ultimate_tictactoe_server/README.md
2019-03-29 12:52:03 +01:00

3.2 KiB

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:

new version:

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:

{
    "type": "match_update",
    "data": {
        "id": "...",
        "match_state": <null| <match_state>>
    }
}

new temp session

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

client

{
    "type": "reconnect",
    "data": {
        "id": "<session-id>",
    }
}

server response:

{
    "type": "reconnect_response",
    "data": {
        "success": <true|false>,
        "msg": "..."
    }
}

login or register:

{
    "type": "login",
    "data": {
   		"name": "<player_name>",
   		"pw": "<password>"
    }
}

response:

{
    "type": "login_response",
    "data": {
        "success": <true|false>,
        "id": "<session-id>", 
        "msg": "..."
    }
}

match_request:

client (or server for sending invites)

{
    "type": "match_request",
    "data": {
        "player": <null | <opponent_name>>
    }
}

server_response:

{
    "type": "match_request_response",
    "data": {
        "success": <true|false>
        "msg": "..."
    }
}

match_move:

client

{
    "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:

{
    "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:

{
    "type": "friends_update",
    "data": {
        "friends": "<list of friends>",
        "elos": "<list of elo values>"
    }
}

elo rank update:

{
    "type": "elo_update",
    "data": {
        "elo": <elo_value>
    }
}