diff options
author | David Leonard <d@cvs.openbsd.org> | 1999-12-12 14:51:04 +0000 |
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committer | David Leonard <d@cvs.openbsd.org> | 1999-12-12 14:51:04 +0000 |
commit | c6c94fa03aa77582cc1d8b8c435eabc2f35e5572 (patch) | |
tree | 62777dbf0472e4fbb634bbe4eb744b58739539f4 /games/hunt | |
parent | dd99647fa035ed7d34bb776beb49df43a0e56079 (diff) |
describe the hunt client-server protocol. reviewed by pjanzen@
Diffstat (limited to 'games/hunt')
-rw-r--r-- | games/hunt/README.protocol | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/games/hunt/README.protocol b/games/hunt/README.protocol new file mode 100644 index 00000000000..b60b5466f95 --- /dev/null +++ b/games/hunt/README.protocol @@ -0,0 +1,272 @@ + +THE HUNT PROTOCOL +================= + +These are some notes on the traditional INET protocol between hunt(6) and +huntd(6) as divined from the source code. + +(In the original hunt, AF_UNIX sockets were used, but they are not +considered here.) + +The game of hunt is played with one server and several clients. The clients +act as dumb 'graphics' clients in that they mostly only ever relay the +user's keystrokes to the server, and the server usually only ever sends +screen-drawing commands to the client. ie, the server does all the work. + +The game server (huntd) listens on three different network ports which +I'll refer to as W, S and P, described as follows: + + W well known UDP port (26740, or 'udp/hunt' in netdb) + S statistics TCP port + P game play TCP port + +The protocol on each port is different and are described separately in +the following sections. + +Lines starting with "C:" and "S:" will indicate messages sent from the +client (hunt) or server (huntd) respectively. + +W - well known port +------------------- + This server port is used only to query simple information about the + game such as the port numbers of the other two ports (S and P), + and to find out how many players are still in the game. + + All datagrams sent to (and possibly from) this UDP port consist of + a single unsigned 16-bit integer, encoded in network byte order. + + Server response datagrams should be sent to the source address + of the client request datagrams. + + It is not useful to run multiple hunt servers on the one host + interface, each of which perhaps listen to the well known port and + respond appropriately. This is because clients will not be able to + disambiguate which game is which. + + It is reasonable (and expected) to have servers listen to a + broadcast or multicast network address and respond, since the + clients can extract a particular server's network address from + the reply packet's source field. + + Player port request + + A client requests the game play port P with the C_PLAYER message. + This is useful for clients broadcasting for any available games. eg: + + C: {uint16: 0 (C_PLAYER)} + S: {uint16: P (TCP port number for the game play port)} + + The TCP address of the game play port should be formed from the + transmitted port number and the source address as received by + the client. + + Monitor port request + + A client can request the game play port P with the C_MONITOR message. + However, the server will NOT reply if there are no players in + the game. This is useful for broadcasting for 'active' games. eg: + + C: {uint16: 1 (C_MONITOR)} + S: {uint16: P (TCP port number for the game play port)} + + Message port request + + If the server receives the C_MESSAGE message it will + respond with the number of players currently in its game, unless + there are 0 players, in which case it remains silent. This + is used when a player wishes to send a text message to all other + players, but doesn't want to connect if the game is over. eg: + + C: {uint16: 2 (C_MESSAGE)} + S: {uint16: n (positive number of players)} + + Statistics port request + + The server's statistics port is queried with the C_SCORES message. + eg: + + C: {uint16: 3 (C_SCORES)} + S: {uint16: S (TCP port number for the statistics port)} + + +S - statistics port +------------------- + The statistics port accepts a TCP connection, and keeps + it alive for long enough to send a text stream to the client. + This text consists of the game statistics. Lines in the + text message are terminated with the \n (LF) character. + + C: <connect> + S: <accept> + S: {char[]: lines of text, each terminated with <LF>} + S: <close> + + The client is not to send any data to the server with this + connection. + +P - game play port +------------------ + This port provides the TCP channel for the main game play between + the client and the server. + + All integers are unsigned, 32-bit and in network byte order. + All fixed sized octet strings are ASCII encoded, NUL terminated. + + Initial connection + + The initial setup protocol between the client and server is as follows. + The client sends some of its own details, and then the server replies + with the version number of the server (currently (uint32)-1). + + C: <connect> + S: <accept> + C: {uint32: uid} + C: {char[20]: name} + C: {char[1]: team} + C: {uint32: 'enter status'} + C: {char[20]: ttyname} + C: {uint32: 'connect mode'} + S: {uint32: server version (-1)} + + If the 'connect mode' is C_MESSAGE (2) then the server will wait + for a single packet (no longer than 1024 bytes) containing + a text message to be displayed to all players. (The message is not + nul-terminated.) + + C: {char[]: client's witty message of abuse} + S: <close> + + The only other valid 'connect mode's are C_MONITOR and C_PLAYER. + The server will attempt to allocate a slot for the client. + If allocation fails, the server will reply immediately with + "Too many monitors\n" or "Too many players\n', e.g.: + + S: Too many players<LF> + S: <close> + + The 'enter status' integer is one of the following: + + 1 (Q_CLOAK) the player wishes to enter cloaked + 2 (Q_FLY) the player wishes to enter flying + 3 (Q_SCAN) the player wishes to enter scanning + + Any other value indicates that the player wishes to enter in + 'normal' mode. + + A team value of 32 (space character) means no team, otherwise + it is the ASCII value of a team's symbol. + + On successful allocation, the server will immediately enter the + following phase of the protocol. + + Game play protocol + + The client provides a thin 'graphical' client to the server, and + only ever relays keystrokes typed by the user: + + C: {char[]: user keystrokes} + + Each character must be sent by the client as soon as it is typed. + + + The server only ever sends screen drawing commands to the client. + The server assumes the initial state of the client is a clear + 80x24 screen with the cursor at the top left (position y=0, x=0) + + Literal character 225 (ADDCH) + + S: {uint8: 225} {uint8: c} + + The client must draw the character with ASCII value c + at the cursor position, then advance the cursor to the right. + If the cursor goes past the rightmost column of the screen, + it wraps, moving to the first column of the next line down. + The cursor should never be advanced past the bottom row. + + (ADDCH is provided as an escape prefix.) + + Cursor motion 237 (MOVE) + + S: {uint8: 237} {uint8: y} {uint8: x} + + The client must move its cursor to the absolute screen + location y, x, where y=0 is the top of the screen and + x=0 is the left of the screen. + + Refresh screen 242 (REFRESH) + + S: {uint8: 242} + + This indicates to the client that a burst of screen + drawing has ended. Typically the client will flush its + own drawing output so that the user can see the results. + + Refreshing is the only time that the client must + ensure that the user can see the current screen. (This + is intended for use with curses' refresh() function.) + + Clear to end of line 227 (CLRTOEOL) + + S: {uint8: 227} + + The client must replace all columns underneath and + to the right of the cursor (on the one row) with + space characters. The cursor must not move. + + End game 229 (ENDWIN) + + S: {uint8: 229} {uint8: 32} + S,C: <close> + + S: {uint8: 229} {uint8: 236} + S,C: <close> + + The client and server must immediately close the connection. + The client should also refresh the screen. + If the second octet is 236 (LAST_PLAYER), then + the client should give the user an opportunity to quickly + re-enter the game. Otherwise the client should quit. + + Clear screen 195 (CLEAR) + + S: {uint8: 195} + + The client must erase all characters from the screen + and move the cursor to the top left (x=0, y=0). + + Redraw screen 210 (REDRAW) + + S: {uint8: 210} + + The client should attempt to re-draw its screen. + + Audible bell 226 (BELL) + + S: {uint8: 226} + + The client should generate a short audible tone for + the user. + + Server ready 231 (READY) + + S: {uint8: 231} {uint8: n} + + The client must refresh its screen. + + The server indicates to the client that it has + processed n of its characters in order, and is ready + for more commands. This permits the client to + synchronise user actions with server responses if need be. + + Characters other than the above. + + S: {uint8: c} + + The client must draw the character with ASCII value c + in the same way as if it were preceded with ADDCH + (see above). + + +David Leonard, 1999. + +$OpenBSD: README.protocol,v 1.1 1999/12/12 14:51:03 d Exp $ |