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View Code? Open in Web Editor NEWPort of the networked real-time multi-player 2D maze war BSD game "Hunt" to Google App Engine and modern web browsers
License: Apache License 2.0
Port of the networked real-time multi-player 2D maze war BSD game "Hunt" to Google App Engine and modern web browsers
License: Apache License 2.0
It would be cool if It could be expanded so that certain messages (started playing, killed/killed by ...) are posted to twitter or your facebook wall.
One thing that I've been thinking is problematic is that currently there is no authentication / authorization at all. It's good in that it's thus low friction to play, but it's also bad because it leaves things open for abuse. We could either lock it down entirely, requiring login using a 3rdparty oauth identity provider (Google, Facebook, etc), or do something like provide a limited set of instances wide open (free for all), with more features (such as leaderboards, better matchmaking, etc) behind an auth-wall.
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Most folks these days didn't grow up using 'hjkl' for moving the cursor around, even those folks that use vi. We're a dying breed. The JS keyboard controls should be updated to something that modern players find intuitive.
The JS client uses HTTP long-polling to wait for GameDataResponse
events. The GameDataResponse
payload contains a stream of bytes describing commands in the form of ([opcode], [data])
, where either the opcode
or data
(but not both) may be elided. If present, opcode
is a single byte. If data
is present it may be one or more bytes. There is no strict guarantee that a GameDataResponse
will hold a complete command. Thus a multibyte command may be split across multiple GameDataResponse
events.
In fact, a single GameDataResponse
may contain multiple commands, and may start with payload bytes from earlier commands, and end either on a command boundary or not.
The only guarantee is that as long as the client only ever has at most 1 GameDataRequest
outstanding, the GameDataResponse
payloads will describe a correctly ordered stream of bytes. This means that response payloads can simply be concatenated together to unpack the incoming event stream.
This is perhaps best explained via example:
Assume the Game Server wants to move the cursor to X=10,Y=20 and draw the text "Foo" there. The stream of bytes that describes to the client how to do this will look something like this (byte 0 is the first byte delivered to the client).
0 1 2 3 4 5 6 7
+--------+----+----+-------+------+------+------+---------+
| Move | Y= | X= | Add | Char | Char | Char | Refresh |
| Cursor | 20 | 10 | Char | 'F' | 'o' | 'o' | Screen |
+--------+----+----+-------+------+------+------+---------+
The problem is that the GameDataResponse
might not begin with a command opcode, nor contain the entire command payload. For example, the client could receive a series of GameDataResponse
each which contains payload bytes from the above stream as follows:
Move
(bytes 0..2)Add Char
(bytes 3..6) and Refresh
(byte 7)This means that it's up to the client to only process commands that it has full payloads for, and the client currently does not contain any logic to handle commands split across GameDataResponse
messages.
The solution requires the client to identify command boundaries, and only process fully received commands, buffering partial commands until they're complete.
Luckily we can rely on some protocol features to help (http://cvsweb.netbsd.org/bsdweb.cgi/src/games/hunt/README.protocol?annotate=1.1). Some opcodes don't have any payload (i.e. they're single bytes). Some opcodes are inferred rather than explicitly provided (i.e. ADDCH
is optional). Identifying any of these opcodes in the incoming bytes is sufficient to know that bytes up to and including this one can be processed. It turns out that all command opcode bytes have the high bit set, while payload bytes are guaranteed not to have it set. As a result, opcode bytes are easy to detect, and the protocol description enumerates the full set of commands along with their payloads.
You may be wondering this sounds like how does this work at all right now!?. In practice we're getting lucky that the mechanism the game server uses to write multi-byte commands causes the multiplexer to read full commands, and thus package one or more full commands into the GameDataResponse
payloads. Essentially we're relying on undefined behavior, which today works in our favor, but could change at any time due to things outside our control.
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