Back-end skeleton project, backend protocol spec
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back_end/.gitignore
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back_end/.gitignore
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/target
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back_end/Cargo.lock
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back_end/Cargo.lock
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back_end/Cargo.toml
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back_end/Cargo.toml
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[package]
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name = "four_line_dropper_backend"
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version = "0.1.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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tokio = { version = "1", features = ["full"] }
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warp = "0.3"
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back_end/src/main.rs
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back_end/src/main.rs
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fn main() {
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println!("Hello, world!");
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}
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backend_protocol_specification.md
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backend_protocol_specification.md
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# Backend Protocol
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The backend will be available at https://asdm.seodisparate.com/api .
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The frontend will send http GET/POST requests to the URL with JSON as the body
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of the request, and the backend will respond with JSON.
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## Requests
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1. Request ID and Pairing
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```
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{
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"type": "pairing_request",
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}
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```
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2. Check pairing status
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```
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{
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"type": "check_pairing",
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"id": "id given by backend",
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}
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```
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3. Request Turn action
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```
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{
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"id": "id given by backend",
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"type": "place_token",
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"position": 7,
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}
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```
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4. Request Whose Turn
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```
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{
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"id": "id given by backend",
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"type": "whose_turn",
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}
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```
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5. Disconnect
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```
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{
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"id": "id given by backend",
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"type": "disconnect",
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}
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```
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6. Request Board State:
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```
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{
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"id": "id given by backend",
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"type": "request_board_state",
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}
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```
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7. Request Game State:
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```
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{
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"id": "id given by backend",
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"type": "game_state",
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}
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```
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## Responses
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1. Request ID Response
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```
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{
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"type": "pairing_response",
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"id": "id set by backend",
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"status": "waiting",
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}
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```
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```
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{
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"type": "pairing_response",
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"id": "id set by backend",
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"status": "paired",
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"color": "cyan", // or "magenta"
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}
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```
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If there are too many players such that a new game cannot be feasibly started,
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then the back-end will respond with "too\_many\_players".
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```
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{
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"type": "pairing_response",
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"status": "too_many_players"
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}
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```
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2. Check pairing status
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```
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{
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"type": "pairing_response",
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"status": "waiting", // or "unknown_id"
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}
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```
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```
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{
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"type": "pairing_response",
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"status": "paired",
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"color": "magenta", // or "cyan"
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}
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```
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3. Request Turn action Response
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```
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{
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"type": "place_token",
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"status": "not_paired_yet", // or "accepted", "illegal",
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// "not_your_turn", "game_ended",
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// "unknown_id"
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}
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```
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4. Request Whose Turn Response
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```
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{
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"type": "whose_turn",
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"status": "cyan", // or "magenta", "not_paired_yet", "unknown_id",
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// "game_ended"
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}
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```
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5. Disconnect Response
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```
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{
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"type": "disconnect",
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"status": "ok", // or "unknown_id"
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}
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```
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6. Request Board State Response
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```
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{
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"type": "board_state",
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"status": "in_progress", // or "game_ended"
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"board": [
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"e",
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"e",
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... // 56 entries in the array where the index of the array
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// correspond to position on the board (0-55). Each entry is
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// either: "e", "c", or "m".
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// "e" -> empty
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// "c" -> cyan
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// "m" -> magenta
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],
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}
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```
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```
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{
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"type": "board_state",
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"status": "unknown_id", // or "not_paired"
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}
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```
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7. Request Game State Response
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```
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{
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"type": "game_state",
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"status": "not_paired", // or "in_progress", "unknown_id"
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}
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```
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Note that the backend will stop keeping track of the game once both players have
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successfully requested the Game State once after the game has ended. Thus,
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future requests may return "unknown\_id" as the "status".
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```
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{
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"type": "game_state",
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"status": "cyan_won", // or "magenta_won", or "draw"
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}
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```
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Note that if a player has disconnected, the other player will receive a "status"
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of "opponent\_disconnected". Future requests will return "unknown\_id".
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```
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{
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"type": "game_state",
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"status": "opponent_disconnected", // or "unknown_id"
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}
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```
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