Stephen Seo
b2ea79a7f7
When the front-end polls the back-end for the game-state, the back-end includes a "date_updated" String in the JSON. If the String is the same as in the front-end, then no updates are needed, but if they are not the same, then the front-end will update the board. Because the front-end polls the back-end's board state approximately every second, this should make the front-end more efficient.
185 lines
4.2 KiB
Markdown
185 lines
4.2 KiB
Markdown
# 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 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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An optional "phrase" parameter can be sent to match against other players with
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the same "phrase".
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```
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{
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"type": "pairing_request",
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"phrase": "user_defined_phrase",
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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. 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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5. 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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6. Chat Emote Send:
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```
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{
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"id": "id given by backend",
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"type": "send_emote",
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"emote": "smile", // or "frown", or "neutral", or "think"
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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_status",
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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_status",
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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_draw",
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// "game_ended_cyan_won",
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// "game_ended_magenta_won", "unknown_id"
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"board": "abcdefg..." // see protocol 5 response for details
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}
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```
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4. 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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5. 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 "unknown_id", "cyan_turn", "magenta_turn",
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// "cyan_won", "magenta_won", "draw",
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// "opponent_disconnected", "internal_error"
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// "board" may not be in the response if "unknown_id" is the status
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"board": "abcdefg...",// 56-char long string with mapping:
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// a - empty
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// b - cyan
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// c - magenta
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// d - cyan winning piece
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// e - magenta winning piece
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// f - cyan placed
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// g - magenta placed
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// h - cyan winning and placed piece
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// i - magenta winning and placed piece
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// optional "peer_emote" entry is message from opponent
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"peer_emote": "smile",// or "frown", or "neutral", or "think"
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// should always be available when "board" is available
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"updated_time": "2022-04-30 12:00:00"
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}
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```
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6. Send Emote Request Response
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```
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{
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"type": "send_emote",
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"status": "ok", // or "invalid_emote", "peer_disconnected",
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// "internal_error"
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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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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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