Added human-readable protocol.
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documentation/Protocol.txt
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documentation/Protocol.txt
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GENERAL INFORMATION: _______________________________________________________________________________________________
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Protocol messages should always start with five characters (these are the Strings listed here).
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If additional information is necessary, it should be given after a dollar sign, as such: PRTCL$information.
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It should be noted that the server simply ignores the 6th character, however for clarity's sake it should always
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be a $. If more than one piece of information needs to be sent, the separate pieces of information should also be
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delimited with a dollar sign (see whisper for an example). In that case, it is very important that it is a $ and
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nothing else. Also, in such cases, we need to make sure the pieces of information between the $ do not contain $
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themselves (for example, usernames cannot contain $).
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____________________________________________________________________________________________________________________
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The five-character Strings that define protocol messages are all defined as String variables in the Protocol.java
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class. In this document, they are depicted as such:
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nameOfStringVariable = "EXMPL"
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EXMPL$information one$information two
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Documentation of Protocol message
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So "EXMPL" is the actual protocol message being sent, however the code never implements this five-character String
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directly but instead accesses it via Protocol.nameOfStringVariable, so the actual protocol message can be changed
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later.
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The second line, if present, shows an example of how the Syntax of the protocol message works, if the protocol
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message is sent with additional arguments.
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Indented is the actual documentation, which explains what the protocol message does.
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BIDIRECTIONAL COMMANDS: ____________________________________________________________________________________________
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pingBack = "PINGB"
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Ping-back message from client to server / server to client. To be sent upon receiving "CPING" / "SPING".
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The other party then registers this in its ClientPinger / ServerPinger thread.
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CLIENT TO SERVER COMMANDS: _________________________________________________________________________________________
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chatMsgToAll = "CHATA"
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CHATA$Chat message
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When the server receives this, it broadcasts a chat message to all clients. The message has to be given in the
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protocol message after CHATA$, for example the protocol message CHATA$Hello everybody!, if sent from the user
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named Poirot, will print Poirot: Hello everybody! to every connected client's chat console (note the absence
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/ presence of spaces).
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chatMsgToLobby = "CHATL"
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CHATL$Chat message
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When the server receives this, it broadcasts a chat message to all clients in the same Lobby. The message has to be
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given in the protocol message after CHATL$, for example the protocol message CHATL$Hello everybody!, if sent from
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the user named Poirot, will print Poirot: Hello everybody! to the chat console of every client in the lobby (note
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the absence / presence of spaces). If the client is not in a lobby, the chat message will be sent to everyone not
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in a lobby.
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clientLogin = "LOGIN"
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LOGIN$username
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The message sent by the client on login to set their name. For example, LOGIN$Poirot will use the
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clientHandler.setUsernameOnLogin() method to set this client's username to Poirot, and broadcast the announcement:
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"Poirot has joined the Server". Also, it will set this clientHandler's loggedIn boolean to true, which could be
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used later to refuse access to users who haven't formally logged in using this command.
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nameChange = "NAMEC"
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NAMEC$new name
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Client requests their name to be changed to whatever follows NAMEC$. For example, NAMEC$Poirot means the client
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wants to change their name to Poirot. However, the server will first pass this name through
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nameDuplicateChecker.checkName() to adjust it as needed (remove : and $ and add suffix in case of duplicate name.)
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pingFromClient = "CPING"
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Client sends ping message to server. If the client doesn't recieve a pingback from the server, it shows a
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disconnection message and sets clientPinger.isConnected to false, which can be implemented somehow later.
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As soon as a pingback message is received, isConnected is set to true again and a reconnection message is printed.
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clientQuitRequest = "QUITR"
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The client requests to quit. Once the server receives this message, it will send a serverConfirmQuit message to the
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client to confirm the quitting, then close the socket associated with that client and remove the clientHandler from
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the list of clientHandlers.
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createNewLobby = "CRTLB"
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Client sends this message when they want to create a new lobby (& automatically join it). Client issues this
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command in ch.unibas.dmi.dbis.cs108.multiplayer.client.MessageFormatter using "/g". First a lobby Lobby is created
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of which the requesting client is the admin of.
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listLobbies = "LISTL"
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Represents a clients' request for a list of lobbies, plus what players are in them.
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listPlayersInLobby = "LISTP"
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Represents a clients' request for a list of all players within the lobby.
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joinLobby = "JOINL"
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JOINL$int
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Client requests to join the Lobby with the given number, for example,
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JOINL$2 means the client wants to join lobby 2.
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leaveLobby = "LEAVL"
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Client requests to leave whatever lobby they're in.
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whisper = "WHISP"
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WHISP$recipient's username$message
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Whisper chat.
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startANewGame = "STGAM"
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A Client (lobby admin) decides to start the game. The game is started in the lobby the message came from.
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Only one game can be started per lobby at a time.
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listGames = "LISTG"
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Client request to see a list of all games, ongoing and finished.
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votedFor = "CVOTE"
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CVOTE$position$vote
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Client informs server that they have voted and delivers this vote in the form of "CVOTE$position$vote"
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SERVER TO CLIENT COMMANDS: _________________________________________________________________________________________
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pingFromServer = "SPING"
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Server sends ping message to client. If the server doesn't recieve a pingback from the client, it shows a
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disconnection message and sets serverPinger.isConnected to false, which can be implemented somehow later.
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As soon as a pingback message is received, isConnected is set to true again and a reconnection message is printed.
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printToClientConsole = "CONSM"
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CONSM$message
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prints out incoming announcements into the user's console. any string that follows CONSM$ is printed as is, so the
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message that follows already has to be formatted the way it should be shown to the client.
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printToClientChat = "CHATM"
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CHATM$message
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prints out incoming chat messages into the user's chat. any string that follows CHATM$ is printed as is, so the
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message that follows already has to be formatted the way it should be shown to the client.
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serverConfirmQuit = "QUITC"
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Server confirms the client's quit request, meaning that the client can now close its sockets and quit.
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serverRequestsGhostVote = "GVOTR"
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GVOTR$passenger position (int)$train information
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The server requests the client (who should be a ghost) to vote on the victim. in the format
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GVOTR$string the current train will be shown as a string to the client
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serverRequestsHumanVote = "HVOTR"
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HVOTR$passenger position (int)$train information
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The server requests the client (who should be a human) to vote on who is a ghost / who should be kicked
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off the train.
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changedUserName = "CHNAM"
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CHNAM$newname
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Informs Client that their username has been changed.
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@ -57,7 +57,6 @@ public class JClientProtocolParser {
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System.out.println("Human Vote:");
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System.out.println("Human Vote:");
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c.positionSetter(msg.substring(6));
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c.positionSetter(msg.substring(6));
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break;
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break;
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case Protocol.serverDeliversLobbyList:
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case Protocol.changedUserName:
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case Protocol.changedUserName:
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c.changeUsername(msg.substring(6));
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c.changeUsername(msg.substring(6));
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break;
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break;
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@ -18,9 +18,10 @@ public class Protocol {
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* Strings listed here). If additional information is necessary, it should be
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* Strings listed here). If additional information is necessary, it should be
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* given after a dollar sign, as such: {@code PRTCL$information}.
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* given after a dollar sign, as such: {@code PRTCL$information}.
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* It should be noted that the server simply ignores the 6th character, however
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* It should be noted that the server simply ignores the 6th character, however
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* for clarity's sake it should always be a $.
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* for clarity's sake it should always be a $. If more than one piece of information needs to be sent, the separate
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* The client does not need to send who they are, since the server will receive
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* pieces of information should also be delimited with a dollar sign (see whisper for an example). In that case, it
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* any client message on its dedicated clientHandler thread.
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* is very important that it is a $ and nothing else. Also, in such cases, we need to make sure the pieces of
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* information between the $ do not contain $ themselves (for example, usernames cannot contain $).
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*/
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*/
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@ -106,7 +107,6 @@ public class Protocol {
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/**
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/**
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* Client requests to join the Lobby with the given number, for example,
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* Client requests to join the Lobby with the given number, for example,
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* {@code JOINL$2} means the client wants to join lobby 2.
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* {@code JOINL$2} means the client wants to join lobby 2.
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* todo: document handling when lobby is already full
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*/
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*/
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public static final String joinLobby = "JOINL";
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public static final String joinLobby = "JOINL";
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@ -118,11 +118,11 @@ public class Protocol {
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/**
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/**
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* Whisper chat. Syntax: {@code WHISP$recipient's username$message}
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* Whisper chat. Syntax: {@code WHISP$recipient's username$message}
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*/
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*/
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public static final String whisper ="WHISP";
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public static final String whisper = "WHISP";
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/**
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/**
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* A Client decides to start the game. The game is started in the lobby the message came from.
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* A Client (lobby admin) decides to start the game. The game is started in the lobby the message came from.
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* Only one game can be started per lobby at a time.
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* Only one game can be started per lobby at a time.
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*/
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*/
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public static final String startANewGame = "STGAM";
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public static final String startANewGame = "STGAM";
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@ -183,12 +183,7 @@ public class Protocol {
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public static final String serverRequestsHumanVote = "HVOTR";
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public static final String serverRequestsHumanVote = "HVOTR";
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/**
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/**
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* todo: doc
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* Informs Client that their username has been changed. Syntax {@code CHNAM$newname}
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*/
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public static final String serverDeliversLobbyList = "LLIST"; //todo: do we need this?
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/**
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* Informs Client, that their username has been changed
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*/
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*/
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public static final String changedUserName = "CHNAM";
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public static final String changedUserName = "CHNAM";
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@ -1,41 +0,0 @@
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Client to server commands:
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Implemented:
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* LOGON$name Log on, with the name set to whatever follow $.
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* CHATA$message Send chat message to all
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* QUITS request to quit server/ leave server. The server should then remove the
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relevant ClientHandler and close the sockets, but before doing so, it sends
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"QUITC" to the client to confirm the quitting. The client doesn't close any
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sockets until receiving "QUITC"
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* CPING Ping from client to server.
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* PINGB Pingback from client to server.
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* NAMEC$name Change name to whatever is specified
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* CRTGM Create a new game
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*
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Future / planned:
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* CHATW whisper chat
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* CHATG ghost chat
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* LEAVG leave a game
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* JOING join a game
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* VOTEG ghost voting who to infect
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* VOTEH humans voting who is the ghost
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* LISTP list players/clients in session with the Server
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* LISTL list open lobbies
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Server to client Commands:
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Implemented:
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* SPING Ping from server to client
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* PINGB Pingback from client to server.
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* QUITC Confirms to the client that they are being disconnected from the server.
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* LLIST$LobbyIDAndAdmin
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Response to LISTL. Parameter is a string.
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Future / planned:
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* MSGRS "Message received": Paramaters: a string detailing to the client that and what the server received as command.
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* SEROR Server had an error. (used for debugging)
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* NOCMD No command found.
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