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Thursday, January 19, 2012

Standard Polyomino Protocol 1.0

After much revision, we've come to a better protocol, where the server can infer things about the messages it is sending by the opcode and such. The login handshake is also now extremely secure, so you won't ever have to worry about people breaking into the server and stealing your password, or somebody figuring out your password from the information you are sending with a dictionary attack or something like that.

You may also notice that the name of the protocol has changed. This is because we're also trying to couple this as loosely to NullpoMino itself as is possible. In order to have some interoperability between games, we're trying to generalize things so other games can talk with this protocol. For example, myndzi is writing a JavaScript game which will use SPP.

SPP 1.0 Spec
SPP opcode table

I'll have to thank myndzi for his input during this discussion, as his expertise with the IRC protocol (which in turn inspired this one) was very helpful.

Monday, January 2, 2012

NullpoMino Protocol 1.0 Specification

Here's a rough draft of the network protocol specification. I'm calling it RFC 1 (RFC stands for Request for Comments).

NullpoMino Protocol 1.0 Specification

This is the promised table of opcodes that I've come up with so far. I left some room in the game opcodes area for expansion, and I feel like it would probably be best if we could finalize the design of network games and their communication before this is set in stone.

NMP opcode table

When this proposal is acceptable, I'll begin work on a reference implementation server which uses the protocol.