5 For a specific game the following API endpoints are defined.
6 (Note: Only the trailing portion of the API URI is provided here.
7 The preceding portions of the path must be determined externally.)
11 This is a server-sent events stream that allows the server to push
12 game-related events to clients. When a client connects to this API
13 endpoint the server will return a header that includes:
15 Content-type: text/event-stream
16 Connection: keep-alive
17 Cache-Control: no-cache
19 and will keep the connection open to return events.
21 The following event types will be returned by the server:
25 WHEN: When a client first connects
27 PURPOSE: Describes all players in the game already
32 data: [{"id":1,"name":"Carl"},{"id":2,"name":"Kevin"}]
36 WHEN: When a player joins the game
41 data: {"id":3,"name":"Richard"}
45 WHEN: When a player leaves the game
54 WHEN: When client first connects and whenever game state changes
56 VALUES: Event gives both the old and new state.
57 Each will be one of the following:
59 none: Pseudo-state used as old_state when game is started
60 join: Players are choosing characters and joining the game
61 reveal: Character names are being revealed to players
62 capture: Players are guessing characters in capture attempts
64 NOTE: When a client first connects, it may see multiple
65 game-state transitions, to transition step-by-step from
66 the initial state to the state of the current game. See
67 the example below which would be presented to a client
68 joining a game that is already in the "reveal state.
73 data: {"old_state":"none","new_state":"join"}
76 data: {"old_state":"join","new_state":"reveal"}
78 TYPE: character-reveal
80 WHEN: Periodically during the "reveal" state of the game
84 event: character-reveal
85 data: {"character":"Albert Einstein"}
89 WHEN: When one player captures another
94 data: {"captor": 2, "captee": 1}
100 Behavior: Adds a new player with "name" and "character" and
101 assigns an id. Also will add a new empire with empty "captured"
104 Note: If the client supports cookies and has previously set a
105 nickname in the current session via the upper-level /profile API,
106 then the name can be omitted from the data here and the profile
107 nickname will be used instead.
109 Example data: { "name": "Carl", "character: "Elvis" }
115 Behavior: Removes an existing player with the given ID
121 When: Only valid when in game state of JOIN
123 Behavior: Change state to REVEAL; reveal character names to all clienta
129 When: Only valid when in game state of REVEAL
131 Behavior: Change game state to CAPTURE
137 Behavior: Removes all players (bulk deregister)
143 Behavior: Eliminates all current empire ownership so the existing
144 players can start a new game
150 Behavior: Indicate that empire ID1 has now captured ID2
156 Behavior: Indicate that empire ID is no longer captured (undoing a
163 Behavior: Returns a lists of all character names (in alphabetical order)
165 Example data: [ "Einstein", "Elvis", "Fred Flintstone" ]
171 Behavior: Shows which empires have been captured by other empires
173 Example data [ { "id": 1, "captures": [] },
174 { "id": 2, "captures": [1] },
175 { "id": 3, "captures": [4, 5, 6] },
176 { "id": 4, "captures": [2] },
177 { "id": 5, "captures": [] },
178 { "id": 6, "captures": [] } ]
184 Behavior: Gets a list of all the player objects (without their
187 Example data: [ { id: 1, name: "Carl" }, { id: 2, name: "Kevin" } ]
191 There's a sample server available at: https://families.cworth.org/api/
193 We plan to move this to https://empires.cworth.org at some point.