ref: 12cf4e9412b4f11103326f7b4f65445b1b739bc5
dir: /doc/proto.txt/
This is the protocol used in networked games, currently in early alpha state, and is subject to changes; see the following changelog for more info: 2024/04/19: first draft 2024/04/20: second draft, added explict mentioning of winner and loser 2024/04/28: third draft, minor changes 2024/05/06: send WAIT to client who should wait for their turn. 2024/05/13: send ERR WAIT if a client sends messages (other than q or EOF) outside of their turn 2024/05/14: insist upon '\n' on writes, ascii → ASCII ------ notes: currently there isn't a way to select settings or if you'd like to play with AI or human, i'd like to later add a handshake message which allows some degree of customizition while also rejecting connections made by "non-clients" ------ client and server notice each other of events (e.g, a move) using messages messages ALWAYS end in \n (newline, 0xa in ASCII). A session begins with a connection to the server, you will be greeted with: CONN n where n is the connection number; currently, first user gets to play as "the trapper", while the second one plays as "the glenda". there will be a way to select the player you are playing as in next revisions. afterwards, if there is no players are online to play with, you will recieve the following message: WAIT clients SHALL not send any other messages into the connection until the servers sends the next message. once another client have been connected, you will receive: INIT which will indicate a new game has started, followed by one or more lines in the form of: w x y and exactly one: g x y first message (w) means there is an wall in location x, y in the grid. while the other one (g) means glenda's location is in x, y in the grid. once location of glenda and all walls have been sent, you shall recieve: SENT clients afterwards may announce to the user that, the game has started. next, the player whose turn is to play will be sent: TURN while the other player shall wait until their turn and shall be sent: WAIT if client whose turn is to wait, sends a message they will be warned with: ERR WAIT unless the message is q or EOF (0x0 in ASCII), which means the other client is disconnected. "trapper" is expected to put a wall, in a empty (no glenda nor wall there) cell, with the following message: p x y if there is a wall in x, y in the grid, client will be warned with: WALL x y or if glenda is there, GLND x y where x and y is the same as user input, re-printed to aid debugging. "glenda" shall move in one of six directions NE, E, SE, SW, W, and NW (which means, north east, east, south east, south west, west and north west respectively) in the following format: m d where D is one of six direction (NE, E, ...) after a sucessful move both clients are notified with SYNC message; if move have been done by "trapper": SYNC t x y where t is the turn number and x, y are the position of new wall. if "glenda" have been moved: SYNC t d where t is turn number and d is the direction (NE, E, ...). game will contiune until either "glenda" manages to escape the map, or "trapper" sucessfully traps "glenda". if a game has ended or not is decided by the server. clients should not end the game before server tells them to do so, once the game is over, server will report it as: WON or: LOST on the respective players. once a game is finished, server closes connections to both clients. clients willing to play another match must reconnect.