xref: /dragonfly/games/hunt/README.protocol (revision 86d7f5d305c6adaa56ff4582ece9859d73106103)
1
2THE HUNT PROTOCOL
3=================
4
5These are some notes on the traditional INET protocol between hunt(6) and
6huntd(6) as divined from the source code.
7
8(In the original hunt, AF_UNIX sockets were used, but they are not
9considered here.)
10
11The game of hunt is played with one server and several clients. The clients
12act as dumb 'graphics' clients in that they mostly only ever relay the
13user's keystrokes to the server, and the server usually only ever sends
14screen-drawing commands to the client. ie, the server does all the work.
15
16The game server (huntd) listens on three different network ports which
17I'll refer to as W, S and P, described as follows:
18
19          W         well known UDP port (26740, or 'udp/hunt' in netdb)
20          S         statistics TCP port
21          P         game play TCP port
22
23The protocol on each port is different and are described separately in
24the following sections.
25
26Lines starting with "C:" and "S:" will indicate messages sent from the
27client (hunt) or server (huntd) respectively.
28
29W - well known port
30-------------------
31          This server port is used only to query simple information about the
32          game such as the port numbers of the other two ports (S and P),
33          and to find out how many players are still in the game.
34
35          All datagrams sent to (and possibly from) this UDP port consist of
36          a single unsigned 16-bit integer, encoded in network byte order.
37
38          Server response datagrams should be sent to the source address
39          of the client request datagrams.
40
41          It is not useful to run multiple hunt servers on the one host
42          interface, each of which perhaps listen to the well known port and
43          respond appropriately. This is because clients will not be able to
44          disambiguate which game is which.
45
46          It is reasonable (and expected) to have servers listen to a
47          broadcast or multicast network address and respond, since the
48          clients can extract a particular server's network address from
49          the reply packet's source field.
50
51    Player port request
52
53          A client requests the game play port P with the C_PLAYER message.
54          This is useful for clients broadcasting for any available games. eg:
55
56                    C: {uint16: 0 (C_PLAYER)}
57                    S: {uint16: P (TCP port number for the game play port)}
58
59          The TCP address of the game play port should be formed from the
60          transmitted port number and the source address as received by
61          the client.
62
63    Monitor port request
64
65          A client can request the game play port P with the C_MONITOR message.
66          However, the server will NOT reply if there are no players in
67          the game. This is useful for broadcasting for 'active' games. eg:
68
69                    C: {uint16: 1 (C_MONITOR)}
70                    S: {uint16: P (TCP port number for the game play port)}
71
72    Message port request
73
74          If the server receives the C_MESSAGE message it will
75          respond with the number of players currently in its game, unless
76          there are 0 players, in which case it remains silent. This
77          is used when a player wishes to send a text message to all other
78          players, but doesn't want to connect if the game is over. eg:
79
80                    C: {uint16: 2 (C_MESSAGE)}
81                    S: {uint16: n (positive number of players)}
82
83    Statistics port request
84
85          The server's statistics port is queried with the C_SCORES message.
86          eg:
87
88                    C: {uint16: 3 (C_SCORES)}
89                    S: {uint16: S (TCP port number for the statistics port)}
90
91
92S - statistics port
93-------------------
94          The statistics port accepts a TCP connection, and keeps
95          it alive for long enough to send a text stream to the client.
96          This text consists of the game statistics. Lines in the
97          text message are terminated with the \n (LF) character.
98
99                    C: <connect>
100                    S: <accept>
101                    S: {char[]: lines of text, each terminated with <LF>}
102                    S: <close>
103
104          The client is not to send any data to the server with this
105          connection.
106
107P - game play port
108------------------
109          This port provides the TCP channel for the main game play between
110          the client and the server.
111
112          All integers are unsigned, 32-bit and in network byte order.
113          All fixed sized octet strings are ASCII encoded, NUL terminated.
114
115    Initial connection
116
117          The initial setup protocol between the client and server is as follows.
118          The client sends some of its own details, and then the server replies
119          with the version number of the server (currently (uint32)-1).
120
121                    C: <connect>
122                    S: <accept>
123                    C: {uint32:   uid}
124                    C: {char[20]: name}
125                    C: {char[1]:  team}
126                    C: {uint32:   'enter status'}
127                    C: {char[20]: ttyname}
128                    C: {uint32:   'connect mode'}
129                    S: {uint32:   server version (-1)}
130
131          If the 'connect mode' is C_MESSAGE (2) then the server will wait
132          for a single packet (no longer than 1024 bytes) containing
133          a text message to be displayed to all players. (The message is not
134          nul-terminated.)
135
136                    C: {char[]:         client's witty message of abuse}
137                    S: <close>
138
139          The only other valid 'connect mode's are C_MONITOR and C_PLAYER.
140          The server will attempt to allocate a slot for the client.
141          If allocation fails, the server will reply immediately with
142          "Too many monitors\n" or "Too many players\n', e.g.:
143
144                    S: Too many players<LF>
145                    S: <close>
146
147          The 'enter status' integer is one of the following:
148
149                    1 (Q_CLOAK)         the player wishes to enter cloaked
150                    2 (Q_FLY) the player wishes to enter flying
151                    3 (Q_SCAN)          the player wishes to enter scanning
152
153          Any other value indicates that the player wishes to enter in
154          'normal' mode.
155
156          A team value of 32 (space character) means no team, otherwise
157          it is the ASCII value of a team's symbol.
158
159          On successful allocation, the server will immediately enter the
160          following phase of the protocol.
161
162    Game play protocol
163
164          The client provides a thin 'graphical' client to the server, and
165          only ever relays keystrokes typed by the user:
166
167                    C: {char[]:         user keystrokes}
168
169          Each character must be sent by the client as soon as it is typed.
170
171
172          The server only ever sends screen drawing commands to the client.
173          The server assumes the initial state of the client is a clear
174          80x24 screen with the cursor at the top left (position y=0, x=0)
175
176              Literal character         225 (ADDCH)
177
178                    S: {uint8: 225} {uint8: c}
179
180                    The client must draw the character with ASCII value c
181                    at the cursor position, then advance the cursor to the right.
182                    If the cursor goes past the rightmost column of the screen,
183                    it wraps, moving to the first column of the next line down.
184                    The cursor should never be advanced past the bottom row.
185
186                    (ADDCH is provided as an escape prefix.)
187
188              Cursor motion   237 (MOVE)
189
190                    S: {uint8: 237} {uint8: y} {uint8: x}
191
192                    The client must move its cursor to the absolute screen
193                    location y, x, where y=0 is the top of the screen and
194                    x=0 is the left of the screen.
195
196              Refresh screen  242 (REFRESH)
197
198                    S: {uint8: 242}
199
200                    This indicates to the client that a burst of screen
201                    drawing has ended. Typically the client will flush its
202                    own drawing output so that the user can see the results.
203
204                    Refreshing is the only time that the client must
205                    ensure that the user can see the current screen. (This
206                    is intended for use with curses' refresh() function.)
207
208              Clear to end of line 227 (CLRTOEOL)
209
210                    S: {uint8: 227}
211
212                    The client must replace all columns underneath and
213                    to the right of the cursor (on the one row) with
214                    space characters. The cursor must not move.
215
216              End game                  229 (ENDWIN)
217
218                    S: {uint8: 229} {uint8: 32}
219                    S,C: <close>
220
221                    S: {uint8: 229} {uint8: 236}
222                    S,C: <close>
223
224                    The client and server must immediately close the connection.
225                    The client should also refresh the screen.
226                    If the second octet is 236 (LAST_PLAYER), then
227                    the client should give the user an opportunity to quickly
228                    re-enter the game. Otherwise the client should quit.
229
230              Clear screen    195 (CLEAR)
231
232                    S: {uint8: 195}
233
234                    The client must erase all characters from the screen
235                    and move the cursor to the top left (x=0, y=0).
236
237              Redraw screen   210 (REDRAW)
238
239                    S: {uint8: 210}
240
241                    The client should attempt to re-draw its screen.
242
243              Audible bell    226 (BELL)
244
245                    S: {uint8: 226}
246
247                    The client should generate a short audible tone for
248                    the user.
249
250              Server ready    231 (READY)
251
252                    S: {uint8: 231} {uint8: n}
253
254                    The client must refresh its screen.
255
256                    The server indicates to the client that it has
257                    processed n of its characters in order, and is ready
258                    for more commands. This permits the client to
259                    synchronise user actions with server responses if need be.
260
261              Characters other than the above.
262
263                    S: {uint8: c}
264
265                    The client must draw the character with ASCII value c
266                    in the same way as if it were preceded with ADDCH
267                    (see above).
268
269
270David Leonard, 1999.
271
272$OpenBSD: README.protocol,v 1.1 1999/12/12 14:51:03 d Exp $
273$DragonFly: src/games/hunt/README.protocol,v 1.1 2008/09/02 21:50:18 dillon Exp $
274