Added human-readable protocol.

This commit is contained in:
Jonas 2022-04-17 21:12:22 +02:00
parent bf31670ec1
commit b717a73a38
4 changed files with 170 additions and 54 deletions

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documentation/Protocol.txt Normal file
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@ -0,0 +1,163 @@
GENERAL INFORMATION: _______________________________________________________________________________________________
Protocol messages should always start with five characters (these are the Strings listed here).
If additional information is necessary, it should be given after a dollar sign, as such: PRTCL$information.
It should be noted that the server simply ignores the 6th character, however for clarity's sake it should always
be a $. If more than one piece of information needs to be sent, the separate pieces of information should also be
delimited with a dollar sign (see whisper for an example). In that case, it is very important that it is a $ and
nothing else. Also, in such cases, we need to make sure the pieces of information between the $ do not contain $
themselves (for example, usernames cannot contain $).
____________________________________________________________________________________________________________________
The five-character Strings that define protocol messages are all defined as String variables in the Protocol.java
class. In this document, they are depicted as such:
nameOfStringVariable = "EXMPL"
EXMPL$information one$information two
Documentation of Protocol message
So "EXMPL" is the actual protocol message being sent, however the code never implements this five-character String
directly but instead accesses it via Protocol.nameOfStringVariable, so the actual protocol message can be changed
later.
The second line, if present, shows an example of how the Syntax of the protocol message works, if the protocol
message is sent with additional arguments.
Indented is the actual documentation, which explains what the protocol message does.
BIDIRECTIONAL COMMANDS: ____________________________________________________________________________________________
pingBack = "PINGB"
Ping-back message from client to server / server to client. To be sent upon receiving "CPING" / "SPING".
The other party then registers this in its ClientPinger / ServerPinger thread.
CLIENT TO SERVER COMMANDS: _________________________________________________________________________________________
chatMsgToAll = "CHATA"
CHATA$Chat message
When the server receives this, it broadcasts a chat message to all clients. The message has to be given in the
protocol message after CHATA$, for example the protocol message CHATA$Hello everybody!, if sent from the user
named Poirot, will print Poirot: Hello everybody! to every connected client's chat console (note the absence
/ presence of spaces).
chatMsgToLobby = "CHATL"
CHATL$Chat message
When the server receives this, it broadcasts a chat message to all clients in the same Lobby. The message has to be
given in the protocol message after CHATL$, for example the protocol message CHATL$Hello everybody!, if sent from
the user named Poirot, will print Poirot: Hello everybody! to the chat console of every client in the lobby (note
the absence / presence of spaces). If the client is not in a lobby, the chat message will be sent to everyone not
in a lobby.
clientLogin = "LOGIN"
LOGIN$username
The message sent by the client on login to set their name. For example, LOGIN$Poirot will use the
clientHandler.setUsernameOnLogin() method to set this client's username to Poirot, and broadcast the announcement:
"Poirot has joined the Server". Also, it will set this clientHandler's loggedIn boolean to true, which could be
used later to refuse access to users who haven't formally logged in using this command.
nameChange = "NAMEC"
NAMEC$new name
Client requests their name to be changed to whatever follows NAMEC$. For example, NAMEC$Poirot means the client
wants to change their name to Poirot. However, the server will first pass this name through
nameDuplicateChecker.checkName() to adjust it as needed (remove : and $ and add suffix in case of duplicate name.)
pingFromClient = "CPING"
Client sends ping message to server. If the client doesn't recieve a pingback from the server, it shows a
disconnection message and sets clientPinger.isConnected to false, which can be implemented somehow later.
As soon as a pingback message is received, isConnected is set to true again and a reconnection message is printed.
clientQuitRequest = "QUITR"
The client requests to quit. Once the server receives this message, it will send a serverConfirmQuit message to the
client to confirm the quitting, then close the socket associated with that client and remove the clientHandler from
the list of clientHandlers.
createNewLobby = "CRTLB"
Client sends this message when they want to create a new lobby (& automatically join it). Client issues this
command in ch.unibas.dmi.dbis.cs108.multiplayer.client.MessageFormatter using "/g". First a lobby Lobby is created
of which the requesting client is the admin of.
listLobbies = "LISTL"
Represents a clients' request for a list of lobbies, plus what players are in them.
listPlayersInLobby = "LISTP"
Represents a clients' request for a list of all players within the lobby.
joinLobby = "JOINL"
JOINL$int
Client requests to join the Lobby with the given number, for example,
JOINL$2 means the client wants to join lobby 2.
leaveLobby = "LEAVL"
Client requests to leave whatever lobby they're in.
whisper = "WHISP"
WHISP$recipient's username$message
Whisper chat.
startANewGame = "STGAM"
A Client (lobby admin) decides to start the game. The game is started in the lobby the message came from.
Only one game can be started per lobby at a time.
listGames = "LISTG"
Client request to see a list of all games, ongoing and finished.
votedFor = "CVOTE"
CVOTE$position$vote
Client informs server that they have voted and delivers this vote in the form of "CVOTE$position$vote"
SERVER TO CLIENT COMMANDS: _________________________________________________________________________________________
pingFromServer = "SPING"
Server sends ping message to client. If the server doesn't recieve a pingback from the client, it shows a
disconnection message and sets serverPinger.isConnected to false, which can be implemented somehow later.
As soon as a pingback message is received, isConnected is set to true again and a reconnection message is printed.
printToClientConsole = "CONSM"
CONSM$message
prints out incoming announcements into the user's console. any string that follows CONSM$ is printed as is, so the
message that follows already has to be formatted the way it should be shown to the client.
printToClientChat = "CHATM"
CHATM$message
prints out incoming chat messages into the user's chat. any string that follows CHATM$ is printed as is, so the
message that follows already has to be formatted the way it should be shown to the client.
serverConfirmQuit = "QUITC"
Server confirms the client's quit request, meaning that the client can now close its sockets and quit.
serverRequestsGhostVote = "GVOTR"
GVOTR$passenger position (int)$train information
The server requests the client (who should be a ghost) to vote on the victim. in the format
GVOTR$string the current train will be shown as a string to the client
serverRequestsHumanVote = "HVOTR"
HVOTR$passenger position (int)$train information
The server requests the client (who should be a human) to vote on who is a ghost / who should be kicked
off the train.
changedUserName = "CHNAM"
CHNAM$newname
Informs Client that their username has been changed.

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@ -57,7 +57,6 @@ public class JClientProtocolParser {
System.out.println("Human Vote:");
c.positionSetter(msg.substring(6));
break;
case Protocol.serverDeliversLobbyList:
case Protocol.changedUserName:
c.changeUsername(msg.substring(6));
break;

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@ -18,9 +18,10 @@ public class Protocol {
* Strings listed here). If additional information is necessary, it should be
* given after a dollar sign, as such: {@code PRTCL$information}.
* It should be noted that the server simply ignores the 6th character, however
* for clarity's sake it should always be a $.
* The client does not need to send who they are, since the server will receive
* any client message on its dedicated clientHandler thread.
* for clarity's sake it should always be a $. If more than one piece of information needs to be sent, the separate
* pieces of information should also be delimited with a dollar sign (see whisper for an example). In that case, it
* is very important that it is a $ and nothing else. Also, in such cases, we need to make sure the pieces of
* information between the $ do not contain $ themselves (for example, usernames cannot contain $).
*/
@ -106,7 +107,6 @@ public class Protocol {
/**
* Client requests to join the Lobby with the given number, for example,
* {@code JOINL$2} means the client wants to join lobby 2.
* todo: document handling when lobby is already full
*/
public static final String joinLobby = "JOINL";
@ -118,11 +118,11 @@ public class Protocol {
/**
* Whisper chat. Syntax: {@code WHISP$recipient's username$message}
*/
public static final String whisper ="WHISP";
public static final String whisper = "WHISP";
/**
* A Client decides to start the game. The game is started in the lobby the message came from.
* A Client (lobby admin) decides to start the game. The game is started in the lobby the message came from.
* Only one game can be started per lobby at a time.
*/
public static final String startANewGame = "STGAM";
@ -183,12 +183,7 @@ public class Protocol {
public static final String serverRequestsHumanVote = "HVOTR";
/**
* todo: doc
*/
public static final String serverDeliversLobbyList = "LLIST"; //todo: do we need this?
/**
* Informs Client, that their username has been changed
* Informs Client that their username has been changed. Syntax {@code CHNAM$newname}
*/
public static final String changedUserName = "CHNAM";

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@ -1,41 +0,0 @@
Client to server commands:
Implemented:
* LOGON$name Log on, with the name set to whatever follow $.
* CHATA$message Send chat message to all
* QUITS request to quit server/ leave server. The server should then remove the
relevant ClientHandler and close the sockets, but before doing so, it sends
"QUITC" to the client to confirm the quitting. The client doesn't close any
sockets until receiving "QUITC"
* CPING Ping from client to server.
* PINGB Pingback from client to server.
* NAMEC$name Change name to whatever is specified
* CRTGM Create a new game
*
Future / planned:
* CHATW whisper chat
* CHATG ghost chat
* LEAVG leave a game
* JOING join a game
* VOTEG ghost voting who to infect
* VOTEH humans voting who is the ghost
* LISTP list players/clients in session with the Server
* LISTL list open lobbies
Server to client Commands:
Implemented:
* SPING Ping from server to client
* PINGB Pingback from client to server.
* QUITC Confirms to the client that they are being disconnected from the server.
* LLIST$LobbyIDAndAdmin
Response to LISTL. Parameter is a string.
Future / planned:
* MSGRS "Message received": Paramaters: a string detailing to the client that and what the server received as command.
* SEROR Server had an error. (used for debugging)
* NOCMD No command found.