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Here is an attempt to reference the complete InSim protocol. | Here is an attempt to reference the complete InSim protocol. |
Revision as of 08:51, 28 July 2024
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 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.
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 | ? | LFS Forum, GitHub |
InSim reference
Here is an attempt to reference the complete InSim protocol.
Packet Reference | ||
---|---|---|
Packet | Description | Type |
Initialisation | ||
IS_ISI | InSim initialisation | Instruction |
General Purpose | ||
IS_TINY | General purpose 4 byte packet | Both |
IS_SMALL | General purpose 8 byte packet | Both |
Version request | ||
IS_VER | Version information | Info |
State Reporting and Requests | ||
IS_STA | Sent whenever the game state changes | Info |
IS_SFP | Send to set various state options | Instruction |
Screen Mode | ||
IS_MOD | Send to change screen mode | Instruction |
Text Messages and Key Presses | ||
IS_MSO | System and user messages sent from LFS | Info |
IS_III | User messages to host InSim | Info |
IS_MST | Send LFS a message or command (64 characters) | Instruction |
IS_MSX | Extended version of IS_MST (96 characters), not for commands | Instruction |
IS_MSL | Send message to local game client | Instruction |
IS_MTC | Send message to specific connection or player | Instruction |
IS_SCH | Send single character or key press | Instruction |
Multiplayer Notification | ||
IS_ISM | Sent when starting or joining a host | Info |
IS_NCI | Sent when host admin password is set, contains user IP and language data | Info |
Vote Notify | ||
IS_VTN | Notify of player vote (restart race, qualify etc..) | Info |
Race Tracking | ||
IS_RST | Race starting or restarting | Info |
IS_NCN | New connection joining server | Info |
IS_SLC | to report changes in car state (currently start or stop) | Info |
IS_CSC | reports a connection's currently selected car | Info |
IS_CNL | Connection left server | Info |
IS_CPR | Player changed name | Info |
IS_NPL | New player joining race, or leaving pits | Info |
IS_MAL | Allowed Mods - Set/Clear allowed mods (by skinID) in the server | Info |
IS_PLP | Player pits (gone to garage screen) | Info |
IS_PLL | Player left race (gone to spectate) | Info |
IS_CRS | Car reset (pressed space bar) | Info |
IS_JRR | can be used to reset or start a car at a specified location | Instruction |
IS_LAP | Lap time completed | Info |
IS_SPX | Split time completed | Info |
IS_PIT | Pit stop started (at pit box) | Info |
IS_PSF | Pit stop finished | Info |
IS_PLA | Player entered pit lane (to pit or serve penalty) | Info |
IS_CHH | Camera view changed (chase view, custom view etc..) | Info |
IS_PEN | Penalty given or cleated | Info |
IS_TOC | Player taken over another car (driver swap) | Info |
IS_FLG | Player shown flag (yellow or blue) | Info |
IS_PFL | Player flags changed (auto-gears, auto-clutch etc..) | Info |
IS_FIN | Player finished race (crossed finish line) | Info |
IS_RES | Player result awarded, confirmed finish | Info |
IS_REO | Reorder starting grid | Both |
Autocross | ||
IS_AXI | Autocross layout loaded | Info |
IS_AXO | Player hit autocross object | Info |
IS_OCO | can be used to override specific or all start lights | Instruction |
IS_UCO | sends info about InSim checkpoints and circles | Info |
Car Tracking | ||
IS_NLP | Players current node, lap and race position | Info |
IS_MCI | More detailed version of IS_NLP, world-coordinates, speed, angle and heading | Info |
Camera Control | ||
IS_SCC | Set viewed car and select camera | Instruction |
IS_CPP | Set full camera position | Instruction |
Replay Control | ||
IS_RIP | Load replay and move to specific destination | Instruction |
Screenshots | ||
IS_SSH | Take a screenshot | Instruction |
InSim Buttons | ||
IS_BFN | Delete a button or all buttons | Instruction |
IS_BTN | Send a button to the screen | Instruction |
IS_BTC | Sent when a button is clicked | Info |
IS_BTT | Sent when text is entered | Info |