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sc2api.proto
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syntax = "proto2";
package SC2APIProtocol;
import "s2clientprotocol/common.proto";
import "s2clientprotocol/data.proto";
import "s2clientprotocol/debug.proto";
import "s2clientprotocol/error.proto";
import "s2clientprotocol/query.proto";
import "s2clientprotocol/raw.proto";
import "s2clientprotocol/score.proto";
import "s2clientprotocol/spatial.proto";
import "s2clientprotocol/ui.proto";
//
// Notes:
// Single player flow:
// 1) Call Request.create_game with a valid single player map (a multiplayer map will end right away).
// 2) Call Request.join_game, wait for the response.
// 3) Request.end will terminate the game. Observations can still be made.
// Multi-player flow:
// 1) Launch two game instances with separate ports.
// 2) Designate a host, and Request.create_game with a multiplayer map.
// 3) Call Request.join on BOTH clients. Join will block until both clients connect.
// 4) Wait for a response from both clients. They can now play/step.
// 5) Steps should be syncronized. One client may time out if they are not. Multiple step sizes are ok.
// 4) Call Request.leave at any point or when the game ends. Observations will not be valid after this.
//
// States:
//
//------------------|---------------------------------------------------|-----------------------|
// Request | Valid in State | Transition to State |
//------------------|---------------------------------------------------|-----------------------|
// create_game | launched | init_game |
// | ended (singleplayer only) | init_game |
// join_game* | init_game (singleplayer or multiplayer host only) | in_game |
// | launched (multiplayer client only) | in_game |
// restart_game | ended (singleplayer only) | in_game |
// start_replay | launched | in_replay |
// | ended (singleplayer only) | |
// leave_game | in_game (required when finishing multiplayer) | launched |
// quick_save | in_game | |
// quick_load | in_game | |
// | ended | |
// quit | any | quit (not sent) |
// game_info | in_game | |
// | in_replay | |
// | ended | |
// observation | in_game | |
// | in_replay | |
// | ended | |
// step* | in_game (not available in realtime mode) | in_game |
// | in_replay | ended |
// action | in_game (not available to observers) | |
// obs_action | in_game (only for observers) | |
// | in_replay | |
// data | in_game | |
// | in_replay | |
// | ended | |
// query | in_game | |
// | in_replay | |
// | ended | |
// save_replay | in_game | |
// | ended (only after a game) | |
// map_command | in_game | |
// replay_info | any | |
// available_maps | any | |
// save_map | any | |
// ping | any | |
// debug | in_game | various |
//------------------|---------------------------------------------------|-----------------------|
//
// * In multiplayer, these require synchronization between clients.
//
// Notes:
// - if a request fails, the game remains in the current state.
//
//
// Request/Response
//
message Request {
oneof request {
// Game Setup
RequestCreateGame create_game = 1; // Send to host to initialize game.
RequestJoinGame join_game = 2; // Send to host and all clients for game to begin.
RequestRestartGame restart_game = 3; // Single player only. Reinitializes the game with the same player setup.
RequestStartReplay start_replay = 4; // Start playing a replay.
RequestLeaveGame leave_game = 5; // Multiplayer only. Disconnects from a multiplayer game, equivalent to surrender.
RequestQuickSave quick_save = 6; // Saves game to an in-memory bookmark.
RequestQuickLoad quick_load = 7; // Loads from an in-memory bookmark.
RequestQuit quit = 8; // Terminates the application.
// During Game
RequestGameInfo game_info = 9; // Static data about the current game and map.
RequestObservation observation = 10; // Snapshot of the current game state.
RequestAction action = 11; // Executes an action for a participant.
RequestObserverAction obs_action = 21; // Executes an action for an observer.
RequestStep step = 12; // Advances the game simulation.
RequestData data = 13; // Data about different gameplay elements. May be different for different games.
RequestQuery query = 14; // Additional methods for inspecting game state.
RequestSaveReplay save_replay = 15; // Generates a replay.
RequestMapCommand map_command = 22; // Execute a particular trigger through a string interface
// Other.
RequestReplayInfo replay_info = 16; // Returns metadata about a replay file. Does not load the replay.
RequestAvailableMaps available_maps = 17; // Returns directory of maps that can be played on.
RequestSaveMap save_map = 18; // Saves binary map data to the local temp directory.
// Debugging
RequestPing ping = 19; // Network ping for testing connection.
RequestDebug debug = 20; // Display debug information and execute debug actions.
}
}
message Response {
oneof response {
ResponseCreateGame create_game = 1;
ResponseJoinGame join_game = 2;
ResponseRestartGame restart_game = 3;
ResponseStartReplay start_replay = 4;
ResponseLeaveGame leave_game = 5;
ResponseQuickSave quick_save = 6;
ResponseQuickLoad quick_load = 7;
ResponseQuit quit = 8;
ResponseGameInfo game_info = 9;
ResponseObservation observation = 10;
ResponseAction action = 11;
ResponseObserverAction obs_action = 21;
ResponseStep step = 12;
ResponseData data = 13;
ResponseQuery query = 14;
ResponseSaveReplay save_replay = 15;
ResponseReplayInfo replay_info = 16;
ResponseAvailableMaps available_maps = 17;
ResponseSaveMap save_map = 18;
ResponseMapCommand map_command = 22;
// Debugging
ResponsePing ping = 19;
ResponseDebug debug = 20;
}
repeated string error = 98; // If command is missing, this will contain the error. Otherwise this will contain any warnings.
optional Status status = 99; // Should be sent back with all responses.
}
enum Status {
launched = 1; // Game has been launch and is not yet doing anything.
init_game = 2; // Create game has been called, and the host is awaiting players.
in_game = 3; // In a single or multiplayer game.
in_replay = 4; // In a replay.
ended = 5; // Game has ended, can still request game info, but ready for a new game.
quit = 6; // Application is shutting down.
unknown = 99; // Should not happen, but indicates an error if it occurs.
}
//-----------------------------------------------------------------------------
// If successful, puts the game into the status: init_game.
// The next expected request should be RequestJoinGame. Can also quit (exit).
message RequestCreateGame {
oneof Map {
LocalMap local_map = 1; // Local .SC2Map file
string battlenet_map_name = 2; // Map published to BattleNet
}
repeated PlayerSetup player_setup = 3;
optional bool disable_fog = 4;
optional uint32 random_seed = 5; // Sets the pseudo-random seed for the game.
optional bool realtime = 6; // If set, the game plays in real time.
}
message LocalMap {
// A map can be specified either by a file path or the data of the .SC2Map file.
// If you provide both, it will play the game using map_data and store map_path
// into the replay. (260 character max)
optional string map_path = 1;
optional bytes map_data = 7;
}
message ResponseCreateGame {
enum Error {
MissingMap = 1;
InvalidMapPath = 2;
InvalidMapData = 3;
InvalidMapName = 4;
InvalidMapHandle = 5;
MissingPlayerSetup = 6;
InvalidPlayerSetup = 7;
MultiplayerUnsupported = 8; // Multiplayer is not supported in the current build.
}
optional Error error = 1;
optional string error_details = 2;
}
//-----------------------------------------------------------------------------
// If successful, puts the game into the status: in_game. Will be able to
// request actions, observations and step the game.
message RequestJoinGame {
oneof participation {
Race race = 1; // Join as participant
uint32 observed_player_id = 2; // Join as observer
}
optional InterfaceOptions options = 3; // This is limited to what is specified in RequestCreateGame, but you can request less information if you want.
optional PortSet server_ports = 4; // Do not set in the single-player case. This is the port a server will use.
repeated PortSet client_ports = 5; // Do not set in the single-player case. These are the ports clients will use to initialize communication.
// Currently only a singe client is supported.
optional int32 shared_port = 6;
optional string player_name = 7; // Currently not implemented. This will be used to set the player's name to something other than autogenerated name.
}
message PortSet {
optional int32 game_port = 1; // Game right now needs two internal ports to establish a multiplay game on the local host.
optional int32 base_port = 2;
}
message ResponseJoinGame {
optional uint32 player_id = 1;
enum Error {
MissingParticipation = 1;
InvalidObservedPlayerId = 2;
MissingOptions = 3;
MissingPorts = 4;
GameFull = 5;
LaunchError = 6;
// Multiplayer specific.
FeatureUnsupported = 7; // Multiplayer is not supported in the current build for the requested features.
NoSpaceForUser = 8;
MapDoesNotExist = 9;
CannotOpenMap = 10;
ChecksumError = 11;
NetworkError = 12;
OtherError = 13;
}
optional Error error = 2;
optional string error_details = 3;
}
//-----------------------------------------------------------------------------
message RequestRestartGame {
}
message ResponseRestartGame {
enum Error {
LaunchError = 1;
}
optional Error error = 1;
optional string error_details = 2;
}
//-----------------------------------------------------------------------------
message RequestStartReplay {
oneof replay {
string replay_path = 1;
bytes replay_data = 5;
}
optional bytes map_data = 6; // Overrides the map path stored in the replay.
optional int32 observed_player_id = 2;
optional InterfaceOptions options = 3;
optional bool disable_fog = 4;
optional bool realtime = 7;
}
message ResponseStartReplay {
enum Error {
MissingReplay = 1;
InvalidReplayPath = 2;
InvalidReplayData = 3;
InvalidMapData = 4;
InvalidObservedPlayerId = 5;
MissingOptions = 6;
LaunchError = 7;
}
optional Error error = 1;
optional string error_details = 2;
}
//-----------------------------------------------------------------------------
message RequestMapCommand {
optional string trigger_cmd = 1;
}
message ResponseMapCommand {
enum Error {
NoTriggerError = 1;
}
optional Error error = 1;
optional string error_details = 2;
}
//-----------------------------------------------------------------------------
message RequestLeaveGame {
}
message ResponseLeaveGame {
}
//-----------------------------------------------------------------------------
message RequestQuickSave {
}
//-----------------------------------------------------------------------------
message ResponseQuickSave {
}
//-----------------------------------------------------------------------------
message RequestQuickLoad {
}
//-----------------------------------------------------------------------------
message ResponseQuickLoad {
}
//-----------------------------------------------------------------------------
message RequestQuit {
}
message ResponseQuit {
}
//-----------------------------------------------------------------------------
message RequestGameInfo {
}
message ResponseGameInfo {
optional string map_name = 1;
repeated string mod_names = 6;
optional string local_map_path = 2;
repeated PlayerInfo player_info = 3;
optional StartRaw start_raw = 4; // Populated if Raw interface is enabled.
optional InterfaceOptions options = 5;
}
//-----------------------------------------------------------------------------
message RequestObservation {
optional bool disable_fog = 1;
}
message ResponseObservation {
repeated Action actions = 1; // Actions this player did since the last Observation.
repeated ActionError action_errors = 2; // Equivalent of UI "red text" errors.
optional Observation observation = 3;
repeated PlayerResult player_result = 4; // Only populated if the game ended during this step.
repeated ChatReceived chat = 5;
}
message ChatReceived {
optional uint32 player_id = 1;
optional string message = 2;
}
//-----------------------------------------------------------------------------
message RequestAction {
repeated Action actions = 1;
}
message ResponseAction {
repeated ActionResult result = 1;
}
//-----------------------------------------------------------------------------
message RequestObserverAction {
repeated ObserverAction actions = 1;
}
message ResponseObserverAction {
}
//-----------------------------------------------------------------------------
message RequestStep {
optional uint32 count = 1; // Number of game loops to simulate for the next frame.
}
message ResponseStep {
}
//-----------------------------------------------------------------------------
message RequestData {
optional bool ability_id = 1;
optional bool unit_type_id = 2;
optional bool upgrade_id = 3;
optional bool buff_id = 4;
optional bool effect_id = 5;
}
message ResponseData {
repeated AbilityData abilities = 1;
repeated UnitTypeData units = 2;
repeated UpgradeData upgrades = 3;
repeated BuffData buffs = 4;
repeated EffectData effects = 5;
}
//-----------------------------------------------------------------------------
message RequestSaveReplay {
}
message ResponseSaveReplay {
optional bytes data = 1;
}
//-----------------------------------------------------------------------------
message RequestReplayInfo {
oneof replay {
string replay_path = 1; // Limitation: might fail if the replay file is currently loaded.
bytes replay_data = 2;
}
optional bool download_data = 3; // Ensure the data and binary are downloaded if this is an old version replay.
}
message PlayerInfoExtra {
optional PlayerInfo player_info = 1;
optional PlayerResult player_result = 2;
optional int32 player_mmr = 3;
optional int32 player_apm = 4;
}
message ResponseReplayInfo {
optional string map_name = 1;
optional string local_map_path = 2;
repeated PlayerInfoExtra player_info = 3;
optional uint32 game_duration_loops = 4;
optional float game_duration_seconds = 5;
optional string game_version = 6;
optional string data_version = 11;
optional uint32 data_build = 7;
optional uint32 base_build = 8;
enum Error {
MissingReplay = 1;
InvalidReplayPath = 2;
InvalidReplayData = 3;
ParsingError = 4;
DownloadError = 5;
}
optional Error error = 9;
optional string error_details = 10;
}
//-----------------------------------------------------------------------------
message RequestAvailableMaps {
}
// This will only contain locally cached BattleNet maps.
// To download all ladder maps, log in and queue into a ladder match.
// To download any other map, play a custom game on that map.
message ResponseAvailableMaps {
repeated string local_map_paths = 1; // All the maps in the "Maps/" directory.
repeated string battlenet_map_names = 2; // All the maps in the BattleNet cache.
}
//-----------------------------------------------------------------------------
// Copies map data into the path specified.
message RequestSaveMap {
optional string map_path = 1; // Path the game process will write to, relative to the temp directory. (260 character max)
optional bytes map_data = 2; // Binary map data of a .SC2Map.
}
message ResponseSaveMap {
enum Error {
InvalidMapData = 1;
}
optional Error error = 1;
}
//-----------------------------------------------------------------------------
message RequestPing {
}
message ResponsePing {
optional string game_version = 1;
optional string data_version = 2;
optional uint32 data_build = 3;
optional uint32 base_build = 4;
}
//-----------------------------------------------------------------------------
message RequestDebug {
repeated DebugCommand debug = 1;
}
message ResponseDebug {
}
//
// Game Setup
//
enum Difficulty {
VeryEasy = 1;
Easy = 2;
Medium = 3;
MediumHard = 4;
Hard = 5;
Harder = 6;
VeryHard = 7;
CheatVision = 8;
CheatMoney = 9;
CheatInsane = 10;
}
enum PlayerType {
Participant = 1;
Computer = 2;
Observer = 3;
}
message PlayerSetup {
optional PlayerType type = 1;
// Only used for a computer player.
optional Race race = 2;
optional Difficulty difficulty = 3;
}
message SpatialCameraSetup {
optional float width = 1;
optional Size2DI resolution = 2;
optional Size2DI minimap_resolution = 3;
}
message InterfaceOptions {
// Interface options
optional bool raw = 1;
optional bool score = 2;
optional SpatialCameraSetup feature_layer = 3; // Omit to disable.
optional SpatialCameraSetup render = 4; // Not implemented.
}
message PlayerInfo {
// Identifier that will be used to reference this player.
// SC2 will always assign playerIds starting from 1 in standard Melee maps. This may not be true in custom maps.
optional uint32 player_id = 1;
optional PlayerType type = 2;
optional Race race_requested = 3;
optional Race race_actual = 4; // Only populated for your player or when watching replay
optional Difficulty difficulty = 5;
optional string player_name = 6;
}
//
// During Game
//
message PlayerCommon {
optional uint32 player_id = 1;
optional uint32 minerals = 2;
optional uint32 vespene = 3;
optional uint32 food_cap = 4;
optional uint32 food_used = 5;
optional uint32 food_army = 6;
optional uint32 food_workers = 7;
optional uint32 idle_worker_count = 8;
optional uint32 army_count = 9;
optional uint32 warp_gate_count = 10;
optional uint32 larva_count = 11;
}
message Observation {
optional uint32 game_loop = 9;
optional PlayerCommon player_common = 1;
repeated Alert alerts = 10;
repeated AvailableAbility abilities = 3; // Abilities available in the selection. Enabled if in this list, disabled otherwise.
optional Score score = 4;
optional ObservationRaw raw_data = 5; // Populated if Raw interface is enabled.
optional ObservationFeatureLayer feature_layer_data = 6; // Populated if Feature Layer interface is enabled.
optional ObservationRender render_data = 7; // Populated if Render interface is enabled.
optional ObservationUI ui_data = 8; // Populated if Feature Layer or Render interface is enabled.
}
message Action {
optional ActionRaw action_raw = 1; // Populated if Raw interface is enabled.
optional ActionSpatial action_feature_layer = 2; // Populated if Feature Layer interface is enabled.
optional ActionSpatial action_render = 3; // Not implemented. Populated if Render interface is enabled.
optional ActionUI action_ui = 4; // Populated if Feature Layer or Render interface is enabled.
optional ActionChat action_chat = 6; // Chat messages as a player typing into the chat channel.
}
message ActionChat {
enum Channel {
Broadcast = 1;
Team = 2;
}
optional Channel channel = 1;
optional string message = 2;
}
message ActionError {
optional uint64 unit_tag = 1; // Only populated when using raw interface.
optional uint64 ability_id = 2;
optional ActionResult result = 3;
}
message ObserverAction {
oneof action {
ActionObserverPlayerPerspective player_perspective = 1; // Not implemented
ActionObserverCameraMove camera_move = 2;
ActionObserverCameraFollowPlayer camera_follow_player = 3;
ActionObserverCameraFollowUnits camera_follow_units = 4; // Not implemented
}
}
message ActionObserverPlayerPerspective {
optional uint32 player_id = 1; // 0 to observe "Everyone"
}
message ActionObserverCameraMove {
optional Point2D world_pos = 1;
// Distance between camera and terrain. Larger value zooms out camera.
// Defaults to standard camera distance if set to 0.
optional float distance = 2;
}
message ActionObserverCameraFollowPlayer {
optional uint32 player_id = 1; // Not implemented. Value must be [1, 15]
}
message ActionObserverCameraFollowUnits {
repeated uint64 unit_tags = 1;
}
enum Alert {
NuclearLaunchDetected = 1;
NydusWormDetected = 2;
}
enum Result {
Victory = 1;
Defeat = 2;
Tie = 3;
Undecided = 4;
}
message PlayerResult {
optional uint32 player_id = 1;
optional Result result = 2;
}