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// MATANZA MACHINE MMP - MMP
//
// This is the master file for the MMP. It is formatted as a C header file to
// make it possible to include it into C programs, but it contains the whole
// documentation on how to implement a compliant server/client.
//
// It should be noted that the MMP is currently in development stage and is
// very likely to change in the future. Keep that in mind when developing your
// clients. Whenever a new change to this specification is added, it will be
// documented at the end of this file. Look there if you were already familiar
// with MMP and just want to see what has changed.
//
// MMP is the protocol Matanza servers and clients talk. It is being designed
// with the following goals:
//
// 1. Making it possible to use Matanza proxies, reducing the bandwidth at the
// server. That should help it scale very much.
//
// 2. Making it possible to implement artificial inteligence to run outside of
// the Matanza process. This way, multiple implementations of artificial
// inteligence might be connected to the same server, regardless of the
// programming languages they were written on.
//
// 3. Help others implement different clients to the Matanza game. Specially,
// Sergio Garcia, who said he would soon begin to work on a graphical
// Java-based client.
//
// MMP has not been designed to be human-readable. Doing so would increase the
// bandwidth required by MMP-talking programs.
//
// On the other hand, one of the design goals of MMP was that it should be
// fairly easy to implement a MMP-speaking program. This means that it doesn't
// use any complicated compression algorithms of any sort.
//
// As you will see, it is possible to control multiple ships in multiple
// universes (once multiple universes gets supported in Matanza) using only one
// connection. This adds little complexity, but makes it possible to have
// multiple clients connected to one proxy, having that proxy use only one
// connection to the central server.
//
// In this initial version of MMP, TCP/IP connections are used. However, it
// should be noted that there is many information that should be sent over UDP
// rather than TCP (while it is important to send other using TCP). In the
// future, two programs talking MMP will probably use both one TCP connection
// for important messages and one UDP connection for the rest. For example,
// information about the positions of the objects is better sent over UDP,
// while messages such as the fact that a given ship controled by the client
// has been hit should be sent over TCP. We are aiming at making this work
// completely over TCP first, avoiding the complexity of using both TCP and
// UDP, to eventually start sending messages through the appropriate channel.
//
// All the messages in MMP begin with a single character, followed by any
// relevant arguments. Basically, both the server and the client are at
// special defined states and the messages they may receive depend on this
// information.
//
// In MMP, unless said otherwise, all numbers are sent as two bytes, the first
// being the most important (for example, the number 12345 would be sent as the
// numbers 48 and 57, since 48 * 256 + 57 = 12345). Strings are sent as
// 0-terminated strings. For example, to send the string "ABC", one would send
// the numbers 65 (`A'), 66 (`B'), 67 (`C') and 0.
//
// The messages designed to be sent by the server have been prefixed with
// `MMP_SERVER_'. Those sent by the client begin with `MMP_CLIENT_'. They
// have been grouped depending on the state on which they are allowed.
//
// We will first describe the messages sent by the server and then those sent
// by the clients.
//
// The initial states for both servers and clients once a connection is
// established is Initial.
// FUNCTIONALITY STILL MISSING IN MMP
//
// As said above, MMP is still undergoing heavy development. As you will see,
// there are some things that are not yet possible to do with the current
// specification.
//
// The following is provided as a list of things that you will be able to do
// with MMP, but not yet.
//
// - Add support for teams
//
// None of the messages has the concept of teams. It should be possible to
// play with teams.
//
// - Add chat functionality
//
// It should be possible to send public and private messages through MMP.
//
// - Allow the client to control the ships
//
// In the current specification, the client has no way to specify actions
// for the ships it controls.
//
// - Complete this list
//
// There are still a few things missing, that we must add to the list. If
// you come up with any, email Alejandro so he adds it.
// MESSAGES SENT BY THE SERVER
//
// The following messages can be sent by the server when the client is in the
// Initial state (that is, right after the connection is established).
//
// Actually, the server will wait for a MMP_CLIENT_INITIAL_ID before sending
// any of these replies.
#define MMP_SERVER_CLOSE 0
// MMP_SERVER_CLOSE
//
// An error took place at the server. The client's state is set to
// Close.
#define MMP_SERVER_INITIAL_FULL 1
// MMP_SERVER_INITIAL_FULL
//
// Indicates that the server is currently full. The client should try to
// connect latter. The server must close the connection after sending
// this message.
#define MMP_SERVER_INITIAL_CONNECTED 2
// MMP_SERVER_INITIAL_CONNECTED
//
// Indicates that the operation was successful and sets the client on the
// Default state. This message contains two strings used to identify the
// server. The first is the server's name (such as "MatanzaServer") and
// the second is its version (such as "0.11").
//
// A server can only send this message after MMP_CLIENT_INITIAL_ID has
// been received.
// The following messages can be sent by the server when the client is in the
// Default state:
// MMP_SERVER_CLOSE
//
// This message indicates that the server is about to close the
// connection. The client enters the Close state.
#define MMP_SERVER_DEFAULT_FRAME_SHIPS 100
// MMP_SERVER_DEFAULT_FRAME_SHIPS
//
// The server uses this message to begin sending information about one of
// the universes that the client is subscribed to.
//
// A simple frame contains the whole information about the state of the
// world.
//
// This message has two arguments. The first is the id of the universe
// it will begin to update. The second argument is a vector with the
// following information for every ship on that universe:
//
// pos_x - The position of the ship in the X coordinate.
// pos_y - The position of the ship in the Y coordinate.
// ang - The current angle of the ship.
//
// The client must know how many ships every universe has and how they
// are ordered.
//
// This message sets the client's state to Frame.
#define MMP_SERVER_DEFAULT_SHIPADD_CLIENT 2
// MMP_SERVER_DEFAULT_SHIPADD_CLIENT
//
// This message is sent by the server when the client succesfully adds a
// ship to a universe. The message has the ship's id (a number) as its
// arguments.
//
// For every MMP_CLIENT_DEFAULT_SHIPADD request, the server will
// reply with either a MMP_SERVER_DEFAULT_SHIPADD_CLIENT or a
// MMP_SERVER_DEFAULT_SHIPADD_FAILURE message. This replies will be
// sent in the same order as the MMP_CLIENT_DEFAULT_SHIPADD requests
// are received.
//
// The new ship is added at the beginning of the list of ships for the
// universe. Note that the order of this list is the same as used for
// the arguments to the MMP_SERVER_DEFAULT_FRAME_SHIPS message.
//
// See MMP_CLIENT_DEFAULT_SHIPADD for more information.
#define MMP_SERVER_DEFAULT_SHIPADD_FAIL 3
// MMP_SERVER_DEFAULT_SHIPADD_FAIL
//
// If an attempt to add a ship to a universe (indicated by the client
// sending a MMP_CLIENT_DEFAULT_SHIPADD message) fails, the server
// will send this reply. The client enters the ShipAddFailure state.
#define MMP_SERVER_DEFAULT_SHIPADD_OTHER 4
// MMP_SERVER_DEFAULT_SHIPADD_OTHER
//
// This message is sent by the server to notify the client that someone
// else has added a ship to one of the universes' the client is
// subscribed to.
//
// The new ship is added at the beginning of the list of ships for the
// universe. Note that the order of this list is the same as used for
// the arguments to the MMP_SERVER_DEFAULT_FRAME_SHIPS message.
//
// The message has the universe id (number) and the player's name
// (string) as its arguments.
#define MMP_SERVER_DEFAULT_DAMAGE 5
// MMP_SERVER_DEFAULT_DAMAGE
//
// Whenever one of the ships controled by the client is damaged, the
// server will send this message. The argument is a number with the
// ammount of damage. It is the clients' responsability to keep track of
// its ships' damage to know when they are finally destroyed.
//
#define MMP_SERVER_DEFAULT_JOIN_OK 6
// MMP_SERVER_DEFAULT_JOIN_OK
//
// This message does not modified the client's state.
//
// It is sent by the server as a reply to a MMP_CLIENT_DEFAULT_JOIN
// that resulted in a successful subscription to a universe. The message
// has a list with the names for all the ships currently in the universe
// as its only argument. Finally, when no more ships are left, it sends
// an empty string.
//
// Note that the order of the ships is relevant as it is in this order
// that their information will be sent in MMP_SERVER_DEFAULT_FRAME_SHIPS.
//
// See MMP_CLIENT_DEFAULT_JOIN for more information.
#define MMP_SERVER_DEFAULT_JOIN_FAIL 7
// MMP_SERVER_DEFAULT_JOIN_FAIL
//
// This message indicates that an attempt to subscribe to a universe
// (sent by the client using the MMP_CLIENT_DEFAULT_JOIN message)
// failed. The client is then set on the JoinFailure state.
#define MMP_SERVER_DEFAULT_SHIPRM 8
// MMP_SERVER_DEFAULT_SHIPRM
//
// This message is used by the server to inform the client that a
// particular ship in a given universe has left. The client's state is
// not modified, but it should record the change in the list of ships for
// the universe, as further MMP_SERVER_DEFAULT_FRAME_SHIPS messages will
// not contain any information for the ship.
//
// The message's arguments are the universe's id (two bytes) and the
// ship's name.
// The following messages are sent when the client is in the JoinFailure state.
// They are used by the server to indicate the reasons why the request failed.
// All of them set the client's state to the Default:
#define MMP_SERVER_JOINFAIL_UNEXISTANT 0
// MMP_SERVER_JOINFAIL_UNEXISTANT
//
// This message is sent when the client attempts to join to a universe
// that does not exist.
#define MMP_SERVER_JOINFAIL_AUTH 1
// MMP_SERVER_JOINFAIL_AUTH
//
// This message will be defined in the future.
//
// The following messages are valid when the client is in the ShipAddFailure
// state. They all bring the client back to the Default state.
#define MMP_SERVER_SHIPADDFAIL_UNEXISTANT 1
// MMP_SERVER_SHIPADDFAIL_UNEXISTANT
//
// The universe specified does not exist.
#define MMP_SERVER_SHIPADDFAIL_FULL 2
// MMP_SERVER_SHIPADDFAIL_FULL
#define MMP_SERVER_SHIPADDFAIL_BADNAME 3
// MMP_SERVER_SHIPADDFAIL_BADNAME
//
// This error happens when the name for the ship has problems. A string
// describing the error with the name specified is sent.
//
// The following are the messages that the client can receive during the Close
// state. The server must always close the connection after sending any of
// this messages.
#define MMP_SERVER_CLOSE_SHUTDOWN 0
// MMP_SERVER_CLOSE_SHUTDOWN
//
// Indicates that the server is closing the connection because it is
// being shutdown.
#define MMP_SERVER_CLOSE_SYSERROR 1
// MMP_SERVER_CLOSE_SYSERROR
//
// Indicates that the server is closing the connection because it came
// across some error during a system call. A string describing the error
// must be provided.
#define MMP_SERVER_CLOSE_MMPERROR 2
// MMP_SERVER_CLOSE_MMPERROR
//
// Indicates that the reason for the server to be closing the connection
// is that it violated the rules set forth in this documentation and
// attempted to do something ilegal. A string describing the error must
// be provided.
#define MMP_SERVER_CLOSE_CLIENT 3
// MMP_SERVER_CLOSE_CLIENT
//
// Indicates that the server is closing the connection because it was
// asked by the client to do so.
#define MMP_SERVER_FRAME_DONE 1
// MMP_SERVER_FRAME_DONE
//
// Sends the client to the default state. This message has no arguments.
// This is used by the server to indicate that no more objects are
// available in a given universe.
#define MMP_SERVER_FRAME_BULLET 2
// MMP_SERVER_FRAME_BULLET
//
// This message is used to pass information about a given bullet. The
// message has two numbers as its arguments, for the x and the y position
// of the bullet.
// MESSAGES SENT BY THE CLIENT
//
// Right after the connection is established, the client must send the
// following message:
#define MMP_CLIENT_INITIAL_ID 1
// MMP_CLIENT_INITIAL_ID
//
// This is almost always the first message sent once a connection is
// established.
//
// The message carries two arguments, both strings. The first identifies
// the client (for example, "Matanza Artificial Inteligence Client") and
// the second provides its version (for example, "0.12").
//
// After sending this message, the client must wait for a reply from the
// server. This reply can be any of the MMP_SERVER_INITIAL_* messages or
// MMP_SERVER_CLOSE.
//
// The clients must wait for a reply to this message before sending any
// other messages.
// The following messages can be sent by the client when the server is in the
// Default state:
#define MMP_CLIENT_DEFAULT_JOIN 1
// MMP_CLIENT_DEFAULT_JOIN
//
// This message is sent by the client to subscribe to a universe. The
// only argument it takes is the universe's id.
#define MMP_CLIENT_DEFAULT_SHIPADD 2
// MMP_CLIENT_DEFAULT_SHIPADD
//
// This message indicates that the client wants to add a ship to a
// universe. The message has two arguments, the first being a number
// identifying the universe and the second being the name of the player.
#define MMP_CLIENT_DEFAULT_SHIPEVENT 1
// MMP_CLIENT_DEFAULT_SHIPEVENT
//
// This message is used by the client to inform the server of one event
// for a ship. Examples of events are shoting bullets, turning,
// acelerating and so one.
//
// The message takes the ship's id (number) as its argument and sets the
// server of the ShipEvent state, on which further information about the
// event is sent.
// Last changes to this specification:
//
// The following is a list of changes to this specification.
//
// 01/Mar/2001:
//
// - Added message MMP_CLIENT_DEFAULT_SHIPEVENT.
//
// - Modified the description for MMP_SERVER_DEFAULT_FRAME_SHIPS again. It
// should be okay now.
//
// - Added the messages allowed in the Frame state.
//
// - Added MMP_CLIENT_INITIAL_ID and modified the semantics of establishing
// a connection.
//
// - Added a list of missing things.
//
// 28/Feb/2001:
//
// - Modified the arguments of the MMP_SERVER_DEFAULT_FRAME_SHIPS message.
//
// - Changed PROTOCOL to MMP everywhere.
//
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