.vscode | ||
.gitignore | ||
connection_handler.py | ||
create_database.py | ||
database_connection.py | ||
LICENSE | ||
main.py | ||
match_manager.py | ||
match.py | ||
message_handler.py | ||
README.md | ||
session_manager.py | ||
settings.py | ||
tools.py | ||
user_manager.py | ||
user.py |
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
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:
{
'complete_field': '[[...],[...],...]',
'global_field': '[[...],[...],...]',
'last_move': {
"sub_x": "...",
"sub_y": "...",
"x": "...",
"y": "..."
}
'game_over': <true | false>,
'is_draw': <true | false>,
'player_won': <null | <player_name>>,
'current_player': <null | <player_name>>,
'player_a': "...",
'player_b': "..."
}
match:
server sends this to every user which is participating in a match if it's updated
{
"type": "match_update",
"data": {
"id": "...",
"revoke_time": <revoke_time>,
"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
{
"type": "temp_session",
"data": {
"name": "<player_name>"
}
}
server response:
{
"type": "login_response",
"data": {
"success": <true|false>,
"id": "<session-id>",
"msg": "..."
}
}
connect by session id
reconnect with the session id from the last session
client
{
"type": "reconnect",
"data": {
"id": "<session-id>",
}
}
server response:
{
"type": "reconnect_response",
"data": {
"success": <true|false>,
"msg": "..."
}
}
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:
{
"type": "login",
"data": {
"name": "<player_name>",
"pw": "<password>"
}
}
server response:
{
"type": "login_response",
"data": {
"success": <true|false>,
"id": "<session-id>",
"msg": "..."
}
}
match_request:
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:
{
"type": "match_request",
"data": {
"player": <null | <opponent_name>>
}
}
server_response:
{
"type": "match_request_response",
"data": {
"success": <true|false>
"msg": "..."
}
}
match_move:
sending moves to the server. The server will answer with a match update.
client
{
"type": "move",
"data": {
"id": "match_id",
"sub_x": "...",
"sub_y": "...",
"x": "...",
"y": "..."
}
}
match update
(is also sent on match start and send for all matches after login)
server:
{
"type": "match_update",
"data": {
"id": "<match_id>",
"match_state": "<json match state>"
}
}
match close
client:
{
"type": "end_match",
"data": {
"id": "<match_id>"
}
}
friend request:
{
"type": "friend_request",
"data" : {
"user": "<friend>"
}
}
response:
{
"type": "friend_request_response",
"data": {
"success": <true|false>
"msg": "..."
}
}
unfriend:
{
"type": "unfriend_request",
"data" : {
"user": "<friend>"
}
}
response:
{
"type": "unfriend_request_response",
"data": {
"success": <true|false>
"msg": "..."
}
}
friend update:
is sent by server after a login or reconnect
{
"type": "friends_update",
"data": {
"friends": "<list of friends>",
"elos": "<list of elo values>"
}
}
elo rank update:
is sent by server after login, reconnect or a finished match
{
"type": "elo_update",
"data": {
"elo": <elo_value>,
"rank": <rank>,
"top_names": <list of top 100 names>,
"top_elos": <list of top 100 elos>
}
}