Difference between revisions of "InSim"
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| − | + | '''InSim''' is a protocol which allows an external program to communicate with Live for Speed. It allows you to create a socket connection with the game and to send and receive packets of data. The InSim protocol describes how each of these packets is formatted, and any programming language which can create a network connection and send and receive strings of binary data can interface with it. | |
| − | + | The official documentation is included in the file [[InSim.txt]], found in the games {{folder|docs}} folder. It consists of a C++ header file that contains the definition for each packet, as well as comments from Scawen as to how each should be used. The documentation here is intended as an ancillary to this file. | |
| − | |||
| − | The official documentation is included in the file [[InSim.txt]], found in the games | ||
== UDP vs TCP == | == UDP vs TCP == | ||
| Line 9: | Line 7: | ||
InSim supports both UDP and TCP connections. In UDP mode only a single connection can be made, however up to eight connections can be made to the game in TCP. Whether connected in TCP or UDP, it's possible to specify a separate UDP socket for receiving car position updates, such as [[IS_MCI]] and [[IS_NLP]]. | InSim supports both UDP and TCP connections. In UDP mode only a single connection can be made, however up to eight connections can be made to the game in TCP. Whether connected in TCP or UDP, it's possible to specify a separate UDP socket for receiving car position updates, such as [[IS_MCI]] and [[IS_NLP]]. | ||
| − | == InSim | + | == InSim libraries == |
| + | |||
| + | Of course as the old adage goes you shouldn't try to reinvent the wheel (unless you're trying to learn more about wheels) and there are several mature InSim libraries available for use in your own code. | ||
| + | |||
| + | {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" | ||
| + | ! colspan="5" style="background-color: #0066CC; color:#FFFFFF;" |'''InSim Libraries''' | ||
| + | |- style="background-color: #DFDFDF;" | ||
| + | ! style="border: 1px solid #000000;" | Library | ||
| + | ! style="border: 1px solid #000000;" | Platform | ||
| + | ! style="border: 1px solid #000000;" | License | ||
| + | ! style="border: 1px solid #000000;" | Webpage / repo / download | ||
| + | |- | ||
| + | | LFSLib | ||
| + | | .NET Framework | ||
| + | | GPL | ||
| + | | [http://sourceforge.net/projects/lfslibnet/ Project page] | ||
| + | |- | ||
| + | | LFS_External | ||
| + | | .NET Framework | ||
| + | | Freeware | ||
| + | | [http://www.lfsforum.net/showthread.php?t=30012 LFS Forum] | ||
| + | |- | ||
| + | | JInSim | ||
| + | | Java | ||
| + | | Mozilla | ||
| + | | [http://www.lfsforum.net/showthread.php?t=11568 LFS Forum] | ||
| + | |- | ||
| + | | [[pyinsim]] | ||
| + | | Python | ||
| + | | LGPL | ||
| + | | [http://www.lfsforum.net/showthread.php?t=70545 LFS Forum] | ||
| + | |- | ||
| + | | CInSim | ||
| + | | C/C++ | ||
| + | | Freeware | ||
| + | | [http://www.lfsforum.net/showthread.php?t=47717 LFS Forum] | ||
| + | |- | ||
| + | | phplfs | ||
| + | | PHP5 | ||
| + | | Apache License V2.0 | ||
| + | | [http://sourceforge.net/projects/phplfs/ Project page] | ||
| + | |- | ||
| + | | PRISM | ||
| + | | PHP7 | ||
| + | | MIT | ||
| + | | [https://www.lfs.net/forum/312-PHPInSimMod---PRISM LFS Forum] | ||
| + | |- | ||
| + | | [[InSim.NET]] | ||
| + | | .NET Framework | ||
| + | | LGPL | ||
| + | | [http://www.lfsforum.net/showthread.php?t=68564 LFS Forum] | ||
| + | |- | ||
| + | | insim.rs | ||
| + | | Rust | ||
| + | | MIT | ||
| + | | [https://github.com/theangryangel/insim.rs GitHub], [https://docs.rs/insim/ Documentation], [https://crates.io/crates/insim Crates.io], [https://www.lfs.net/forum/thread/107171-Rust---insim-rs---a-suite-of-crates-to-help-you-work-with-LFS LFS Forum] | ||
| + | |- | ||
| + | | PIE | ||
| + | | PHP7 | ||
| + | | Freeware | ||
| + | | [https://www.lfs.net/forum/528-PIE-%28PHP%3B-Insim%3B-Easy%29 LFS Forum] | ||
| + | |- | ||
| + | | Node InSim | ||
| + | | Node.js | ||
| + | | MIT | ||
| + | | [https://www.lfs.net/forum/thread/103431 LFS Forum], [https://github.com/simbroadcasts/node-insim GitHub], [https://npmjs.org/node-insim NPM] | ||
| + | |- | ||
| + | | ktinsim | ||
| + | | Kotlin | ||
| + | | MIT | ||
| + | | [https://www.lfs.net/forum/thread/102184-Kotlin-InSim-library---ktinsim LFS Forum], [https://github.com/verde-lfs/ktinsim GitHub] | ||
| + | |- | ||
| + | | Godot InSim | ||
| + | | Godot | ||
| + | | MIT | ||
| + | | [https://www.lfs.net/forum/thread/106812-Godot-InSim LFS Forum], [https://gitlab.com/godot-insim/godot_insim GitLab] | ||
| + | |} | ||
| + | |||
| + | == InSim reference == | ||
| + | |||
| + | The following is a complete list of available InSim packets, as of LFS 0.8B (InSim version 10). | ||
| + | |||
| + | {| border="0" style="border: 1px solid #000000; background-color: #FAFAFA;" width="600" | ||
| + | ! colspan="3" style="background-color: #0066CC; color:#FFFFFF;" |'''Packet Reference''' | ||
| + | |- style="background-color: #DFDFDF;" | ||
| + | ! style="border: 1px solid #000000;" | Packet | ||
| + | ! style="border: 1px solid #000000;" | Description | ||
| + | ! style="border: 1px solid #000000;" | Type | ||
| + | |- | ||
| + | ! colspan="3" | '''Initialisation''' | ||
| + | |- | ||
| + | | [[IS_ISI]] || InSim initialisation || Instruction | ||
| + | |- | ||
| + | ! colspan="3" | '''Version Information''' | ||
| + | |- | ||
| + | | [[IS_VER]] || Version information || Info | ||
| + | |- | ||
| + | ! colspan="3" | '''General Purpose''' | ||
| + | |- | ||
| + | | [[IS_TINY]] || General purpose 4-byte packet (no data) || Both | ||
| + | |- | ||
| + | | [[IS_SMALL]] || General purpose 8-byte packet (4-byte value) || Both | ||
| + | |- | ||
| + | | [[IS_TTC]] || General purpose 8-byte packet (UCID + three 1-byte values) || Instruction | ||
| + | |- | ||
| + | ! colspan="3" | '''State Reporting and Requests''' | ||
| + | |- | ||
| + | | [[IS_STA]] || Sent when the game state changes || Info | ||
| + | |- | ||
| + | | [[IS_SFP]] || Send to set various game states || Instruction | ||
| + | |- | ||
| + | | [[IS_ISM]] || Sent when a host is started or joined || Info | ||
| + | |- | ||
| + | ! colspan="3" | '''Text Messages and Key Presses''' | ||
| + | |- | ||
| + | | [[IS_SCH]] || Send a single character or key press || Instruction | ||
| + | |- | ||
| + | | [[IS_MSO]] || Text messages sent by the game || Info | ||
| + | |- | ||
| + | | [[IS_III]] || User message sent to host InSim || Info | ||
| + | |- | ||
| + | | [[IS_MST]] || Send a message or command to LFS || Instruction | ||
| + | |- | ||
| + | | [[IS_MTC]] || Send a message to a connection or player || Instruction | ||
| + | |- | ||
| + | | [[IS_MSX]] || Send a message (longer than [[IS_MST]]) || Instruction | ||
| + | |- | ||
| + | | [[IS_MSL]] || Send a message to the local game client || Instruction | ||
| + | |- | ||
| + | ! colspan="3" | '''Voting''' | ||
| + | |- | ||
| + | | [[IS_VTN]] || Notification for player votes (restart race, qualify, etc.) || Info | ||
| + | |- | ||
| + | ! colspan="3" | '''Race Tracking''' | ||
| + | |- | ||
| + | | [[IS_RST]] || Session information || Info | ||
| + | |- | ||
| + | | [[IS_REO]] || Grid order (info or instruction) || Both | ||
| + | |- | ||
| + | ! colspan="3" | '''Autocross''' | ||
| + | |- | ||
| + | | [[IS_AXI]] || Autocross layout information || Info | ||
| + | |- | ||
| + | | [[IS_AXO]] || Autocross object hit || Info | ||
| + | |- | ||
| + | | [[IS_UCO]] || InSim checkpoint/circle report || Info | ||
| + | |- | ||
| + | | [[IS_OCO]] || Object control || Instruction | ||
| + | |- | ||
| + | | [[IS_AXM]] || Autocross info for multiple objects || Both | ||
| + | |- | ||
| + | ! colspan="3" | '''Connection Tracking''' | ||
| + | |- | ||
| + | | [[IS_NCN]] || New connection joined the server || Info | ||
| + | |- | ||
| + | | [[IS_CNL]] || Connection left the server || Info | ||
| + | |- | ||
| + | | [[IS_CPR]] || Player changed name || Info | ||
| + | |- | ||
| + | | [[IS_ACR]] || Admin command report || Info | ||
| + | |- | ||
| + | | [[IS_NCI]] || New connection with extra info (for host) || Info | ||
| + | |- | ||
| + | | [[IS_SLC]] || Connection selected a car || Info | ||
| + | |- | ||
| + | | [[IS_CIM]] || Connection's interface mode changed || Info | ||
| + | |- | ||
| + | ! colspan="3" | '''Car Tracking''' | ||
| + | |- | ||
| + | | [[IS_NPL]] || Player joining the race or leaving pits || Info | ||
| + | |- | ||
| + | | [[IS_PLP]] || Player pitted (garage screen) || Info | ||
| + | |- | ||
| + | | [[IS_PLL]] || Player left (spectated or removed from the race) || Info | ||
| + | |- | ||
| + | | [[IS_LAP]] || Lap completed || Info | ||
| + | |- | ||
| + | | [[IS_SPX]] || Split line crossed || Info | ||
| + | |- | ||
| + | | [[IS_PIT]] || Pit stop information || Info | ||
| + | |- | ||
| + | | [[IS_PSF]] || Pit stop finished || Info | ||
| + | |- | ||
| + | | [[IS_PLA]] || Car entered or left the pit lane || Info | ||
| + | |- | ||
| + | | [[IS_PEN]] || Penalty given or cleared || Info | ||
| + | |- | ||
| + | | [[IS_TOC]] || Driver swap || Info | ||
| + | |- | ||
| + | | [[IS_FLG]] || Player shown flag || Info | ||
| + | |- | ||
| + | | [[IS_PFL]] || Player flags changed (help/settings flags) || Info | ||
| + | |- | ||
| + | | [[IS_FIN]] || Player finished the race || Info | ||
| + | |- | ||
| + | | [[IS_RES]] || Player result confirmed || Info | ||
| + | |- | ||
| + | | [[IS_NLP]] || Player's current position, lap, and node information || Info | ||
| + | |- | ||
| + | | [[IS_MCI]] || Car info for multiple cars (more detailed than [[IS_NLP]]) || Info | ||
| + | |- | ||
| + | | [[IS_CRS]] || Car reset || Info | ||
| + | |- | ||
| + | | [[IS_CON]] || Collision report for contact between cars || Info | ||
| + | |- | ||
| + | | [[IS_OBH]] || Collision report for contact between a car and an object || Info | ||
| + | |- | ||
| + | | [[IS_HLV]] || Hotlap validity violation report || Info | ||
| + | |- | ||
| + | | [[IS_CSC]] || Car state changed || Info | ||
| + | |- | ||
| + | ! colspan="3" | '''Camera Control''' | ||
| + | |- | ||
| + | | [[IS_SCC]] || Set car camera || Instruction | ||
| + | |- | ||
| + | | [[IS_CPP]] || Set the camera position, or receive the current camera position || Both | ||
| + | |- | ||
| + | ! colspan="3" | '''Replay Control''' | ||
| + | |- | ||
| + | | [[IS_RIP]] || Load and/or set replay position, or get replay information || Both | ||
| + | |- | ||
| + | ! colspan="3" | '''Screenshots''' | ||
| + | |- | ||
| + | | [[IS_SSH]] || Take a screenshot, or get a screenshot report || Both | ||
| + | |- | ||
| + | ! colspan="3" | '''InSim Buttons''' | ||
| + | |- | ||
| + | | [[IS_BFN]] || Delete InSim buttons, or receive button requests || Both | ||
| + | |- | ||
| + | | [[IS_BTN]] || Shows a button on a local or remote screen || Instruction | ||
| + | |- | ||
| + | | [[IS_BTC]] || Sent when a user clicks a button || Info | ||
| + | |- | ||
| + | | [[IS_BTT]] || Sent after typing text into a button || Info | ||
| + | |- | ||
| + | ! colspan="3" | '''AI Control''' | ||
| + | |- | ||
| + | | [[IS_AIC]] || Set AI control value || Instruction | ||
| + | |- | ||
| + | | [[IS_AII]] || Info about AI car || Info | ||
| + | |- | ||
| + | ! colspan="3" | '''Other packets''' | ||
| + | |- | ||
| + | | [[IS_MOD]] || Set screen mode || Instruction | ||
| + | |- | ||
| + | | [[IS_CCH]] || Camera changed || Info | ||
| + | |- | ||
| + | | [[IS_PLC]] || Sets a player's allowed cars || Instruction | ||
| + | |- | ||
| + | | [[IS_HCP]] || Sets car handicaps || Instruction | ||
| + | |- | ||
| + | | [[IS_JRR]] || Approve/reject player joining, spawn/reset/teleport car || Instruction | ||
| + | |- | ||
| + | | [[IS_MAL]] || Sets allowed mods on the current host || Both | ||
| + | |- | ||
| + | | [[IS_PLH]] || Sets player handicaps || Both | ||
| + | |- | ||
| + | | [[IS_IPB]] || Sets IP bans || Both | ||
| + | |} | ||
| + | |||
| + | You can also reference the [[InSim enumerations]] and [[InSim structs]] used in the various packets. | ||
| + | |||
| + | == InSim examples == | ||
How you go about creating an InSim connection is of course dependent on which programming language you are using, but here we make an attempt to document the process with some examples from the popular [http://www.python.org/ Python programming language]. As mentioned above any language capable of making a socket connection can be used to interface with LFS, however the principle remain the same regardless. | How you go about creating an InSim connection is of course dependent on which programming language you are using, but here we make an attempt to document the process with some examples from the popular [http://www.python.org/ Python programming language]. As mentioned above any language capable of making a socket connection can be used to interface with LFS, however the principle remain the same regardless. | ||
| Line 28: | Line 288: | ||
=== Initialising InSim === | === Initialising InSim === | ||
| − | After establishing the connection we must initialise the InSim system by sending the [[IS_ISI]] packet. Before we can do this however we must first intitailse InSim within LFS itself. To do this start the game and enter the chat command | + | After establishing the connection we must initialise the InSim system by sending the [[IS_ISI]] packet. Before we can do this however we must first intitailse InSim within LFS itself. To do this start the game and enter the chat command {{Kbd|/insim 29999}}. The port number used can be any valid port, but 29999 generally tends to be the accepted default. |
Here is the definition for the [[IS_ISI]] packet from [[InSim.txt]]. | Here is the definition for the [[IS_ISI]] packet from [[InSim.txt]]. | ||
| Line 50: | Line 310: | ||
};</pre></big> | };</pre></big> | ||
| − | Each InSim packet begins with a header, consisting of 4 bytes. The first byte is the size of the packet, followed by the packet type from the ISP_ enumeration, and then the ReqI (standing for Request Id). Whenever a request is made to LFS the value of the ReqI must be set to non-zero, whereby LFS will reply with the same value set in the ReqI of the requested packet. Finally the fourth byte varies depending on the type of packet in question, which in this case is blank. | + | Each InSim packet begins with a header, consisting of 4 bytes. The first byte is the size of the packet, followed by the packet type from the ISP_ enumeration, and then the {{var|ReqI}} (standing for Request Id). Whenever a request is made to LFS the value of the {{var|ReqI}} must be set to non-zero, whereby LFS will reply with the same value set in the {{var|ReqI}} of the requested packet. Finally the fourth byte varies depending on the type of packet in question, which in this case is blank. |
As you can see the [[IS_ISI]] packet contains various options and flags that are used when initialising the InSim system. We must pack this data into a binary formatted string to send it to LFS. | As you can see the [[IS_ISI]] packet contains various options and flags that are used when initialising the InSim system. We must pack this data into a binary formatted string to send it to LFS. | ||
| Line 160: | Line 420: | ||
You can see [[InSim_examples#Example_.231|the full example]] of this code as well as others on the [[InSim examples]] page. | You can see [[InSim_examples#Example_.231|the full example]] of this code as well as others on the [[InSim examples]] page. | ||
| − | + | [[Category:InSim| ]] | |
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Latest revision as of 22:32, 10 February 2026
InSim is a protocol which allows an external program to communicate with Live for Speed. It allows you to create a socket connection with the game and to send and receive packets of data. The InSim protocol describes how each of these packets is formatted, and any programming language which can create a network connection and send and receive strings of binary data can interface with it.
The official documentation is included in the file InSim.txt, found in the games docs folder. It consists of a C++ header file that contains the definition for each packet, as well as comments from Scawen as to how each should be used. The documentation here is intended as an ancillary to this file.
UDP vs TCP
InSim supports both UDP and TCP connections. In UDP mode only a single connection can be made, however up to eight connections can be made to the game in TCP. Whether connected in TCP or UDP, it's possible to specify a separate UDP socket for receiving car position updates, such as IS_MCI and IS_NLP.
InSim libraries
Of course as the old adage goes you shouldn't try to reinvent the wheel (unless you're trying to learn more about wheels) and there are several mature InSim libraries available for use in your own code.
| InSim Libraries | ||||
|---|---|---|---|---|
| Library | Platform | License | Webpage / repo / download | |
| LFSLib | .NET Framework | GPL | Project page | |
| LFS_External | .NET Framework | Freeware | LFS Forum | |
| JInSim | Java | Mozilla | LFS Forum | |
| pyinsim | Python | LGPL | LFS Forum | |
| CInSim | C/C++ | Freeware | LFS Forum | |
| phplfs | PHP5 | Apache License V2.0 | Project page | |
| PRISM | PHP7 | MIT | LFS Forum | |
| InSim.NET | .NET Framework | LGPL | LFS Forum | |
| insim.rs | Rust | MIT | GitHub, Documentation, Crates.io, LFS Forum | |
| PIE | PHP7 | Freeware | LFS Forum | |
| Node InSim | Node.js | MIT | LFS Forum, GitHub, NPM | |
| ktinsim | Kotlin | MIT | LFS Forum, GitHub | |
| Godot InSim | Godot | MIT | LFS Forum, GitLab | |
InSim reference
The following is a complete list of available InSim packets, as of LFS 0.8B (InSim version 10).
| Packet Reference | ||
|---|---|---|
| Packet | Description | Type |
| Initialisation | ||
| IS_ISI | InSim initialisation | Instruction |
| Version Information | ||
| IS_VER | Version information | Info |
| General Purpose | ||
| IS_TINY | General purpose 4-byte packet (no data) | Both |
| IS_SMALL | General purpose 8-byte packet (4-byte value) | Both |
| IS_TTC | General purpose 8-byte packet (UCID + three 1-byte values) | Instruction |
| State Reporting and Requests | ||
| IS_STA | Sent when the game state changes | Info |
| IS_SFP | Send to set various game states | Instruction |
| IS_ISM | Sent when a host is started or joined | Info |
| Text Messages and Key Presses | ||
| IS_SCH | Send a single character or key press | Instruction |
| IS_MSO | Text messages sent by the game | Info |
| IS_III | User message sent to host InSim | Info |
| IS_MST | Send a message or command to LFS | Instruction |
| IS_MTC | Send a message to a connection or player | Instruction |
| IS_MSX | Send a message (longer than IS_MST) | Instruction |
| IS_MSL | Send a message to the local game client | Instruction |
| Voting | ||
| IS_VTN | Notification for player votes (restart race, qualify, etc.) | Info |
| Race Tracking | ||
| IS_RST | Session information | Info |
| IS_REO | Grid order (info or instruction) | Both |
| Autocross | ||
| IS_AXI | Autocross layout information | Info |
| IS_AXO | Autocross object hit | Info |
| IS_UCO | InSim checkpoint/circle report | Info |
| IS_OCO | Object control | Instruction |
| IS_AXM | Autocross info for multiple objects | Both |
| Connection Tracking | ||
| IS_NCN | New connection joined the server | Info |
| IS_CNL | Connection left the server | Info |
| IS_CPR | Player changed name | Info |
| IS_ACR | Admin command report | Info |
| IS_NCI | New connection with extra info (for host) | Info |
| IS_SLC | Connection selected a car | Info |
| IS_CIM | Connection's interface mode changed | Info |
| Car Tracking | ||
| IS_NPL | Player joining the race or leaving pits | Info |
| IS_PLP | Player pitted (garage screen) | Info |
| IS_PLL | Player left (spectated or removed from the race) | Info |
| IS_LAP | Lap completed | Info |
| IS_SPX | Split line crossed | Info |
| IS_PIT | Pit stop information | Info |
| IS_PSF | Pit stop finished | Info |
| IS_PLA | Car entered or left the pit lane | Info |
| IS_PEN | Penalty given or cleared | Info |
| IS_TOC | Driver swap | Info |
| IS_FLG | Player shown flag | Info |
| IS_PFL | Player flags changed (help/settings flags) | Info |
| IS_FIN | Player finished the race | Info |
| IS_RES | Player result confirmed | Info |
| IS_NLP | Player's current position, lap, and node information | Info |
| IS_MCI | Car info for multiple cars (more detailed than IS_NLP) | Info |
| IS_CRS | Car reset | Info |
| IS_CON | Collision report for contact between cars | Info |
| IS_OBH | Collision report for contact between a car and an object | Info |
| IS_HLV | Hotlap validity violation report | Info |
| IS_CSC | Car state changed | Info |
| Camera Control | ||
| IS_SCC | Set car camera | Instruction |
| IS_CPP | Set the camera position, or receive the current camera position | Both |
| Replay Control | ||
| IS_RIP | Load and/or set replay position, or get replay information | Both |
| Screenshots | ||
| IS_SSH | Take a screenshot, or get a screenshot report | Both |
| InSim Buttons | ||
| IS_BFN | Delete InSim buttons, or receive button requests | Both |
| IS_BTN | Shows a button on a local or remote screen | Instruction |
| IS_BTC | Sent when a user clicks a button | Info |
| IS_BTT | Sent after typing text into a button | Info |
| AI Control | ||
| IS_AIC | Set AI control value | Instruction |
| IS_AII | Info about AI car | Info |
| Other packets | ||
| IS_MOD | Set screen mode | Instruction |
| IS_CCH | Camera changed | Info |
| IS_PLC | Sets a player's allowed cars | Instruction |
| IS_HCP | Sets car handicaps | Instruction |
| IS_JRR | Approve/reject player joining, spawn/reset/teleport car | Instruction |
| IS_MAL | Sets allowed mods on the current host | Both |
| IS_PLH | Sets player handicaps | Both |
| IS_IPB | Sets IP bans | Both |
You can also reference the InSim enumerations and InSim structs used in the various packets.
InSim examples
How you go about creating an InSim connection is of course dependent on which programming language you are using, but here we make an attempt to document the process with some examples from the popular Python programming language. As mentioned above any language capable of making a socket connection can be used to interface with LFS, however the principle remain the same regardless.
Creating a connection
First of all we must establish a socket connection with the game, in this case in TCP.
# Import Python's socket module.
import socket
# Initialise the socket in TCP mode.
sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
# Connect to LFS.
sock.connect(('localhost', 29999))
Initialising InSim
After establishing the connection we must initialise the InSim system by sending the IS_ISI packet. Before we can do this however we must first intitailse InSim within LFS itself. To do this start the game and enter the chat command /insim 29999. The port number used can be any valid port, but 29999 generally tends to be the accepted default.
Here is the definition for the IS_ISI packet from InSim.txt.
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
};
Each InSim packet begins with a header, consisting of 4 bytes. The first byte is the size of the packet, followed by the packet type from the ISP_ enumeration, and then the ReqI (standing for Request Id). Whenever a request is made to LFS the value of the ReqI must be set to non-zero, whereby LFS will reply with the same value set in the ReqI of the requested packet. Finally the fourth byte varies depending on the type of packet in question, which in this case is blank.
As you can see the IS_ISI packet contains various options and flags that are used when initialising the InSim system. We must pack this data into a binary formatted string to send it to LFS.
# Import Python's struct module, which allows us to pack and unpack strings.
import struct
# Pack the IS_ISI data into a string.
isi = struct.pack('BBBBHHBcH16s16s',
44, # Size
1, # Type
1, # ReqI
0, # Zero
0, # UDPPort
0, # Flags
0, # Sp0
' ', # Prefix
0, # Interval
'password', # Admin
'MyProgram',) # IName
# Send the string to InSim
sock.send(isi)
Receiving Data
After creating the connection and initialising InSim we must then setup the packet receive loop. As data in TCP mode is sent as a constant stream of data, multiple packets may arrive in a single receive call and some packets may arrive incomplete. This means we must store all incoming data in a buffer and then read each packet out when we are sure it is complete.
# We use a string as the buffer.
buffer = ''
while True:
# Receive up to 1024 bytes of data.
data = sock.recv(1024)
# If no data is received the connection has closed.
if data:
# Append received data onto the buffer.
buffer += data
# Loop through each completed packet in the buffer. The first byte of
# each packet is the packet size, so check that the length of the
# buffer is at least the size of the first packet.
while len(buffer) > 0 and len(buffer) > ord(buffer[0]):
# Copy the packet from the buffer.
packet = buffer[:ord(buffer[0])]
# Remove the packet from the buffer.
buffer = buffer[ord(buffer[0]):]
# The packet is now complete! :)
# doSomethingWithPacket(packet)
else:
break
# Release the socket.
sock.close()
Unpacking Packets
Once we have received the packet data as a binary formatted string, we then have to unpack this data into a format which is useful to us. In our previous example when we sent the IS_ISI initailisation packet, we set the ReqI to non-zero, meaning that LFS responded with an IS_VER version packet, however we didn't do anything with it. Firstly lets look at the definition for the IS_VER packet from InSim.txt.
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
};
Now lets look at how we would unpack that data in Python.
# Import Python's struct module.
import struct
# Unpack the binary formatted packet data into the values we need.
size, type, reqi, zero, version, product, insimver = struct.unpack('BBBB8s6sH', packet)
# Check the InSim version.
if insimver != 4:
print 'Invalid InSim version!'
sock.close()
Keep Alive
In order to keep the connection open LFS will send a "keep alive" packet every 30 or so seconds. This packet is an IS_TINY with a SubT (sub-type) of TINY_NONE. We must respond to this packet every time it is received in order to prevent the connection with InSim from timing-out.
# Some constants.
ISP_TINY = 3
TINY_NONE = 0
# Check the packet type.
if ord(packet[1]) == ISP_TINY:
# Unpack the packet data.
tiny = struct.unpack('BBBB', packet)
# Check the SubT.
if tiny[3] == TINY_NONE:
# Send the keep alive packet back to LFS.
sock.send(packet)
Further examples
You can see the full example of this code as well as others on the InSim examples page.