fixed merge conflict

This commit is contained in:
Jonas Weinz 2019-04-04 13:46:42 +02:00
commit 5bd67aa9e9

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# ultimate_tictactoe_server
# Ultimate TicTacToe Server
a python server backend for ultimate tic-tac-toe.
communication with the web client is done by a (far from any standard and almost random) json protocol:
## setup server
## new version:
setup the database connection settings in `settings.py`. If files for a certificate are given, the websocket connection will be use the secured `wss://` websocket protocol instead of `ws://` (which is necessary if the client is accessed by `https://`). To create the necessary tables, the script `./create_database.py` can be used
## communication protocol with client
**json match state:**
```json
{
complete_field: '[[...],[...],...]',
global_field: '[[...],[...],...]',
last_move: {
"sub_x": "...",
"sub_y": "...",
"x": "...",
"y": "..."
"complete_field": '[[...],[...],...]',
"global_field": '[[...],[...],...]',
"last_move": {
"sub_x": <int: xcoord of subfield of last move>,
"sub_y": <int: ycoord of subfield of last move>,
"x": <int: local xcoord in subfield of last move>,
"y": <int: local ycoord in subfield of last move>
}
game_over: <true | false>,
is_draw: <true | false>,
player_won: <null | <player_name>>,
current_player: <null | <player_name>>,
player_a: "...",
player_b: "..."
"game_over": <true | false>,
"is_draw": <true | false>,
"player_won": <null | <player_name>>,
"current_player": <null | <player_name>>,
"player_a": "...",
"player_b": "..."
}
```
`complete_field` is of dimension 9x9, `global_field` of 3x3 (indicating the status of each subfield).
The possible values for a single field are
```
FIELD_EMPTY = 0
FIELD_USER_A = 1
FIELD_USER_B = 2
FIELD_DRAW = 3
```
**match**:
server sends this to every user which is participating in a match if it's updated
```json
{
"type": "match_update",
"data": {
"id": "...",
"revoke_time": <revoke_time>,
"ranked": "<true | false">,
"match_state": <null| <match_state>>
}
}
```
**new temp session**
NOT IMPLEMENTED YET (and maybe never will be)
give the possibility to temporary login without a password
client
```json
@ -77,6 +91,8 @@ server response:
**connect by session id**
reconnect with the session id from the last session
client
```json
@ -102,43 +118,41 @@ server response:
**login or register**:
login with username and password. If the username does not exist yet, a new account
is created automatically. After a successful login the server sends an elo update, friends update and match updates for each open match,.
keep pw null for requesting a temporary session (will be deleted after one hour of inactivity and matches are not ranked)
client:
```json
{
"type": "login",
"data": {
"name": "<player_name>",
"pw": "<password> | null"
"pw": "<password>"
}
}
```
response:
server response:
```json
{
"type": "login_response",
"data": {
"success": <true|false>,
"id": "<session-id>",
"registered": <true | false>,
"id": "<session-id>",
"msg": "..."
}
}
```
**match_request**:
client (or server for sending invites)
will be send by clients. If `player` is `null` the player will be matched with the next (or previous)
player which sent a request without a player name
client:
```json
{
@ -163,6 +177,8 @@ server_response:
**match_move**:
sending moves to the server. The server will answer with a match update.
client
```json
@ -182,7 +198,7 @@ client
**match update**
(also send on match start and send for all matches after login)
(is also sent on match start and send for all matches after login)
server:
@ -261,6 +277,8 @@ response:
**friend update**:
is sent by server after a login or reconnect
```json
{
"type": "friends_update",
@ -275,6 +293,8 @@ response:
**elo rank update**:
is sent by server after login, reconnect or a finished match
```json
{
"type": "elo_update",