NetBSD/games/hunt/README.protocol

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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 $