 : remote byte Sp3; }; struct IS_CNL // ConN Leave { byte Size; // 8 byte Type; // ISP_CNL byte ReqI; // 0 byte UCID; // unique id of the connection which left byte Reason; // leave reason (see below) byte Total; // number of connections including host byte Sp2; byte Sp3; }; struct IS_CPR // Conn Player Rename { byte Size; // 36 byte Type; // ISP_CPR byte ReqI; // 0 byte UCID; // unique id of the connection char PName[24]; // new name char Plate[8]; // number plate - NO ZERO AT END! }; struct IS_NPL // New PLayer joining race (if PLID already exists, then leaving pits) { byte Size; // 76 byte Type; // ISP_NPL byte ReqI; // 0 unless this is a reply to an TINY_NPL request byte PLID; // player's newly assigned unique id byte UCID; // connection's unique id byte PType; // bit 0 : female / bit 1 : AI / bit 2 : remote word Flags; // player flags char PName[24]; // nickname char Plate[8]; // number plate - NO ZERO AT END! char CName[4]; // car name char SName[16]; // skin name - MAX_CAR_TEX_NAME byte Tyres[4]; // compounds byte H_Mass; // added mass (kg) byte H_TRes; // intake restriction byte Model; // driver model byte Pass; // passengers byte int Spare; byte SetF; // setup flags (see below) byte NumP; // number in race (same when leaving pits, 1 more if new) byte Sp2; byte Sp3; }; // NOTE : PType bit 0 (female) is not reported on dedicated host as humans are not loaded // You can use the driver model byte instead if required (and to force the use of helmets) // Setup flags (for SetF byte) #define SETF_SYMM_WHEELS 1 #define SETF_TC_ENABLE 2 #define SETF_ABS_ENABLE 4 // More... struct IS_PLP // PLayer Pits (go to settings - stays in player list) { byte Size; // 4 byte Type; // ISP_PLP byte ReqI; // 0 byte PLID; // player's unique id }; struct IS_PLL // PLayer Leave race (spectate - removed from player list) { byte Size; // 4 byte Type; // ISP_PLL byte ReqI; // 0 byte PLID; // player's unique id }; struct IS_CRS // Car ReSet { byte Size; // 4 byte Type; // ISP_CRS byte ReqI; // 0 byte PLID; // player's unique id }; struct IS_LAP // LAP time { byte Size; // 20 byte Type; // ISP_LAP byte ReqI; // 0 byte PLID; // player's unique id unsigned LTime; // lap time (ms) unsigned ETime; // total time (ms) word LapsDone; // laps completed word Flags; // player flags byte Sp0; byte Penalty; // current penalty value (see below) byte NumStops; // number of pit stops byte Sp3; }; struct IS_SPX // SPlit X time { byte Size; // 16 byte Type; // ISP_SPX byte ReqI; // 0 byte PLID; // player's unique id unsigned STime; // split time (ms) unsigned ETime; // total time (ms) byte Split; // split number 1, 2, 3 byte Penalty; // current penalty value (see below) byte NumStops; // number of pit stops byte Sp3; }; struct IS_PIT // PIT stop (stop at pit garage) { byte Size; // 24 byte Type; // ISP_PIT byte ReqI; // 0 byte PLID; // player's unique id word LapsDone; // laps completed word Flags; // player flags byte Sp0; byte Penalty; // current penalty value (see below) byte NumStops; // number of pit stops byte Sp3; byte Tyres[4]; // tyres changed unsigned Work; // pit work unsigned Spare; }; struct IS_PSF // Pit Stop Finished { byte Size; // 12 byte Type; // ISP_PSF byte ReqI; // 0 byte PLID; // player's unique id unsigned STime; // stop time (ms) unsigned Spare; }; struct IS_PLA // Pit LAne { byte Size; // 8 byte Type; // ISP_PLA byte ReqI; // 0 byte PLID; // player's unique id byte Fact; // pit lane fact (see below) byte Sp1; byte Sp2; byte Sp3; }; // IS_CCH : Camera CHange // To track cameras you need to consider 3 points // 1) The default camera : VIEW_DRIVER // 2) Player flags : CUSTOM_VIEW means VIEW_CUSTOM at start or pit exit // 3) IS_CCH : sent when an existing driver changes camera struct IS_CCH // Camera CHange { byte Size; // 8 byte Type; // ISP_CCH byte ReqI; // 0 byte PLID; // player's unique id byte Camera; // view identifier (see below) byte Sp1; byte Sp2; byte Sp3; }; struct IS_PEN // PENalty (given or cleared) { byte Size; // 8 byte Type; // ISP_PEN byte ReqI; // 0 byte PLID; // player's unique id byte OldPen; // old penalty value (see below) byte NewPen; // new penalty value (see below) byte Reason; // penalty reason (see below) byte Sp3; }; struct IS_TOC // Take Over Car { byte Size; // 8 byte Type; // ISP_TOC byte ReqI; // 0 byte PLID; // player's unique id byte OldUCID; // old connection's unique id byte NewUCID; // new connection's unique id byte Sp2; byte Sp3; }; struct IS_FLG // FLaG (yellow or blue flag changed) { byte Size; // 8 byte Type; // ISP_FLG byte ReqI; // 0 byte PLID; // player's unique id byte OffOn; // 0 = off / 1 = on byte Flag; // 1 = given blue / 2 = causing yellow byte CarBehind; // unique id of obstructed player byte Sp3; }; struct IS_PFL // Player FLags (help flags changed) { byte Size; // 8 byte Type; // ISP_PFL byte ReqI; // 0 byte PLID; // player's unique id word Flags; // player flags (see below) word Spare; }; struct IS_FIN // FINished race notification (not a final result - use IS_RES) { byte Size; // 20 byte Type; // ISP_FIN byte ReqI; // 0 byte PLID; // player's unique id (0 = player left before result was sent) unsigned TTime; // race time (ms) unsigned BTime; // best lap (ms) byte SpA; byte NumStops; // number of pit stops byte Confirm; // confirmation flags : disqualified etc - see below byte SpB; word LapsDone; // laps completed word Flags; // player flags : help settings etc - see below }; struct IS_RES // RESult (qualify or confirmed finish) { byte Size; // 84 byte Type; // ISP_RES byte ReqI; // 0 unless this is a reply to a TINY_RES request byte PLID; // player's unique id (0 = player left before result was sent) char UName[24]; // username char PName[24]; // nickname char Plate[8]; // number plate - NO ZERO AT END! char CName[4]; // skin prefix unsigned TTime; // race time (ms) unsigned BTime; // best lap (ms) byte SpA; byte NumStops; // number of pit stops byte Confirm; // confirmation flags : disqualified etc - see below byte SpB; word LapsDone; // laps completed word Flags; // player flags : help settings etc - see below byte ResultNum; // finish or qualify pos (0 = win / 255 = not added to table) byte NumRes; // total number of results (qualify doesn't always add a new one) word PSeconds; // penalty time in seconds (already included in race time) }; // IS_REO : REOrder - this packet can be sent in either direction // LFS sends one at the start of every race or qualifying session, listing the start order // You can send one to LFS before a race start, to specify the starting order. // It may be a good idea to avoid conflict by using /start=fixed (LFS setting). // Alternatively, you can leave the LFS setting, but make sure you send your IS_REO // AFTER you receive the SMALL_VTA (VoTe Action). LFS does its default grid reordering at // the same time as it sends the SMALL_VTA and you can override this by sending an IS_REO. struct IS_REO // REOrder (when race restarts after qualifying) { byte Size; // 36 byte Type; // ISP_REO byte ReqI; // 0 unless this is a reply to an TINY_REO request byte NumP; // number of players in race byte PLID[32]; // all PLIDs in new order }; // To request an IS_REO packet at any time, send this IS_TINY : // ReqI : non-zero (returned in the reply) // SubT : TINY_REO (request an IS_REO) // Pit Lane Facts enum { PITLANE_EXIT, // 0 - left pit lane PITLANE_ENTER, // 1 - entered pit lane PITLANE_NO_PURPOSE, // 2 - entered for no purpose PITLANE_DT, // 3 - entered for drive-through PITLANE_SG, // 4 - entered for stop-go PITLANE_NUM }; // Pit Work Flags enum { PSE_NOTHING, // bit 0 (1) PSE_STOP, // bit 1 (2) PSE_FR_DAM, // bit 2 (4) PSE_FR_WHL, // etc... PSE_LE_FR_DAM, PSE_LE_FR_WHL, PSE_RI_FR_DAM, PSE_RI_FR_WHL, PSE_RE_DAM, PSE_RE_WHL, PSE_LE_RE_DAM, PSE_LE_RE_WHL, PSE_RI_RE_DAM, PSE_RI_RE_WHL, PSE_BODY_MINOR, PSE_BODY_MAJOR, PSE_SETUP, PSE_REFUEL, PSE_NUM }; // View identifiers enum { VIEW_FOLLOW, // 0 - arcade VIEW_HELI, // 1 - helicopter VIEW_CAM, // 2 - tv camera VIEW_DRIVER, // 3 - cockpit VIEW_CUSTOM, // 4 - custom VIEW_MAX }; const int VIEW_ANOTHER = 255; // viewing another car // Leave reasons enum { LEAVR_DISCO, // 0 - disconnect LEAVR_TIMEOUT, // 1 - timed out LEAVR_LOSTCONN, // 2 - lost connection LEAVR_KICKED, // 3 - kicked LEAVR_BANNED, // 4 - banned LEAVR_SECURITY, // 5 - OOS or cheat protection LEAVR_NUM }; // Penalty values (VALID means the penalty can now be cleared) enum { PENALTY_NONE, // 0 PENALTY_DT, // 1 PENALTY_DT_VALID, // 2 PENALTY_SG, // 3 PENALTY_SG_VALID, // 4 PENALTY_30, // 5 PENALTY_45, // 6 PENALTY_NUM }; // Penalty reasons enum { PENR_UNKNOWN, // 0 - unknown or cleared penalty PENR_ADMIN, // 1 - penalty given by admin PENR_WRONG_WAY, // 2 - wrong way driving PENR_FALSE_START, // 3 - starting before green light PENR_SPEEDING, // 4 - speeding in pit lane PENR_STOP_SHORT, // 5 - stop-go pit stop too short PENR_STOP_LATE, // 6 - compulsory stop is too late PENR_NUM }; // Player flags #define PIF_SWAPSIDE 1 #define PIF_RESERVED_2 2 #define PIF_RESERVED_4 4 #define PIF_AUTOGEARS 8 #define PIF_SHIFTER 16 #define PIF_RESERVED_32 32 #define PIF_HELP_B 64 #define PIF_AXIS_CLUTCH 128 #define PIF_INPITS 256 #define PIF_AUTOCLUTCH 512 #define PIF_MOUSE 1024 #define PIF_KB_NO_HELP 2048 #define PIF_KB_STABILISED 4096 #define PIF_CUSTOM_VIEW 8192 // Tyre compounds (4 byte order : rear L, rear R, front L, front R) enum { TYRE_R1, // 0 TYRE_R2, // 1 TYRE_R3, // 2 TYRE_R4, // 3 TYRE_ROAD_SUPER, // 4 TYRE_ROAD_NORMAL, // 5 TYRE_HYBRID, // 6 TYRE_KNOBBLY, // 7 TYRE_NUM }; const int NOT_CHANGED = 255; // Confirmation flags #define CONF_MENTIONED 1 #define CONF_CONFIRMED 2 #define CONF_PENALTY_DT 4 #define CONF_PENALTY_SG 8 #define CONF_PENALTY_30 16 #define CONF_PENALTY_45 32 #define CONF_DID_NOT_PIT 64 #define CONF_DISQ (CONF_PENALTY_DT | CONF_PENALTY_SG | CONF_DID_NOT_PIT) #define CONF_TIME (CONF_PENALTY_30 | CONF_PENALTY_45) // Race flags // HOSTF_CAN_VOTE 1 // HOSTF_CAN_SELECT 2 // HOSTF_MID_RACE 32 // HOSTF_MUST_PIT 64 // HOSTF_CAN_RESET 128 // HOSTF_FCV 256 // HOSTF_CRUISE 512 // Passengers byte // bit 0 female // bit 1 front // bit 2 female // bit 3 rear left // bit 4 female // bit 5 rear middle // bit 6 female // bit 7 rear right // TRACKING PACKET REQUESTS // ======================== // To request players, connections, results or a single NLP or MCI, send an IS_TINY // In each case, ReqI must be non-zero, and will be returned in the reply packet // SubT : TINT_NCN - request all connections // SubT : TINY_NPL - request all players // SubT : TINY_RES - request all results // SubT : TINY_NLP - request a single IS_NLP // SubT : TINY_MCI - request a set of IS_MCI // AUTOCROSS // ========= // When all objects are cleared from a layout, LFS sends this IS_TINY : // ReqI : 0 // SubT : TINY_AXC (AutoX Cleared) // You can request information about the current layout with this IS_TINY : // ReqI : non-zero (returned in the reply) // SubT : TINY_AXI (AutoX Info) // The information will be sent back in this packet (also sent when a layout is loaded) : struct IS_AXI // AutoX Info { byte Size; // 40 byte Type; // ISP_AXI byte ReqI; // 0 unless this is a reply to an TINY_AXI request byte Zero; byte AXStart; // autocross start position byte NumCP; // number of checkpoints word NumO; // number of objects char LName[32]; // the name of the layout last loaded (if loaded locally) }; // On false start or wrong route / restricted area, an IS_PEN packet is sent : // False start : OldPen = 0 / NewPen = PENALTY_30 / Reason = PENR_FALSE_START // Wrong route : OldPen = 0 / NewPen = PENALTY_45 / Reason = PENR_WRONG_WAY // If an autocross object is hit (2 second time penalty) this packet is sent : struct IS_AXO // AutoX Object { byte Size; // 4 byte Type; // ISP_AXO byte ReqI; // 0 byte PLID; // player's unique id }; // CAR TRACKING - car position info sent at constant intervals // ============ // IS_NLP - compact, all cars in 1 variable sized packet // IS_MCI - detailed, max 8 cars per variable sized packet // To receive IS_NLP or IS_MCI packets at a specified interval : // 1) Set the Interval field in the IS_ISI (InSimInit) packet (40, 50, 60... 8000 ms) // 2) Set one of the flags ISF_NLP or ISF_MCI in the IS_ISI packet // If ISF_NLP flag is set, one IS_NLP packet is sent... struct NodeLap // Car info in 6 bytes - there is an array of these in the NLP (below) { word Node; // current path node word Lap; // current lap byte PLID; // player's unique id byte Position; // current race position : 0 = unknown, 1 = leader, etc... }; struct IS_NLP // Node and Lap Packet - variable size { byte Size; // 4 + NumP * 6 (PLUS 2 if needed to make it a multiple of 4) byte Type; // ISP_NLP byte ReqI; // 0 unless this is a reply to an TINY_NLP request byte NumP; // number of players in race NodeLap Info[32]; // node and lap of each player, 1 to 32 of these (NumP) }; // If ISF_MCI flag is set, a set of IS_MCI packets is sent... struct CompCar // Car info in 28 bytes - there is an array of these in the MCI (below) { word Node; // current path node word Lap; // current lap byte PLID; // player's unique id byte Position; // current race position : 0 = unknown, 1 = leader, etc... byte Info; // flags and other info - see below byte Sp3; int X; // X map (65536 = 1 metre) int Y; // Y map (65536 = 1 metre) int Z; // Z alt (65536 = 1 metre) word Speed; // speed (32768 = 100 m/s) word Direction; // car's motion if Speed > 0 : 0 = world y direction, 32768 = 180 deg word Heading; // direction of forward axis : 0 = world y direction, 32768 = 180 deg short AngVel; // signed, rate of change of heading : (16384 = 360 deg/s) }; // NOTE 1) Info byte - the bits in this byte have the following meanings : #define CCI_BLUE 1 // this car is in the way of a driver who is a lap ahead #define CCI_YELLOW 2 // this car is slow or stopped and in a dangerous place #define CCI_LAG 32 // this car is lagging (missing or delayed position packets) #define CCI_FIRST 64 // this is the first compcar in this set of MCI packets #define CCI_LAST 128 // this is the last compcar in this set of MCI packets // NOTE 2) Heading : 0 = world y axis direction, 32768 = 180 degrees, anticlockwise from above // NOTE 3) AngVel : 0 = no change in heading, 8192 = 180 degrees per second anticlockwise struct IS_MCI // Multi Car Info - if more than 8 in race then more than one of these is sent { byte Size; // 4 + NumC * 28 byte Type; // ISP_MCI byte ReqI; // 0 unless this is a reply to an TINY_MCI request byte NumC; // number of valid CompCar structs in this packet CompCar Info[8]; // car info for each player, 1 to 8 of these (NumC) }; // You can change the rate of NLP or MCI after initialisation by sending this IS_SMALL : // ReqI : 0 // SubT : SMALL_NLI (Node Lap Interval) // UVal : interval (0 means stop, otherwise time interval : 40, 50, 60... 8000 ms) // CONTACT - reports contacts between two cars if the closing speed is above 0.25 m/s // ======= // Set the ISP_CON flag in the IS_ISI to receive car contact reports struct CarContact // 16 bytes : one car in a contact - two of these in the IS_CON (below) { byte PLID; byte Info; // like Info byte in CompCar (CCI_BLUE / CCI_YELLOW / CCI_LAG) byte Sp2; // spare char Steer; // front wheel steer in degrees (right positive) byte ThrBrk; // high 4 bits : throttle / low 4 bits : brake (0 to 15) byte CluHan; // high 4 bits : clutch / low 4 bits : handbrake (0 to 15) byte GearSp; // high 4 bits : gear (15=R) / low 4 bits : spare byte Speed; // m/s byte Direction; // car's motion if Speed > 0 : 0 = world y direction, 128 = 180 deg byte Heading; // direction of forward axis : 0 = world y direction, 128 = 180 deg char AccelF; // m/s^2 longitudinal acceleration (forward positive) char AccelR; // m/s^2 lateral acceleration (right positive) short X; // position (1 metre = 16) short Y; // position (1 metre = 16) }; struct IS_CON // CONtact - between two cars (A and B are sorted by PLID) { byte Size; // 40 byte Type; // ISP_CON byte ReqI; // 0 byte Zero; word SpClose; // high 4 bits : reserved / low 12 bits : closing speed (10 = 1 m/s) word Time; // looping time stamp (hundredths - time since reset - like TINY_GTH) CarContact A; CarContact B; }; // Set the ISP_OBH flag in the IS_ISI to receive object contact reports struct CarContOBJ // 8 bytes : car in a contact with an object { byte Direction; // car's motion if Speed > 0 : 0 = world y direction, 128 = 180 deg byte Heading; // direction of forward axis : 0 = world y direction, 128 = 180 deg byte Speed; // m/s byte Sp3; short X; // position (1 metre = 16) short Y; // position (1 metre = 16) }; struct IS_OBH // OBject Hit - car hit an autocross object or an unknown object { byte Size; // 24 byte Type; // ISP_OBH byte ReqI; // 0 byte PLID; // player's unique id word SpClose; // high 4 bits : reserved / low 12 bits : closing speed (10 = 1 m/s) word Time; // looping time stamp (hundredths - time since reset - like TINY_GTH) CarContOBJ C; short X; // as in ObjectInfo short Y; // as in ObjectInfo byte Sp0; byte Sp1; byte Index; // AXO_x as in ObjectInfo or zero if it is an unknown object byte OBHFlags; // see below }; // OBHFlags byte #define OBH_LAYOUT 1 // an added object #define OBH_CAN_MOVE 2 // a movable object #define OBH_WAS_MOVING 4 // was moving before this hit #define OBH_ON_SPOT 8 // object in original position // Set the ISP_HLV flag in the IS_ISI to receive reports of incidents that would violate HLVC struct IS_HLV // Hot Lap Validity - illegal ground / hit wall / speeding in pit lane { byte Size; // 16 byte Type; // ISP_HLV byte ReqI; // 0 byte PLID; // player's unique id byte HLVC; // 0 : ground / 1 : wall / 4 : speeding byte Sp1; word Time; // looping time stamp (hundredths - time since reset - like TINY_GTH) CarContOBJ C; }; // AUTOCROSS OBJECTS - reporting / adding / removing // ================= // Set the ISF_AXM_LOAD flag in the IS_ISI for info about objects when a layout is loaded. // Set the ISF_AXM_EDIT flag in the IS_ISI for info about objects edited by user or InSim. // You can also add or remove objects by sending IS_AXM packets. // Some care must be taken with these - please read the notes below. struct ObjectInfo // Info about a single object - explained in the layout file format { short X; short Y; char Zchar; byte Flags; byte Index; byte Heading; }; struct IS_AXM // AutoX Multiple objects - variable size { byte Size; // 8 + NumO * 8 byte Type; // ISP_AXM byte ReqI; // 0 byte NumO; // number of objects in this packet byte UCID; // unique id of the connection that sent the packet byte PMOAction; // see below byte PMOFlags; // see below byte Sp3; ObjectInfo Info[30]; // info about each object, 0 to 30 of these }; // Values for PMOAction byte enum { PMO_LOADING_FILE, // 0 - sent by the layout loading system only PMO_ADD_OBJECTS, // 1 - adding objects (from InSim or editor) PMO_DEL_OBJECTS, // 2 - delete objects (from InSim or editor) PMO_CLEAR_ALL, // 3 - clear all objects (NumO must be zero) PMO_NUM }; // Info about the PMOFlags byte (only bit 0 is currently used) : // If PMOFlags bit 0 is set in a PMO_LOADING_FILE packet, LFS has reached the end of // a layout file which it is loading. The added objects will then be optimised. // Optimised in this case means that static vertex buffers will be created for all // objects, to greatly improve the frame rate. The problem with this is that when // there are many objects loaded, optimisation causes a significant glitch which can // be long enough to cause a driver who is cornering to lose control and crash. // PMOFlags bit 0 can also be set in an IS_AXM with PMOAction of PMO_ADD_OBJECTS. // This causes all objects to be optimised. It is important not to set bit 0 in // every packet you send to add objects or you will cause severe glitches on the // clients computers. It is ok to have some objects on the track which are not // optimised. So if you have a few objects that are being removed and added // occasionally, the best advice is not to request optimisation at all. Only // request optimisation (by setting bit 0) if you have added so many objects // that it is needed to improve the frame rate. // NOTE 1) LFS makes sure that all objects are optimised when the race restarts. // NOTE 2) In the 'more' section of SHIFT+U there is info about optimised objects. // If you are using InSim to send many packets of objects (for example loading an // entire layout through InSim) then you must take care of the bandwidth and buffer // overflows. You must not try to send all the objects at once. It's probably good // to use LFS's method of doing this : send the first packet of objects then wait for // the corresponding IS_AXM that will be output when the packet is processed. Then // you can send the second packet and again wait for the IS_AXM and so on. // CAR POSITION PACKETS (Initialising OutSim from InSim - See "OutSim" below) // ==================== // To request Car Positions from the currently viewed car, send this IS_SMALL : // ReqI : 0 // SubT : SMALL_SSP (Start Sending Positions) // UVal : interval (time between updates - zero means stop sending) // If OutSim has not been setup in cfg.txt, the SSP packet makes LFS send UDP packets // if in game, using the OutSim system as documented near the end of this text file. // You do not need to set any OutSim values in LFS cfg.txt - OutSim is fully // initialised by the SSP packet. // The OutSim packets will be sent to the UDP port specified in the InSimInit packet. // NOTE : OutSim packets are not InSim packets and don't have a 4-byte header. // DASHBOARD PACKETS (Initialising OutGauge from InSim - See "OutGauge" below) // ================= // To request Dashboard Packets from the currently viewed car, send this IS_SMALL : // ReqI : 0 // SubT : SMALL_SSG (Start Sending Gauges) // UVal : interval (time between updates - zero means stop sending) // If OutGauge has not been setup in cfg.txt, the SSG packet makes LFS send UDP packets // if in game, using the OutGauge system as documented near the end of this text file. // You do not need to set any OutGauge values in LFS cfg.txt - OutGauge is fully // initialised by the SSG packet. // The OutGauge packets will be sent to the UDP port specified in the InSimInit packet. // NOTE : OutGauge packets are not InSim packets and don't have a 4-byte header. // CAMERA CONTROL // ============== // IN GAME camera control // ---------------------- // You can set the viewed car and selected camera directly with a special packet // These are the states normally set in game by using the TAB and V keys struct IS_SCC // Set Car Camera - Simplified camera packet (not SHIFT+U mode) { byte Size; // 8 byte Type; // ISP_SCC byte ReqI; // 0 byte Zero; byte ViewPLID; // Unique ID of player to view byte InGameCam; // InGameCam (as reported in StatePack) byte Sp2; byte Sp3; }; // NOTE : Set InGameCam or ViewPLID to 255 to leave that option unchanged. // DIRECT camera control // --------------------- // A Camera Position Packet can be used for LFS to report a camera position and state. // An InSim program can also send one to set LFS camera position in game or SHIFT+U mode. // Type : "Vec" : 3 ints (X, Y, Z) - 65536 means 1 metre struct IS_CPP // Cam Pos Pack - Full camera packet (in car OR SHIFT+U mode) { byte Size; // 32 byte Type; // ISP_CPP byte ReqI; // instruction : 0 / or reply : ReqI as received in the TINY_SCP byte Zero; Vec Pos; // Position vector word H; // heading - 0 points along Y axis word P; // pitch - 0 means looking at horizon word R; // roll - 0 means no roll byte ViewPLID; // Unique ID of viewed player (0 = none) byte InGameCam; // InGameCam (as reported in StatePack) float FOV; // 4-byte float : FOV in degrees word Time; // Time in ms to get there (0 means instant) word Flags; // ISS state flags (see below) }; // The ISS state flags that can be set are : // ISS_SHIFTU - in SHIFT+U mode // ISS_SHIFTU_FOLLOW - FOLLOW view // ISS_VIEW_OVERRIDE - override user view // On receiving this packet, LFS will set up the camera to match the values in the packet, // including switching into or out of SHIFT+U mode depending on the ISS_SHIFTU flag. // If ISS_VIEW_OVERRIDE is set, the in-car view Heading Pitch and Roll (but not FOV) will // be taken from the values in this packet. Otherwise normal in game control will be used. // Position vector (Vec Pos) - in SHIFT+U mode, Pos can be either relative or absolute. // If ISS_SHIFTU_FOLLOW is set, it's a following camera, so the position is relative to // the selected car. Otherwise, the position is absolute, as used in normal SHIFT+U mode. // NOTE : Set InGameCam or ViewPLID to 255 to leave that option unchanged. // SMOOTH CAMERA POSITIONING // -------------------------- // The "Time" value in the packet is used for camera smoothing. A zero Time means instant // positioning. Any other value (milliseconds) will cause the camera to move smoothly to // the requested position in that time. This is most useful in SHIFT+U camera modes or // for smooth changes of internal view when using the ISS_VIEW_OVERRIDE flag. // NOTE : You can use frequently updated camera positions with a longer Time value than // the update frequency. For example, sending a camera position every 100 ms, with a // Time value of 1000 ms. LFS will make a smooth motion from the rough inputs. // If the requested camera mode is different from the one LFS is already in, it cannot // move smoothly to the new position, so in this case the "Time" value is ignored. // GETTING A CAMERA PACKET // ----------------------- // To GET a CamPosPack from LFS, send this IS_TINY : // ReqI : non-zero (returned in the reply) // SubT : TINY_SCP (Send Cam Pos) // LFS will reply with a CamPosPack as described above. You can store this packet // and later send back exactly the same packet to LFS and it will try to replicate // that camera position. // TIME CONTROL // ============ // Request the current time at any point with this IS_TINY : // ReqI : non-zero (returned in the reply) // SubT : TINY_GTH (Get Time in Hundredths) // The time will be sent back in this IS_SMALL : // ReqI : non-zero (as received in the request packet) // SubT : SMALL_RTP (Race Time Packet) // UVal : Time (hundredths of a second since start of race or replay) // You can stop or start time in LFS and while it is stopped you can send packets to move // time in steps. Time steps are specified in hundredths of a second. // Warning : unlike pausing, this is a "trick" to LFS and the program is unaware of time // passing so you must not leave it stopped because LFS is unusable in that state. // This packet is not available in live multiplayer mode. // Stop and Start with this IS_SMALL : // ReqI : 0 // SubT : SMALL_TMS (TiMe Stop) // UVal : stop (1 - stop / 0 - carry on) // When STOPPED, make time step updates with this IS_SMALL : // ReqI : 0 // SubT : SMALL_STP (STeP) // UVal : number (number of hundredths of a second to update) // REPLAY CONTROL // ============== // You can load a replay or set the position in a replay with an IS_RIP packet. // Replay positions and lengths are specified in hundredths of a second. // LFS will reply with another IS_RIP packet when the request is completed. struct IS_RIP // Replay Information Packet { byte Size; // 80 byte Type; // ISP_RIP byte ReqI; // request : non-zero / reply : same value returned byte Error; // 0 or 1 = OK / other values are listed below byte MPR; // 0 = SPR / 1 = MPR byte Paused; // request : pause on arrival / reply : paused state byte Options; // various options - see below byte Sp3; unsigned CTime; // (hundredths) request : destination / reply : position unsigned TTime; // (hundredths) request : zero / reply : replay length char RName[64]; // zero or replay name - last byte must be zero }; // NOTE about RName : // In a request, replay RName will be loaded. If zero then the current replay is used. // In a reply, RName is the name of the current replay, or zero if no replay is loaded. // You can request an IS_RIP packet at any time with this IS_TINY : // ReqI : non-zero (returned in the reply) // SubT : TINY_RIP (Replay Information Packet) // Error codes returned in IS_RIP replies : enum { RIP_OK, // 0 - OK : completed instruction RIP_ALREADY, // 1 - OK : already at the destination RIP_DEDICATED, // 2 - can't run a replay - dedicated host RIP_WRONG_MODE, // 3 - can't start a replay - not in a suitable mode RIP_NOT_REPLAY, // 4 - RName is zero but no replay is currently loaded RIP_CORRUPTED, // 5 - IS_RIP corrupted (e.g. RName does not end with zero) RIP_NOT_FOUND, // 6 - the replay file was not found RIP_UNLOADABLE, // 7 - obsolete / future / corrupted RIP_DEST_OOB, // 8 - destination is beyond replay length RIP_UNKNOWN, // 9 - unknown error found starting replay RIP_USER, // 10 - replay search was terminated by user RIP_OOS, // 11 - can't reach destination - SPR is out of sync }; // Options byte : some options #define RIPOPT_LOOP 1 // replay will loop if this bit is set #define RIPOPT_SKINS 2 // set this bit to download missing skins // SCREENSHOTS // =========== // You can instuct LFS to save a screenshot using the IS_SSH packet. // The screenshot will be saved as an uncompressed BMP in the data\shots folder. // BMP can be a filename (excluding .bmp) or zero - LFS will create a file name. // LFS will reply with another IS_SSH when the request is completed. struct IS_SSH // ScreenSHot { byte Size; // 40 byte Type; // ISP_SSH byte ReqI; // request : non-zero / reply : same value returned byte Error; // 0 = OK / other values are listed below byte Sp0; // 0 byte Sp1; // 0 byte Sp2; // 0 byte Sp3; // 0 char BMP[32]; // name of screenshot file - last byte must be zero }; // Error codes returned in IS_SSH replies : enum { SSH_OK, // 0 - OK : completed instruction SSH_DEDICATED, // 1 - can't save a screenshot - dedicated host SSH_CORRUPTED, // 2 - IS_SSH corrupted (e.g. BMP does not end with zero) SSH_NO_SAVE, // 3 - could not save the screenshot }; // BUTTONS // ======= // You can make up to 240 buttons appear on the host or guests (ID = 0 to 239). // You should set the ISF_LOCAL flag (in IS_ISI) if your program is not a host control // system, to make sure your buttons do not conflict with any buttons sent by the host. // LFS can display normal buttons in these four screens : // - main entry screen // - game setup screen // - in game // - SHIFT+U mode // The recommended area for most buttons is defined by : #define IS_X_MIN 0 #define IS_X_MAX 110 #define IS_Y_MIN 30 #define IS_Y_MAX 170 // If you draw buttons in this area, the area will be kept clear to // avoid overlapping LFS buttons with your InSim program's buttons. // Buttons outside that area will not have a space kept clear. // You can also make buttons visible in all screens - see below. // To delete one button or clear all buttons, send this packet : struct IS_BFN // Button FunctioN - delete buttons / receive button requests { byte Size; // 8 byte Type; // ISP_BFN byte ReqI; // 0 byte SubT; // subtype, from BFN_ enumeration (see below) byte UCID; // connection to send to or from (0 = local / 255 = all) byte ClickID; // ID of button to delete (if SubT is BFN_DEL_BTN) byte Inst; // used internally by InSim byte Sp3; }; enum // the fourth byte of IS_BFN packets is one of these { BFN_DEL_BTN, // 0 - instruction : delete one button (must set ClickID) BFN_CLEAR, // 1 - instruction : clear all buttons made by this insim instance BFN_USER_CLEAR, // 2 - info : user cleared this insim instance's buttons BFN_REQUEST, // 3 - user request : SHIFT+B or SHIFT+I - request for buttons }; // NOTE : BFN_REQUEST allows the user to bring up buttons with SHIFT+B or SHIFT+I // SHIFT+I clears all host buttons if any - or sends a BFN_REQUEST to host instances // SHIFT+B is the same but for local buttons and local instances // To send a button to LFS, send this variable sized packet struct IS_BTN // BuTtoN - button header - followed by 0 to 240 characters { byte Size; // 12 + TEXT_SIZE (a multiple of 4) byte Type; // ISP_BTN byte ReqI; // non-zero (returned in IS_BTC and IS_BTT packets) byte UCID; // connection to display the button (0 = local / 255 = all) byte ClickID; // button ID (0 to 239) byte Inst; // some extra flags - see below byte BStyle; // button style flags - see below byte TypeIn; // max chars to type in - see below byte L; // left : 0 - 200 byte T; // top : 0 - 200 byte W; // width : 0 - 200 byte H; // height : 0 - 200 // char Text[TEXT_SIZE]; // 0 to 240 characters of text }; // ClickID byte : this value is returned in IS_BTC and IS_BTT packets. // Host buttons and local buttons are stored separately, so there is no chance of a conflict between // a host control system and a local system (although the buttons could overlap on screen). // Programmers of local InSim programs may wish to consider using a configurable button range and // possibly screen position, in case their users will use more than one local InSim program at once. // TypeIn byte : if set, the user can click this button to type in text. // Lowest 7 bits are the maximum number of characters to type in (0 to 95) // Highest bit (128) can be set to initialise dialog with the button's text // On clicking the button, a text entry dialog will be opened, allowing the specified number of // characters to be typed in. The caption on the text entry dialog is optionally customisable using // Text in the IS_BTN packet. If the first character of IS_BTN's Text field is zero, LFS will read // the caption up to the second zero. The visible button text then follows that second zero. // Text : 65-66-67-0 would display button text "ABC" and no caption // Text : 0-65-66-67-0-68-69-70-71-0-0-0 would display button text "DEFG" and caption "ABC" // Inst byte : mainly used internally by InSim but also provides some extra user flags #define INST_ALWAYS_ON 128 // if this bit is set the button is visible in all screens // NOTE : You should not use INST_ALWAYS_ON for most buttons. This is a special flag for buttons // that really must be on in all screens (including the garage and options screens). You will // probably need to confine these buttons to the top or bottom edge of the screen, to avoid // overwriting LFS buttons. Most buttons should be defined without this flag, and positioned // in the recommended area so LFS can keep a space clear in the main screens. // BStyle byte : style flags for the button #define ISB_C1 1 // you can choose a standard #define ISB_C2 2 // interface colour using #define ISB_C4 4 // these 3 lowest bits - see below #define ISB_CLICK 8 // click this button to send IS_BTC #define ISB_LIGHT 16 // light button #define ISB_DARK 32 // dark button #define ISB_LEFT 64 // align text to left #define ISB_RIGHT 128 // align text to right // colour 0 : light grey (not user editable) // colour 1 : title colour (default:yellow) // colour 2 : unselected text (default:black) // colour 3 : selected text (default:white) // colour 4 : ok (default:green) // colour 5 : cancel (default:red) // colour 6 : text string (default:pale blue) // colour 7 : unavailable (default:grey) // NOTE : If width or height are zero, this would normally be an invalid button. But in that case if // there is an existing button with the same ClickID, all the packet contents are ignored except the // Text field. This can be useful for updating the text in a button without knowing its position. // For example, you might reply to an IS_BTT using an IS_BTN with zero W and H to update the text. // Replies : If the user clicks on a clickable button, this packet will be sent : struct IS_BTC // BuTton Click - sent back when user clicks a button { byte Size; // 8 byte Type; // ISP_BTC byte ReqI; // ReqI as received in the IS_BTN byte UCID; // connection that clicked the button (zero if local) byte ClickID; // button identifier originally sent in IS_BTN byte Inst; // used internally by InSim byte CFlags; // button click flags - see below byte Sp3; }; // CFlags byte : click flags #define ISB_LMB 1 // left click #define ISB_RMB 2 // right click #define ISB_CTRL 4 // ctrl + click #define ISB_SHIFT 8 // shift + click // If the TypeIn byte is set in IS_BTN the user can type text into the button // In that case no IS_BTC is sent - an IS_BTT is sent when the user presses ENTER struct IS_BTT // BuTton Type - sent back when user types into a text entry button { byte Size; // 104 byte Type; // ISP_BTT byte ReqI; // ReqI as received in the IS_BTN byte UCID; // connection that typed into the button (zero if local) byte ClickID; // button identifier originally sent in IS_BTN byte Inst; // used internally by InSim byte TypeIn; // from original button specification byte Sp3; char Text[96]; // typed text, zero to TypeIn specified in IS_BTN }; // OutSim - MOTION SIMULATOR SUPPORT // ====== // The user's car in multiplayer or the viewed car in single player or // single player replay can output information to a motion system while // viewed from an internal view. // This can be controlled by 5 lines in the cfg.txt file : // OutSim Mode 0 :0-off 1-driving 2-driving+replay // OutSim Delay 1 :minimum delay between packets (100ths of a sec) // OutSim IP 0.0.0.0 :IP address to send the UDP packet // OutSim Port 0 :IP port // OutSim ID 0 :if not zero, adds an identifier to the packet // Each update sends the following UDP packet : struct OutSimPack { unsigned Time; // time in milliseconds (to check order) Vector AngVel; // 3 floats, angular velocity vector float Heading; // anticlockwise from above (Z) float Pitch; // anticlockwise from right (X) float Roll; // anticlockwise from front (Y) Vector Accel; // 3 floats X, Y, Z Vector Vel; // 3 floats X, Y, Z Vec Pos; // 3 ints X, Y, Z (1m = 65536) int ID; // optional - only if OutSim ID is specified }; // NOTE 1) X and Y axes are on the ground, Z is up. // NOTE 2) Motion simulators can be dangerous. The Live for Speed developers do // not support any motion systems in particular and cannot accept responsibility // for injuries or deaths connected with the use of such machinery. // OutGauge - EXTERNAL DASHBOARD SUPPORT // ======== // The user's car in multiplayer or the viewed car in single player or // single player replay can output information to a dashboard system // while viewed from an internal view. // This can be controlled by 5 lines in the cfg.txt file : // OutGauge Mode 0 :0-off 1-driving 2-driving+replay // OutGauge Delay 1 :minimum delay between packets (100ths of a sec) // OutGauge IP 0.0.0.0 :IP address to send the UDP packet // OutGauge Port 0 :IP port // OutGauge ID 0 :if not zero, adds an identifier to the packet // Each update sends the following UDP packet : struct OutGaugePack { unsigned Time; // time in milliseconds (to check order) char Car[4]; // Car name word Flags; // Info (see OG_x below) byte Gear; // Reverse:0, Neutral:1, First:2... byte PLID; // Unique ID of viewed player (0 = none) float Speed; // M/S float RPM; // RPM float Turbo; // BAR float EngTemp; // C float Fuel; // 0 to 1 float OilPressure; // BAR float OilTemp; // C unsigned DashLights; // Dash lights available (see DL_x below) unsigned ShowLights; // Dash lights currently switched on float Throttle; // 0 to 1 float Brake; // 0 to 1 float Clutch; // 0 to 1 char Display1[16]; // Usually Fuel char Display2[16]; // Usually Settings int ID; // optional - only if OutGauge ID is specified }; // OG_x - bits for OutGaugePack Flags #define OG_SHIFT 1 // key #define OG_CTRL 2 // key #define OG_TURBO 8192 // show turbo gauge #define OG_KM 16384 // if not set - user prefers MILES #define OG_BAR 32768 // if not set - user prefers PSI // DL_x - bits for OutGaugePack DashLights and ShowLights enum { DL_SHIFT, // bit 0 - shift light DL_FULLBEAM, // bit 1 - full beam DL_HANDBRAKE, // bit 2 - handbrake DL_PITSPEED, // bit 3 - pit speed limiter DL_TC, // bit 4 - TC active or switched off DL_SIGNAL_L, // bit 5 - left turn signal DL_SIGNAL_R, // bit 6 - right turn signal DL_SIGNAL_ANY, // bit 7 - shared turn signal DL_OILWARN, // bit 8 - oil pressure warning DL_BATTERY, // bit 9 - battery warning DL_ABS, // bit 10 - ABS active or switched off DL_SPARE, // bit 11 DL_NUM }; ////// #endif