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. 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: 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 match state:**
```json ```json
{ {
complete_field: '[[...],[...],...]', "complete_field": '[[...],[...],...]',
global_field: '[[...],[...],...]', "global_field": '[[...],[...],...]',
last_move: { "last_move": {
"sub_x": "...", "sub_x": <int: xcoord of subfield of last move>,
"sub_y": "...", "sub_y": <int: ycoord of subfield of last move>,
"x": "...", "x": <int: local xcoord in subfield of last move>,
"y": "..." "y": <int: local ycoord in subfield of last move>
} }
game_over: <true | false>, "game_over": <true | false>,
is_draw: <true | false>, "is_draw": <true | false>,
player_won: <null | <player_name>>, "player_won": <null | <player_name>>,
current_player: <null | <player_name>>, "current_player": <null | <player_name>>,
player_a: "...", "player_a": "...",
player_b: "..." "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**: **match**:
server sends this to every user which is participating in a match if it's updated
```json ```json
{ {
"type": "match_update", "type": "match_update",
"data": { "data": {
"id": "...", "id": "...",
"revoke_time": <revoke_time>, "revoke_time": <revoke_time>,
"ranked": "<true | false">,
"match_state": <null| <match_state>> "match_state": <null| <match_state>>
} }
} }
``` ```
**new temp session** **new temp session**
NOT IMPLEMENTED YET (and maybe never will be)
give the possibility to temporary login without a password
client client
```json ```json
@ -77,6 +91,8 @@ server response:
**connect by session id** **connect by session id**
reconnect with the session id from the last session
client client
```json ```json
@ -102,23 +118,22 @@ server response:
**login or register**: **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,.
client:
keep pw null for requesting a temporary session (will be deleted after one hour of inactivity and matches are not ranked)
```json ```json
{ {
"type": "login", "type": "login",
"data": { "data": {
"name": "<player_name>", "name": "<player_name>",
"pw": "<password> | null" "pw": "<password>"
} }
} }
``` ```
response: server response:
```json ```json
{ {
@ -126,19 +141,18 @@ response:
"data": { "data": {
"success": <true|false>, "success": <true|false>,
"id": "<session-id>", "id": "<session-id>",
"registered": <true | false>,
"msg": "..." "msg": "..."
} }
} }
``` ```
**match_request**: **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 ```json
{ {
@ -163,6 +177,8 @@ server_response:
**match_move**: **match_move**:
sending moves to the server. The server will answer with a match update.
client client
```json ```json
@ -182,7 +198,7 @@ client
**match update** **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: server:
@ -261,6 +277,8 @@ response:
**friend update**: **friend update**:
is sent by server after a login or reconnect
```json ```json
{ {
"type": "friends_update", "type": "friends_update",
@ -275,6 +293,8 @@ response:
**elo rank update**: **elo rank update**:
is sent by server after login, reconnect or a finished match
```json ```json
{ {
"type": "elo_update", "type": "elo_update",