ultimate_tictactoe_server/README.md
Jonas Weinz eb5f473de0 friends
2019-03-24 16:44:20 +01:00

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# 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:
**register as player:**
```json
{
"type": "register",
"data": {
"id": "<player_id>",
"name": "<player_name>"
}
}
```
response:
```JSON
{
"type": "register_response",
"data": {
"success": true,
"msg": "<additional info e.g. in case of error>"
}
}
```
**message from server that game started**
```json
{
"type": "game_starts",
"data": {
"msg": "...",
"opponent_name": "...",
"is_first_move": true
}
}
```
note: `is_first_move` indicates whether the player or it's opponent begins
**move**
```json
{
"type": "move",
"data": {
"sub_x": "...",
"sub_y": "...",
"x": "...",
"y": "..."
}
}
```
response:
```json
{
"type": "move_response",
"data": {
"success": true,
"msg": "..."
}
}
```
**end game**
```json
{
"type": "end_game",
"data": {
"msg": "..."
}
}
```
(response?)
## new version:
**json match state:**
```json
{
complete_field: '[[...],[...],...]',
global_field: '[[...],[...],...]',
last_move: {
"sub_x": "...",
"sub_y": "...",
"x": "...",
"y": "..."
}
game_over: <true | false>,
player_won: <null | <player_name>>
current_player: <null | <player_name>>
player_a: "..."
player_b: "..."
}
```
**match**:
```json
{
"type": "match_update",
"data": {
"id": "...",
"match_state": <null| <match_state>>
}
}
```
**new temp session**
client
```json
{
"type": "temp_session",
"data": {
"name": "<player_name>"
}
}
```
server response:
```json
{
"type": "login_response",
"data": {
"success": <true|false>,
"id": "<session-id>",
"msg": "..."
}
}
```
**connect by session id**
client
```json
{
"type": "reconnect",
"data": {
"id": "<session-id>",
}
}
```
server response:
```json
{
"type": "reconnect_response",
"data": {
"success": <true|false>,
"msg": "..."
}
}
```
**login or register**:
```json
{
"type": "login",
"data": {
"name": "<player_name>",
"pw": "<password>"
}
}
```
response:
```json
{
"type": "login_response",
"data": {
"success": <true|false>,
"id": "<session-id>",
"msg": "..."
}
}
```
**match_request**:
client (or server for sending invites)
```json
{
"type": "match_request",
"data": {
"player": <null | <opponent_name>>
}
}
```
server_response:
```json
{
"type": "match_request_response",
"data": {
"success": <true|false>
"msg": "..."
}
}
```
**match_move**:
client
```json
{
"type": "move",
"data": {
"id": "match_id",
"sub_x": "...",
"sub_y": "...",
"x": "...",
"y": "..."
}
}
```
**match update**
(also send on match start and send for all matches after login)
server:
```json
{
"type": "match_update",
"data": {
"id": "<match_id>",
"match_state": "<json match state>"
}
}
```
**match close**
client:
```json
{
"type": "end_match",
"data": {
"id": "<match_id>"
}
}
```
**friend request**:
```json
{
"type": "friend_request",
"data" : {
"user": "<friend>"
}
}
```
response:
```json
{
"type": "friend_request_response",
"data": {
"success": <true|false>
"msg": "..."
}
}
```
**unfriend**:
```json
{
"type": "unfriend_request",
"data" : {
"user": "<friend>"
}
}
```
response:
```json
{
"type": "unfriend_request_response",
"data": {
"success": <true|false>
"msg": "..."
}
}
```
**friend update**:
```json
{
"type": "friends_update",
"data": {
"friends": "<list of friends>"
}
}
```