RFC protocol
R-Type game network communication protocol
RFC 10000: R-Type network communication protocol
Date: 2023-09-27
Author(s): Martin d'Hérouville <martin.d-herouville@epitech.eu>
Status: Standards TrackDescription
R-Type is a game created in 1987. It is a side-scrolling shoot-em-up game. The player controls a spaceship and must destroy enemies and bosses to finish the level. The player can also collect power-ups to upgrade his spaceship. We re-created this game in 2023 with the same gameplay, but with better graphics and sound, and with new features including a multiplayer mode. This version of the game is a network game. The player can play with other players on the same server.
Table of contents
1. Introduction
This RFC defines the communication protocol between the server and the client for the network game "R-Type". The server is the host of the game, and the client is the player.
2. Motivation
The protocol is designed to facilitate efficient and secure communication between the server and the client, necessary for the networking features of the game.
3. Requirements and Specifications
This section details the requirements and specifications of the protocol.
3.1. Data Format
This protocol is designed to be used with the UDP protocol (1). The server and the client communicate with each other by sending and receiving datas. Datas are formatted using binary. Each command sent begins with one byte indicating the type of the data, followed by the data itself. Each command has a known size, this way both the server and the client can split the commands recieved.
3.2. Data Types
Here is the list of the data types. The description of each data type is detailed in the next section. When a data type is sent by the server, it is prefixed by letter "s". When a data type is sent by the client, it is prefixed by the letter "c".
s-1 = screen progression
c-2 = player asking to move
s-3 = player position
s-4 = missile position
c-5 = player asking to shoot
s-6 = player score
s-7 = enemy position
c-8 = player asking to create a room
c-9 = player asking to join a room
s-10 = room joined
s-11 = time before the game starts
c-12 = client ping
s-13 = other player joined game
s-14 = other player left game
s-15 = missile destroyed
s-16 = enemy died
s-17 = game over
s-18 = player died
s-19 = current player's life
s-20 = monster's life
s-21 = color strobe
s-22 = next level starting
s-23 = latency
c-24 = quit current room
c-25 = join specific room
c-26 = ask to list available rooms
s-27 = available room list
s-28 = bonus position
s-29 = bonus destroyed
c-30 = fire bomb
s-31 = bomb position
s-32 = bomb destroyed
s-33 = new chat message
c-34 = send chat message in the room
s-35 = player pod level
4. Message Descriptions
This section details each message type.
4.1. Screen Progression
This message is sent by the server to the client to indicate the progression of the screen.
4.1.1. Message size
The message is 5 bytes long.
4.1.2. Message Format
The message is formatted as follows:
1 byte: message type (1)
4 byte: position of the screen (int)
4.1.3. Message Example
4.2. Player Asking to Move
This message is sent by the client to the server to indicate that the player wants to move.
4.2.1. Message size
The message is 3 bytes long.
4.2.2. Message Format
The message is formatted as follows:
1 byte: message type (2)
1 byte: direction (char) -> 1 = up ; 2 = down ; 4 = left ; 8 = right
1 byte: number of times (char) -> 0-255
4.2.3. Message Example
4.3. Player Position
This message is sent by the server to the client to indicate the position of a player. It is sent every time that a player moves.
4.3.1. Message size
The message is 6 bytes long.
4.3.2. Message Format
The message is formatted as follows:
1 byte: message type (3)
1 byte: player id (char)
2 byte: position x (short)
2 byte: position y (short)
4.3.3. Message Example
4.4. Missile Position
This message is sent by the server to the client to indicate the position of a missile.
4.4.1. Message size
The message is 10 bytes long.
4.4.2. Message Format
The message is formatted as follows:
1 byte: message type (4)
4 byte: missile id (int)
1 byte: missile type (char) -> 1 = player ; 2 = enemy
2 byte: position x (short)
2 byte: position y (short)
4.4.3. Message Example
4.5. Player Asking to Shoot
This message is sent by the client to the server to indicate that the player wants to shoot.
4.5.1. Message size
The message is 1 byte long.
4.5.2. Message Format
The message is formatted as follows:
1 byte: message type (5)
4.5.3. Message Example
4.6. Player Score
This message is sent by the server to the client to indicate the score of the player (the client).
4.6.1. Message size
The message is 5 bytes long.
4.6.2. Message Format
The message is formatted as follows:
1 byte: message type (6)
4 byte: score (int)
4.6.3. Message Example
4.7. Enemy Position
This message is sent by the server to the client to indicate the position of an enemy.
4.7.1. Message size
The message is 6 bytes long.
4.7.2. Message Format
The message is formatted as follows:
1 byte: message type (7)
1 byte: enemy id (char)
2 byte: position x (short)
2 byte: position y (short)
4.7.3. Message Example
4.8. Player Asking to Create a Room
This message is sent by the client to the server to indicate that the player wants to create a room.
4.8.1. Message size
The message is 2 bytes long.
4.8.2. Message Format
The message is formatted as follows:
1 byte: message type (8)
1 byte: booleen private room (char) -> 0 = public ; 1 = private
4.8.3. Message Example
4.9. Player Asking to Join a Room
This message is sent by the client to the server to indicate that the player wants to join a room.
4.9.1. Message size
The message is 1 bytes long.
4.9.2. Message Format
The message is formatted as follows:
1 byte: message type (9)
4.9.3. Message Example
4.10. Room Joined
This message is sent by the server to the client to indicate that he joined a room.
4.10.1. Message size
The message is 4 bytes long.
4.10.2. Message Format
The message is formatted as follows:
1 byte: message type (10)
2 byte: room id (short)
1 byte: player id (char)
4.10.3. Message Example
4.11. Time Before the Game Starts
This message is sent by the server to the client to indicate the time before the game starts.
4.11.1. Message size
The message is 6 bytes long.
4.11.2. Message Format
The message is formatted as follows:
1 byte: message type (11)
4 byte: time before the game starts in seconds (int)
1 byte: booleen game started (char) -> 0 = false ; 1 = true
4.11.3. Message Example
4.12. Client Ping
This message is sent by the client to the server to indicate that he is still connected.
4.12.1. Message size
The message is 1 bytes long.
4.12.2. Message Format
The message is formatted as follows:
1 byte: message type (12)
4.12.3. Message Example
4.13. Other Player Joined Game
This message is sent by the server to the client to indicate that another player joined the game.
4.13.1. Message size
The message is 2 bytes long.
4.13.2. Message Format
The message is formatted as follows:
1 byte: message type (13)
1 byte: player id (char)
4.13.3. Message Example
4.14. Other Player Left Game
This message is sent by the server to the client to indicate that another player left the game.
4.14.1. Message size
The message is 2 bytes long.
4.14.2. Message Format
The message is formatted as follows:
1 byte: message type (14)
1 byte: player id (char)
4.14.3. Message Example
4.15. Missile Destroyed
This message is sent by the server to the client to indicate that a missile has been destroyed (hit an enemy or a player, or went out of the screen).
4.15.1. Message size
The message is 10 bytes long.
4.15.2. Message Format
The message is formatted as follows:
1 byte: message type (15)
4 byte: missile id (int)
1 byte: missile type (char) -> 1 = player ; 2 = enemy
2 byte: position x (short)
2 byte: position y (short)
4.15.3. Message Example
4.16. Enemy Died
This message is sent by the server to the client to indicate that an enemy has been destroyed.
4.16.1. Message size
This message is 5 bytes long.
4.16.2. Message Format
The message is formatted as follows:
1 byte: message type (16)
4 byte: enemy id (int)
4.16.3. Message Example
4.17. Game Over
This message is sent by the server to the client to indicate that the game is over.
4.17.1. Message size
This message is 2 byte long.
4.17.2. Message Format
The message is formatted as follows:
1 byte: message type (17)
1 byte: type (char)
4.17.3. Message Example
4.18. Player Died
This message is sent by the server to the client to indicate that a player died.
4.18.1. Message size
This message is 5 byte long.
4.18.2. Message Format
The message is formatted as follows:
1 byte: message type (18)
4 byte: player id (int)
4.18.3. Message Example
4.19. Current Player's Life
This message is sent by the server to the client to indicate the current player's life.
4.19.1. Message size
This message is 5 byte long.
4.19.2. Message Format
The message is formatted as follows:
1 byte: message type (19)
4 byte: player life (int)
4.19.3. Message Example
4.20. Monster's Life
This message is sent by the server to the client to indicate the monster's life.
4.20.1. Message size
This message is 9 byte long.
4.20.2. Message Format
The message is formatted as follows:
1 byte: message type (20)
4 byte: monster id (int)
4 byte: monster life (int)
4.20.3. Message Example
4.21. Color Strobe
This message is sent by the server to the client to tell the client to display a color strobe effect on the screen.
4.21.1. Message size
This message is 3 byte long.
4.21.2. Message Format
The message is formatted as follows:
1 byte: message type (21)
1 byte: color (char)
1 byte: on/off (char) -> 0 = off ; 1 = on
4.21.3. Message Example
4.22. Next Level Starting
This message is sent by the server to the client to tell the client that the next level is starting.
4.22.1. Message size
This message is 7 byte long.
4.22.2. Message Format
The message is formatted as follows:
1 byte: message type (22)
4 byte: time before the next level starts (int)
1 byte: song to play during the next level (char)
1 byte: bool started (char) -> 0 = false ; 1 = true
4.22.3. Message Example
4.23. Latency
This message is sent by the server to the client to tell the client the latency between the both.
4.23.1. Message size
This message is 3 byte long.
4.23.2. Message Format
The message is formatted as follows:
1 byte: message type (23)
2 byte: latency in milliseconds (short)
4.23.3. Message Example
4.24. Quit Current Room
This message is sent by the client to the server to tell the server that the client wants to quit the current room.
4.24.1. Message size
This message is 1 byte long.
4.24.2. Message Format
The message is formatted as follows:
1 byte: message type (24)
4.24.3. Message Example
4.25. Join Specific Room
This message is sent by the client to the server to tell the server that the client wants to join a specific room.
4.25.1. Message size
This message is 5 byte long.
4.25.2. Message Format
The message is formatted as follows:
1 byte: message type (25)
4 byte: room id (int)
4.25.3. Message Example
4.26. Ask to List Available Rooms
This message is sent by the client to the server to ask a list of the available rooms.
4.26.1. Message size
This message is 1 byte long.
4.26.2. Message Format
The message is formatted as follows:
1 byte: message type (26)
4.26.3. Message Example
4.27. Available Room List
This message is sent by the server to the client to give him the list of the available rooms. This message is sent once for each room.
4.27.1. Message size
This message is 8 byte long.
4.27.2. Message Format
The message is formatted as follows:
1 byte: message type (27)
4 byte: room id (int)
1 byte: number of players in the room (char)
1 byte: max number of players in the room (char)
1 byte: bool is joinable (char) -> 0 = false ; 1 = true
4.27.3. Message Example
4.28. Bonus Position
This message is sent by the server to the client to indicate the position of a bonus.
4.28.1. Message size
The message is 10 bytes long.
4.28.2. Message Format
The message is formatted as follows:
1 byte: message type (28)
4 byte: bonus id (int)
1 byte: bonus type (char)
2 byte: position x (short)
2 byte: position y (short)
4.28.3. Message Example
4.29. Bonus Destroyed
This message is sent by the server to the client to indicate that a bonus has been destroyed.
4.29.1. Message size
The message is 5 bytes long.
4.29.2. Message Format
The message is formatted as follows:
1 byte: message type (29)
4 byte: bonus id (int)
4.29.3. Message Example
4.30. Fire Bomb
This message is sent by the client to the server to indicate that the player wants to fire a bomb.
4.30.1. Message size
The message is 1 byte long.
4.30.2. Message Format
The message is formatted as follows:
1 byte: message type (30)
4.30.3. Message Example
4.31. Bomb Position
This message is sent by the server to the client to indicate the position of a bomb.
4.31.1. Message size
The message is 9 bytes long.
4.31.2. Message Format
The message is formatted as follows:
1 byte: message type (31)
4 byte: bomb id (int)
2 byte: position x (short)
2 byte: position y (short)
4.31.3. Message Example
4.32. Bomb Destroyed
This message is sent by the server to the client to indicate that a bomb has been destroyed.
4.32.1. Message size
The message is 5 bytes long.
4.32.2. Message Format
The message is formatted as follows:
1 byte: message type (32)
4 byte: bomb id (int)
4.32.3. Message Example
4.33. New Chat Message
This message is sent by the server to the client to indicate that a new chat message has been sent by a player. The string containing the message must contain exactly 1000 characters. It begins with the message itself and it ends with many '\0' characters to fill the 1000 characters.
4.33.1. Message size
The message is 1005 bytes long.
4.33.2. Message Format
The message is formatted as follows:
1 byte: message type (33)
4 byte: player id (int)
1000 byte: message (char *)
4.33.3. Message Example
4.34. Send Chat Message in the Room
This message is sent by the client to the server to indicate that the client wants to send a chat message in the room. The string containing the message must contain exactly 1000 characters. It begins with the message itself and it ends with many '\0' characters to fill the 1000 characters.
4.34.1. Message size
The message is 1001 bytes long.
4.34.2. Message Format
The message is formatted as follows:
1 byte: message type (34)
1000 byte: message (char *)
4.34.3. Message Example
4.35. Player Pod Level
This message is sent by the server to the client to indicate the player pod level.
4.35.1. Message size
The message is 7 bytes long.
4.35.2. Message Format
The message is formatted as follows:
1 byte: message type (35)
4 byte: player id (int)
1 byte: pod level (char)
1 byte: front (char)
4.35.3. Message Example
5. Communication Flow
Each message is sent by the server to the client or by the client to the server. The server and the client can send and receive messages at any time. If the server does not receive a message from the client during 10 seconds, the client is considered disconnected.
6. Security and Error Handling
If a command is not recognized by the server or the client, they won't do anything.
7. References
[1] UDP protocol (RFC 768):
https://tools.ietf.org/html/rfc768
https://www.ietf.org/rfc/rfc768.txt
8. Copyright
9. Authors
Martin d'Hérouville martin.d-herouville@epitech.eu
David Benistant david.benistant@epitech.eu
Thomas Ott thomas.ott@epitech.eu
Oscar Frank oscar.frank@epitech.eu
Lucas Binder lucas.binder@epitech.eu
10. Acknowledgments
Acknowledge anyone or any organization that contributed to the development of this protocol.
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