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 Track

Description

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

9. Authors

10. Acknowledgments

Acknowledge anyone or any organization that contributed to the development of this protocol.

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