lfsdash/insim.h

2238 lines
68 KiB
C

#ifndef _ISPACKETS_H_
#define _ISPACKETS_H_
#include <stdint.h>
/////////////////////
// InSim for Live for Speed : 0.6B
// 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 0.6B)
// ====================
static const int INSIM_VERSION = 5;
// CHANGES
// =======
// Version 0.5Z (no change to INSIM_VERSION)
// NLP / MCI packets are now output at regular intervals
// CCI_LAG bit added to the CompCar structure
// Version 0.6B (INSIM_VERSION increased to 5)
// Lap timing info added to IS_RST (Timing byte)
// NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
// IS_VTC now cancels game votes even if the majority has not been reached
// 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
// IS_CON reports contact between two cars (if ISF_CON is set)
// IS_OBH reports information about any object hit (if ISF_OBH is set)
// IS_HLV reports incidents that would violate HLVC (if ISF_HLV is set)
// IS_PLC sets allowed cars for individual players
// IS_AXM to add / remove / clear autocross objects
// IS_ACR reports successful or attempted admin commands
// OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
// New IS_RIP option RIPOPT_FULL_PHYS to use full physics when searching
// ISS_SHIFTU_HIGH is no longer used (no high / low view distinction)
// FIX : Clutch axis / button was not reported from Controls screen
// FIX : TTime in IS_RIP was wrong in mid-joined Multiplayer Replays
// FIX : IS_BTN did not allow the documented limit of 240 characters
// FIX : OutGaugePack ID was always zero regardless of ID in cfg.txt
// FIX : InSim camera with vertical pitch would cause LFS to crash
// TYPES : (all multi-byte types are PC style - lowest byte first)
// =====
// char 1-byte character
// uint8_t 1-byte unsigned integer
// uint16_t 2-byte unsigned integer
// short 2-byte signed integer
// uint32_t 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.
struct Vec
{
int32_t x;
int32_t y;
int32_t z;
};
struct Vector
{
float x;
float y;
float z;
};
// 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
{
uint8_t Size; // 44
uint8_t Type; // ISP_ISI
uint8_t ReqI; // If non-zero LFS will send an IS_VER packet
uint8_t Zero; // 0
uint16_t UDPPort; // Port for UDP replies from LFS (0 to 65535)
uint16_t Flags; // Bit flags for options (see below)
uint8_t Sp0; // 0
uint8_t Prefix; // Special host message prefix character
uint16_t 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
{
uint8_t Size; // always 4
uint8_t Type; // always ISP_TINY
uint8_t ReqI; // 0 unless it is an info request or a reply to an info request
uint8_t 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
{
uint8_t Size; // always 8
uint8_t Type; // always ISP_SMALL
uint8_t ReqI; // 0 unless it is an info request or a reply to an info request
uint8_t SubT; // subtype, from SMALL_ enumeration (e.g. SMALL_SSP)
uint32_t 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
{
uint8_t Size; // 20
uint8_t Type; // ISP_VERSION
uint8_t ReqI; // ReqI as received in the request packet
uint8_t Zero;
char Version[8]; // LFS version, e.g. 0.3G
char Product[6]; // Product : DEMO or S1
uint16_t 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
{
uint8_t Size; // 28
uint8_t Type; // ISP_STA
uint8_t ReqI; // ReqI if replying to a request packet
uint8_t Zero;
float ReplaySpeed; // 4-byte float - 1.0 is normal speed
uint16_t Flags; // ISS state flags (see below)
uint8_t InGameCam; // Which type of camera is selected (see below)
uint8_t ViewPLID; // Unique ID of viewed player (0 = none)
uint8_t NumP; // Number of players in race
uint8_t NumConns; // Number of connections including host
uint8_t NumFinished; // Number finished or qualified
uint8_t RaceInProg; // 0 - no race / 1 - race / 2 - qualifying
uint8_t QualMins;
uint8_t RaceLaps; // see "RaceLaps" near the top of this document
uint8_t Spare2;
uint8_t Spare3;
char Track[6]; // short name for track e.g. FE2R
uint8_t Weather; // 0,1,2...
uint8_t 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
{
uint8_t Size; // 8
uint8_t Type; // ISP_SFP
uint8_t ReqI; // 0
uint8_t Zero;
uint16_t Flag; // the state to set
uint8_t OffOn; // 0 = off / 1 = on
uint8_t 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
{
uint8_t Size; // 20
uint8_t Type; // ISP_MOD
uint8_t ReqI; // 0
uint8_t Zero;
int32_t Bits16; // set to choose 16-bit
int32_t RR; // refresh rate - zero for default
int32_t Width; // 0 means go to window
int32_t 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
{
uint8_t Size; // 136
uint8_t Type; // ISP_MSO
uint8_t ReqI; // 0
uint8_t Zero;
uint8_t UCID; // connection's unique id (0 = host)
uint8_t PLID; // player's unique id (if zero, use UCID)
uint8_t UserType; // set if typed by a user (see User Values below)
uint8_t 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
{
uint8_t Size; // 72
uint8_t Type; // ISP_III
uint8_t ReqI; // 0
uint8_t Zero;
uint8_t UCID; // connection's unique id (0 = host)
uint8_t PLID; // player's unique id (if zero, use UCID)
uint8_t Sp2;
uint8_t Sp3;
char Msg[64];
};
struct IS_ACR // Admin Command Report - any user typed an admin command
{
uint8_t Size; // 72
uint8_t Type; // ISP_ACR
uint8_t ReqI; // 0
uint8_t Zero;
uint8_t UCID; // connection's unique id (0 = host)
uint8_t Admin; // set if user is an admin
uint8_t Result; // 1 - processed / 2 - rejected / 3 - unknown command
uint8_t Sp3;
char Text[64];
};
// MESSAGES IN (TO LFS)
// -----------
struct IS_MST // MSg Type - send to LFS to type message or command
{
uint8_t Size; // 68
uint8_t Type; // ISP_MST
uint8_t ReqI; // 0
uint8_t Zero;
char Msg[64]; // last byte must be zero
};
struct IS_MSX // MSg eXtended - like MST but longer (not for commands)
{
uint8_t Size; // 100
uint8_t Type; // ISP_MSX
uint8_t ReqI; // 0
uint8_t Zero;
char Msg[96]; // last byte must be zero
};
struct IS_MSL // MSg Local - message to appear on local computer only
{
uint8_t Size; // 132
uint8_t Type; // ISP_MSL
uint8_t ReqI; // 0
uint8_t 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
{
uint8_t Size; // 8 + TEXT_SIZE (TEXT_SIZE = 4, 8, 12... 128)
uint8_t Type; // ISP_MTC
uint8_t ReqI; // 0
uint8_t Sound; // sound effect (see Message Sounds below)
uint8_t UCID; // connection's unique id (0 = host / 255 = all)
uint8_t PLID; // player's unique id (if zero, use UCID)
uint8_t Sp2;
uint8_t 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
{
uint8_t Size; // 8
uint8_t Type; // ISP_SCH
uint8_t ReqI; // 0
uint8_t Zero;
uint8_t CharB; // key to press
uint8_t Flags; // bit 0 : SHIFT / bit 1 : CTRL
uint8_t Spare2;
uint8_t Spare3;
};
// MULTIPLAYER NOTIFICATION
// ========================
// LFS will send this packet when a host is started or joined :
struct IS_ISM // InSim Multi
{
uint8_t Size; // 40
uint8_t Type; // ISP_ISM
uint8_t ReqI; // usually 0 / or if a reply : ReqI as received in the TINY_ISM
uint8_t Zero;
uint8_t Host; // 0 = guest / 1 = host
uint8_t Sp1;
uint8_t Sp2;
uint8_t 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
{
uint8_t Size; // 8
uint8_t Type; // ISP_VTN
uint8_t ReqI; // 0
uint8_t Zero;
uint8_t UCID; // connection's unique id
uint8_t Action; // VOTE_X (Vote Action as defined above)
uint8_t Spare2;
uint8_t 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
{
uint8_t Size; // 12
uint8_t Type; // ISP_PLC
uint8_t ReqI; // 0
uint8_t Zero;
uint8_t UCID; // connection's unique id (0 = host / 255 = all)
uint8_t Sp1;
uint8_t Sp2;
uint8_t Sp3;
uint32_t 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
{
uint8_t Size; // 28
uint8_t Type; // ISP_RST
uint8_t ReqI; // 0 unless this is a reply to an TINY_RST request
uint8_t Zero;
uint8_t RaceLaps; // 0 if qualifying
uint8_t QualMins; // 0 if race
uint8_t NumP; // number of players in race
uint8_t Timing; // lap timing (see below)
char Track[6]; // short track name
uint8_t Weather;
uint8_t Wind;
uint16_t Flags; // race flags (must pit, can reset, etc - see below)
uint16_t NumNodes; // total number of nodes in the path
uint16_t Finish; // node index - finish line
uint16_t Split1; // node index - split 1
uint16_t Split2; // node index - split 2
uint16_t Split3; // node index - split 3
};
// Lap timing info (for Timing byte)
// bits 6 and 7 (Timing & 0xc0) :
// 0x40 : standard lap timing is being used
// 0x80 : custom timing - user checkpoints have been placed
// 0xc0 : no lap timing - e.g. open config with no user checkpoints
// 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
{
uint8_t Size; // 56
uint8_t Type; // ISP_NCN
uint8_t ReqI; // 0 unless this is a reply to a TINY_NCN request
uint8_t UCID; // new connection's unique id (0 = host)
char UName[24]; // username
char PName[24]; // nickname
uint8_t Admin; // 1 if admin
uint8_t Total; // number of connections including host
uint8_t Flags; // bit 2 : remote
uint8_t Sp3;
};
struct IS_CNL // ConN Leave
{
uint8_t Size; // 8
uint8_t Type; // ISP_CNL
uint8_t ReqI; // 0
uint8_t UCID; // unique id of the connection which left
uint8_t Reason; // leave reason (see below)
uint8_t Total; // number of connections including host
uint8_t Sp2;
uint8_t Sp3;
};
struct IS_CPR // Conn Player Rename
{
uint8_t Size; // 36
uint8_t Type; // ISP_CPR
uint8_t ReqI; // 0
uint8_t 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)
{
uint8_t Size; // 76
uint8_t Type; // ISP_NPL
uint8_t ReqI; // 0 unless this is a reply to an TINY_NPL request
uint8_t PLID; // player's newly assigned unique id
uint8_t UCID; // connection's unique id
uint8_t PType; // bit 0 : female / bit 1 : AI / bit 2 : remote
uint16_t 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
uint8_t Tyres[4]; // compounds
uint8_t H_Mass; // added mass (kg)
uint8_t H_TRes; // intake restriction
uint8_t Model; // driver model
uint8_t Pass; // passengers byte
int32_t Spare;
uint8_t SetF; // setup flags (see below)
uint8_t NumP; // number in race (same when leaving pits, 1 more if new)
uint8_t Sp2;
uint8_t 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)
{
uint8_t Size; // 4
uint8_t Type; // ISP_PLP
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
};
struct IS_PLL // PLayer Leave race (spectate - removed from player list)
{
uint8_t Size; // 4
uint8_t Type; // ISP_PLL
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
};
struct IS_CRS // Car ReSet
{
uint8_t Size; // 4
uint8_t Type; // ISP_CRS
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
};
struct IS_LAP // LAP time
{
uint8_t Size; // 20
uint8_t Type; // ISP_LAP
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint32_t LTime; // lap time (ms)
uint32_t ETime; // total time (ms)
uint16_t LapsDone; // laps completed
uint16_t Flags; // player flags
uint8_t Sp0;
uint8_t Penalty; // current penalty value (see below)
uint8_t NumStops; // number of pit stops
uint8_t Sp3;
};
struct IS_SPX // SPlit X time
{
uint8_t Size; // 16
uint8_t Type; // ISP_SPX
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint32_t STime; // split time (ms)
uint32_t ETime; // total time (ms)
uint8_t Split; // split number 1, 2, 3
uint8_t Penalty; // current penalty value (see below)
uint8_t NumStops; // number of pit stops
uint8_t Sp3;
};
struct IS_PIT // PIT stop (stop at pit garage)
{
uint8_t Size; // 24
uint8_t Type; // ISP_PIT
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint16_t LapsDone; // laps completed
uint16_t Flags; // player flags
uint8_t Sp0;
uint8_t Penalty; // current penalty value (see below)
uint8_t NumStops; // number of pit stops
uint8_t Sp3;
uint8_t Tyres[4]; // tyres changed
uint32_t Work; // pit work
uint32_t Spare;
};
struct IS_PSF // Pit Stop Finished
{
uint8_t Size; // 12
uint8_t Type; // ISP_PSF
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint32_t STime; // stop time (ms)
uint32_t Spare;
};
struct IS_PLA // Pit LAne
{
uint8_t Size; // 8
uint8_t Type; // ISP_PLA
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint8_t Fact; // pit lane fact (see below)
uint8_t Sp1;
uint8_t Sp2;
uint8_t 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
{
uint8_t Size; // 8
uint8_t Type; // ISP_CCH
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint8_t Camera; // view identifier (see below)
uint8_t Sp1;
uint8_t Sp2;
uint8_t Sp3;
};
struct IS_PEN // PENalty (given or cleared)
{
uint8_t Size; // 8
uint8_t Type; // ISP_PEN
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint8_t OldPen; // old penalty value (see below)
uint8_t NewPen; // new penalty value (see below)
uint8_t Reason; // penalty reason (see below)
uint8_t Sp3;
};
struct IS_TOC // Take Over Car
{
uint8_t Size; // 8
uint8_t Type; // ISP_TOC
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint8_t OldUCID; // old connection's unique id
uint8_t NewUCID; // new connection's unique id
uint8_t Sp2;
uint8_t Sp3;
};
struct IS_FLG // FLaG (yellow or blue flag changed)
{
uint8_t Size; // 8
uint8_t Type; // ISP_FLG
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint8_t OffOn; // 0 = off / 1 = on
uint8_t Flag; // 1 = given blue / 2 = causing yellow
uint8_t CarBehind; // unique id of obstructed player
uint8_t Sp3;
};
struct IS_PFL // Player FLags (help flags changed)
{
uint8_t Size; // 8
uint8_t Type; // ISP_PFL
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint16_t Flags; // player flags (see below)
uint16_t Spare;
};
struct IS_FIN // FINished race notification (not a final result - use IS_RES)
{
uint8_t Size; // 20
uint8_t Type; // ISP_FIN
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id (0 = player left before result was sent)
uint32_t TTime; // race time (ms)
uint32_t BTime; // best lap (ms)
uint8_t SpA;
uint8_t NumStops; // number of pit stops
uint8_t Confirm; // confirmation flags : disqualified etc - see below
uint8_t SpB;
uint16_t LapsDone; // laps completed
uint16_t Flags; // player flags : help settings etc - see below
};
struct IS_RES // RESult (qualify or confirmed finish)
{
uint8_t Size; // 84
uint8_t Type; // ISP_RES
uint8_t ReqI; // 0 unless this is a reply to a TINY_RES request
uint8_t 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
uint32_t TTime; // race time (ms)
uint32_t BTime; // best lap (ms)
uint8_t SpA;
uint8_t NumStops; // number of pit stops
uint8_t Confirm; // confirmation flags : disqualified etc - see below
uint8_t SpB;
uint16_t LapsDone; // laps completed
uint16_t Flags; // player flags : help settings etc - see below
uint8_t ResultNum; // finish or qualify pos (0 = win / 255 = not added to table)
uint8_t NumRes; // total number of results (qualify doesn't always add a new one)
uint16_t 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)
{
uint8_t Size; // 36
uint8_t Type; // ISP_REO
uint8_t ReqI; // 0 unless this is a reply to an TINY_REO request
uint8_t NumP; // number of players in race
uint8_t 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
};
static 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
};
static 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
{
uint8_t Size; // 40
uint8_t Type; // ISP_AXI
uint8_t ReqI; // 0 unless this is a reply to an TINY_AXI request
uint8_t Zero;
uint8_t AXStart; // autocross start position
uint8_t NumCP; // number of checkpoints
uint16_t 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
{
uint8_t Size; // 4
uint8_t Type; // ISP_AXO
uint8_t ReqI; // 0
uint8_t 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)
{
uint16_t Node; // current path node
uint16_t Lap; // current lap
uint8_t PLID; // player's unique id
uint8_t Position; // current race position : 0 = unknown, 1 = leader, etc...
};
struct IS_NLP // Node and Lap Packet - variable size
{
uint8_t Size; // 4 + NumP * 6 (PLUS 2 if needed to make it a multiple of 4)
uint8_t Type; // ISP_NLP
uint8_t ReqI; // 0 unless this is a reply to an TINY_NLP request
uint8_t NumP; // number of players in race
struct 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)
{
uint16_t Node; // current path node
uint16_t Lap; // current lap
uint8_t PLID; // player's unique id
uint8_t Position; // current race position : 0 = unknown, 1 = leader, etc...
uint8_t Info; // flags and other info - see below
uint8_t Sp3;
int32_t X; // X map (65536 = 1 metre)
int32_t Y; // Y map (65536 = 1 metre)
int32_t Z; // Z alt (65536 = 1 metre)
uint16_t Speed; // speed (32768 = 100 m/s)
uint16_t Direction; // car's motion if Speed > 0 : 0 = world y direction, 32768 = 180 deg
uint16_t Heading; // direction of forward axis : 0 = world y direction, 32768 = 180 deg
int16_t 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
{
uint8_t Size; // 4 + NumC * 28
uint8_t Type; // ISP_MCI
uint8_t ReqI; // 0 unless this is a reply to an TINY_MCI request
uint8_t NumC; // number of valid CompCar structs in this packet
struct 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 ISF_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)
{
uint8_t PLID;
uint8_t Info; // like Info byte in CompCar (CCI_BLUE / CCI_YELLOW / CCI_LAG)
uint8_t Sp2; // spare
int8_t Steer; // front wheel steer in degrees (right positive)
uint8_t ThrBrk; // high 4 bits : throttle / low 4 bits : brake (0 to 15)
uint8_t CluHan; // high 4 bits : clutch / low 4 bits : handbrake (0 to 15)
uint8_t GearSp; // high 4 bits : gear (15=R) / low 4 bits : spare
uint8_t Speed; // m/s
uint8_t Direction; // car's motion if Speed > 0 : 0 = world y direction, 128 = 180 deg
uint8_t Heading; // direction of forward axis : 0 = world y direction, 128 = 180 deg
int8_t AccelF; // m/s^2 longitudinal acceleration (forward positive)
int8_t AccelR; // m/s^2 lateral acceleration (right positive)
int16_t X; // position (1 metre = 16)
int16_t Y; // position (1 metre = 16)
};
struct IS_CON // CONtact - between two cars (A and B are sorted by PLID)
{
uint8_t Size; // 40
uint8_t Type; // ISP_CON
uint8_t ReqI; // 0
uint8_t Zero;
uint16_t SpClose; // high 4 bits : reserved / low 12 bits : closing speed (10 = 1 m/s)
uint16_t Time; // looping time stamp (hundredths - time since reset - like TINY_GTH)
struct CarContact A;
struct CarContact B;
};
// Set the ISF_OBH flag in the IS_ISI to receive object contact reports
struct CarContOBJ // 8 bytes : car in a contact with an object
{
uint8_t Direction; // car's motion if Speed > 0 : 0 = world y direction, 128 = 180 deg
uint8_t Heading; // direction of forward axis : 0 = world y direction, 128 = 180 deg
uint8_t Speed; // m/s
uint8_t Sp3;
int16_t X; // position (1 metre = 16)
int16_t Y; // position (1 metre = 16)
};
struct IS_OBH // OBject Hit - car hit an autocross object or an unknown object
{
uint8_t Size; // 24
uint8_t Type; // ISP_OBH
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint16_t SpClose; // high 4 bits : reserved / low 12 bits : closing speed (10 = 1 m/s)
uint16_t Time; // looping time stamp (hundredths - time since reset - like TINY_GTH)
struct CarContOBJ C;
int16_t X; // as in ObjectInfo
int16_t Y; // as in ObjectInfo
uint8_t Sp0;
uint8_t Sp1;
uint8_t Index; // AXO_x as in ObjectInfo or zero if it is an unknown object
uint8_t OBHFlags; // see below
};
//'BBBBHHBBBBhhhhBBBB'
// 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 ISF_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
{
uint8_t Size; // 16
uint8_t Type; // ISP_HLV
uint8_t ReqI; // 0
uint8_t PLID; // player's unique id
uint8_t HLVC; // 0 : ground / 1 : wall / 4 : speeding
uint8_t Sp1;
uint16_t Time; // looping time stamp (hundredths - time since reset - like TINY_GTH)
struct 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
{
int16_t X;
int16_t Y;
int8_t Zchar;
uint8_t Flags;
uint8_t Index;
uint8_t Heading;
//'2hb3B'
};
struct IS_AXM // AutoX Multiple objects - variable size
{
uint8_t Size; // 8 + NumO * 8
uint8_t Type; // ISP_AXM
uint8_t ReqI; // 0
uint8_t NumO; // number of objects in this packet
uint8_t UCID; // unique id of the connection that sent the packet
uint8_t PMOAction; // see below
uint8_t PMOFlags; // see below
uint8_t Sp3;
struct ObjectInfo Info[30]; // info about each object, 0 to 30 of these
};
//'8B'
// 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)
{
uint8_t Size; // 8
uint8_t Type; // ISP_SCC
uint8_t ReqI; // 0
uint8_t Zero;
uint8_t ViewPLID; // Unique ID of player to view
uint8_t InGameCam; // InGameCam (as reported in StatePack)
uint8_t Sp2;
uint8_t 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)
{
uint8_t Size; // 32
uint8_t Type; // ISP_CPP
uint8_t ReqI; // instruction : 0 / or reply : ReqI as received in the TINY_SCP
uint8_t Zero;
struct Vec Pos; // Position vector
uint16_t H; // heading - 0 points along Y axis
uint16_t P; // pitch - 0 means looking at horizon
uint16_t R; // roll - 0 means no roll
uint8_t ViewPLID; // Unique ID of viewed player (0 = none)
uint8_t InGameCam; // InGameCam (as reported in StatePack)
float FOV; // 4-byte float : FOV in degrees
uint16_t Time; // Time in ms to get there (0 means instant)
uint16_t 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
{
uint8_t Size; // 80
uint8_t Type; // ISP_RIP
uint8_t ReqI; // request : non-zero / reply : same value returned
uint8_t Error; // 0 or 1 = OK / other values are listed below
uint8_t MPR; // 0 = SPR / 1 = MPR
uint8_t Paused; // request : pause on arrival / reply : paused state
uint8_t Options; // various options - see below
uint8_t Sp3;
uint32_t CTime; // (hundredths) request : destination / reply : position
uint32_t 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
#define RIPOPT_FULL_PHYS 4 // use full physics when searching an MPR
// NOTE : RIPOPT_FULL_PHYS makes MPR searching much slower so should not normally be used.
// This flag was added to allow high accuracy MCI packets to be output when fast forwarding.
// 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
{
uint8_t Size; // 40
uint8_t Type; // ISP_SSH
uint8_t ReqI; // request : non-zero / reply : same value returned
uint8_t Error; // 0 = OK / other values are listed below
uint8_t Sp0; // 0
uint8_t Sp1; // 0
uint8_t Sp2; // 0
uint8_t 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
{
uint8_t Size; // 8
uint8_t Type; // ISP_BFN
uint8_t ReqI; // 0
uint8_t SubT; // subtype, from BFN_ enumeration (see below)
uint8_t UCID; // connection to send to or from (0 = local / 255 = all)
uint8_t ClickID; // ID of button to delete (if SubT is BFN_DEL_BTN)
uint8_t Inst; // used internally by InSim
uint8_t 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
{
uint8_t Size; // 12 + TEXT_SIZE (a multiple of 4)
uint8_t Type; // ISP_BTN
uint8_t ReqI; // non-zero (returned in IS_BTC and IS_BTT packets)
uint8_t UCID; // connection to display the button (0 = local / 255 = all)
uint8_t ClickID; // button ID (0 to 239)
uint8_t Inst; // some extra flags - see below
uint8_t BStyle; // button style flags - see below
uint8_t TypeIn; // max chars to type in - see below
uint8_t L; // left : 0 - 200
uint8_t T; // top : 0 - 200
uint8_t W; // width : 0 - 200
uint8_t 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
{
uint8_t Size; // 8
uint8_t Type; // ISP_BTC
uint8_t ReqI; // ReqI as received in the IS_BTN
uint8_t UCID; // connection that clicked the button (zero if local)
uint8_t ClickID; // button identifier originally sent in IS_BTN
uint8_t Inst; // used internally by InSim
uint8_t CFlags; // button click flags - see below
uint8_t 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
{
uint8_t Size; // 104
uint8_t Type; // ISP_BTT
uint8_t ReqI; // ReqI as received in the IS_BTN
uint8_t UCID; // connection that typed into the button (zero if local)
uint8_t ClickID; // button identifier originally sent in IS_BTN
uint8_t Inst; // used internally by InSim
uint8_t TypeIn; // from original button specification
uint8_t 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
{
uint32_t Time; // time in milliseconds (to check order)
struct 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)
struct Vector Accel; // 3 floats X, Y, Z
struct Vector Vel; // 3 floats X, Y, Z
struct Vec Pos; // 3 ints X, Y, Z (1m = 65536)
int32_t 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
{
uint32_t Time; // time in milliseconds (to check order)
char Car[4]; // Car name
uint16_t Flags; // Info (see OG_x below)
uint8_t Gear; // Reverse:0, Neutral:1, First:2...
uint8_t 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
uint32_t DashLights; // Dash lights available (see DL_x below)
uint32_t 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
int32_t 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
};
*/
//////
struct conninfo
{
uint8_t active;
uint8_t admin;
uint8_t state;
char uname[24];
char pname[24];
};
#define CARPATHSIZE 128
struct carinfo
{
char cname[4];
uint8_t active;
uint8_t ucid;
uint8_t mass;
uint8_t intake;
uint16_t node;
uint16_t lap;
uint8_t position;
uint8_t info;
uint8_t sp3;
int32_t x;
int32_t y;
int32_t z;
uint16_t speed;
uint16_t direction;
uint16_t heading;
int16_t angvel;
int32_t hist_x[CARPATHSIZE];
int32_t hist_y[CARPATHSIZE];
uint16_t hist_s[CARPATHSIZE];
int32_t hist;
};
extern struct conninfo s_conninfo[256];
extern struct carinfo s_carinfo[256];
void insim_init(const char *hostname, int port);
#endif