224 lines
7.6 KiB
Plaintext
224 lines
7.6 KiB
Plaintext
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GENERAL PROTOCOL
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================
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When you pass the "-r <robot>" option to Netris, it launches
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"/bin/sh -c <robot>" as a subprocess and communicates to it via pipes.
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The robot reads events from Netris through stdin, and writes commands to
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stdout. All exchanges are ASCII lines composed of tokens separated by
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spaces. The first token in a line is the name of the command.
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The robot should ignore commands which it doesn't recognize. The protocol
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may be extended by adding extra commands without incrementing the version
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number. The version number will only be increased when a command cannot
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be safely ignored.
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Netris will also ignore commands which it doesn't recognize, for the same
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reason.
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INITIALIZATION
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==============
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The initial exchange between Netris and the robot is Version negotiation.
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Each sends a "Version <num>" line to the other, and the lowest version is
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used. Currently, the robot protocol version is 1.
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Next, Netris sends "GameType <type>", there <type> is either OnePlayer
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or ClassicTwo. There may be other games in the future.
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Then Netris sends "BoardSize <player> <height> <width>" for each player.
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<player> is 0 for the computer player and 1 for the opponent, if any.
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Other numbers may be used in the future.
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For each opponent, Netris sends "Opponent <player> <username> <host>".
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<host> is not necessarily a fully qualified host name, unfortunately.
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It might even be something like "localhost".
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For each opponent, Netris may send 0 or more flags associated with the
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opponent. For each flag which is true, Netris sends
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"OpponentFlag <player> <flag>". Currently, the flags are "robot" and
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"fairRobot".
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Next, Netris sends "TickLength <seconds>", where <seconds> is the number
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of seconds between pieces stepping down.
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Finally, a "BeginGame" command is sent to the robot.
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NORMAL GAME (Netris --> robot)
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==============================
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Here's a list of commands sent from Netris to the robot, and a brief
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description of each one.
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Exit
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----
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This is always sent to the robot when the game is over, for any reason.
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The robot should exit immediately.
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NewPiece <num>
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--------------
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This command is never sent in "fair" robot mode.
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Every time a new piece is created, this command is sent to the robot.
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<num> is a positive integer uniquely identifying the piece. <num> should
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be sent as a parameter to each movement command (sent to Netris) in
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order to prevent accidental movement of the wrong piece.
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TimeStamp <seconds>
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-------------------
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This command may be sent to the robot at any time. <seconds> is
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a floating point number of seconds since the beginning of the game.
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One is always sent immediately after "BeginGame" and "RowUpdate" commands.
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One will be sent at least every tick (see "TickLength") unless the game
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is paused.
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RowUpdate <player> <row> <col0> <col1> <col2> ... <coln>
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--------------------------------------------------------
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Whenever the screen changes, a group of these commands is sent to the
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robot followed by a "TimeStamp". After a "RowUpdate" command, the robot's
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view of the board is incorrect until the "TimeStamp".
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<player> is 0 for the computer player and positive numbers for opponents.
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<row> is an integer from 0 to boardHeight-1. 0 is the bottom row.
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<col0> ... <coln> are integers separated by spaces, one for each column.
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"0" indicates an empty square. Positive integers indicate blocks.
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Currently only "1" is used, but in the future there may be special kinds of
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blocks indicated by higher numbers. Negative integers indicate part of
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the currently falling piece. For each block, the absolute value of the
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number indicates the type of piece, and the sign indicates whether it is
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currently falling.
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If Netris is in "fair robot" (-F) mode, Netris will not highlight the
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falling piece with negative numbers. In this case, all numbers will
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be non-negative.
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UserKey <key> <keyname>
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-----------------------
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Whenever the user presses a key, this command is sent to the robot. The
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key is not automatically interpreted by Netris.
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<key> is the ascii value of the key, from 0 to 255. <keyname> is one
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of the following strings: "Left", "Rotate", "Right", "Drop", "Down",
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"ToggleSpy", "Pause", or "?". When possible, you should use <keyname>,
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since it will pay attention to keyboard remappings.
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For each possible <keyname> (other than "?"), there's an equivalent
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command recognized by Netris from the robot which performs the equivalent
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of the key. Therefore, if you want give the user "manual" control, you
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can send Netris "<keyname> <piecenum>".
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Pause <pausedByMe> <pausedByThem>
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---------------------------------
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<pausedByMe> is 0 or 1, indicating whether the game is currently paused by
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our side. <pausedByThem> is 0 or 1, indicating whether any player other
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than our side has paused the game. If either is 1, the game is paused.
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You may actually receive this command even when neither of the flags change.
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NORMAL GAME (robot --> Netris)
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==============================
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Here's a list of commands recognized by Netris from the robot:
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Left <num>
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Rotate <num>
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Right <num>
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Drop <num>
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Down <num>
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ToggleSpy <num>
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Pause <num>
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---------------
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These commands perform the equivalent of typing the corresponding command
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on the keyboard, if you weren't in robot mode.
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<num> is checked against the current piece number (the value sent along
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with "NewPiece" commands). If it doesn't match, the command is ignored.
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However, in "fair robot" mode, the <num> is ignored.
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These commands (except "Pause") are also ignored if the game is paused.
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Message <message>
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-----------------
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<message> is printed on the messages part of the display. Messages too
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long to fit on the screen may be truncated.
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<message> may contain spaces and printable characters only.
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EXAMPLE
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=======
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Here's a portion of an example log generated by the sample robot. The
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sample robot generates a log file in "log" if the "-l" option is given
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to sr (eg "netris -r 'sr -l'").
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In this log file, every line is preceeded by two characters. Lines
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sent from Netris to the robot are preceeded by two spaces " ", and
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lines sent to Netris are preceeded by "> ".
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> Version 1
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Version 1
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GameType OnePlayer
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BoardSize 0 20 10
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TickLength 0.300
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BeginGame
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TimeStamp 0.009
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NewPiece 1
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RowUpdate 0 19 0 0 0 0 0 -1 -1 0 0 0
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TimeStamp 0.010
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RowUpdate 0 19 0 0 0 0 -1 -1 0 0 0 0
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RowUpdate 0 18 0 0 0 0 0 -1 -1 0 0 0
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TimeStamp 0.314
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> Message Goal 0 : ** :** : : :
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> Left 1
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TimeStamp 0.352
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RowUpdate 0 19 0 0 0 -1 -1 0 0 0 0 0
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RowUpdate 0 18 0 0 0 0 -1 -1 0 0 0 0
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TimeStamp 0.362
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> Left 1
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RowUpdate 0 19 0 0 -1 -1 0 0 0 0 0 0
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RowUpdate 0 18 0 0 0 -1 -1 0 0 0 0 0
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TimeStamp 0.375
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> Left 1
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RowUpdate 0 19 0 -1 -1 0 0 0 0 0 0 0
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RowUpdate 0 18 0 0 -1 -1 0 0 0 0 0 0
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TimeStamp 0.387
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> Left 1
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RowUpdate 0 19 -1 -1 0 0 0 0 0 0 0 0
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RowUpdate 0 18 0 -1 -1 0 0 0 0 0 0 0
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TimeStamp 0.399
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> Drop 1
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RowUpdate 0 19 0 0 0 0 0 0 0 0 0 0
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RowUpdate 0 18 0 0 0 0 0 0 0 0 0 0
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RowUpdate 0 1 -1 -1 0 0 0 0 0 0 0 0
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RowUpdate 0 0 0 -1 -1 0 0 0 0 0 0 0
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TimeStamp 0.413
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NewPiece 2
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RowUpdate 0 19 0 0 0 0 0 -1 0 0 0 0
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RowUpdate 0 1 1 1 0 0 0 0 0 0 0 0
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RowUpdate 0 0 0 1 1 0 0 0 0 0 0 0
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TimeStamp 0.715
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RowUpdate 0 19 0 0 0 0 -1 -1 -1 0 0 0
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RowUpdate 0 18 0 0 0 0 0 -1 0 0 0 0
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TimeStamp 1.014
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> Message Goal 3 :*** : * : : :
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> Rotate 2
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TimeStamp 1.053
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RowUpdate 0 19 0 0 0 0 0 -1 -1 0 0 0
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RowUpdate 0 18 0 0 0 0 0 -1 0 0 0 0
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TimeStamp 1.062
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RowUpdate 0 19 0 0 0 0 0 -1 0 0 0 0
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RowUpdate 0 18 0 0 0 0 0 -1 -1 0 0 0
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RowUpdate 0 17 0 0 0 0 0 -1 0 0 0 0
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TimeStamp 1.314
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> Rotate 2
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RowUpdate 0 19 0 0 0 0 0 -1 0 0 0 0
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RowUpdate 0 18 0 0 0 0 -1 -1 -1 0 0 0
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RowUpdate 0 17 0 0 0 0 0 0 0 0 0 0
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TimeStamp 1.326
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[...]
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Exit
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# vi: tw=70 ai
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