+++ /dev/null
-Empires Game Protocol
-=====================
-Version: 0.6
-
-For a specific game the following API endpoints are defined.
-(Note: Only the trailing portion of the API URI is provided here.
- The preceding portions of the path must be determined externally.)
-
-/events
-
- This is a server-sent events stream that allows the server to push
- game-related events to clients. When a client connects to this API
- endpoint the server will return a header that includes:
-
- Content-type: text/event-stream
- Connection: keep-alive
- Cache-Control: no-cache
-
- and will keep the connection open to return events.
-
- The following event types will be returned by the server:
-
- TYPE: players
-
- WHEN: When a client first connects
-
- PURPOSE: Describes all players in the game already
-
- EXAMPLE:
-
- event: players
- data: [{"id":1,"name":"Carl"},{"id":2,"name":"Kevin"}]
-
- TYPE: player-join
-
- WHEN: When a player joins the game
-
- EXAMPLE:
-
- event: player-join
- data: {"id":3,"name":"Richard"}
-
- TYPE: player-leave
-
- WHEN: When a player leaves the game
-
- EXAMPLE:
-
- event: player-leave
- data: {"id":3}
-
- TYPE: game-state
-
- WHEN: When client first connects and whenever game state changes
-
- VALUES: Event gives both the old and new state.
- Each will be one of the following:
-
- none: Pseudo-state used as old_state when game is started
- join: Players are choosing characters and joining the game
- reveal: Character names are being revealed to players
- capture: Players are guessing characters in capture attempts
-
- NOTE: When a client first connects, it may see multiple
- game-state transitions, to transition step-by-step from
- the initial state to the state of the current game. See
- the example below which would be presented to a client
- joining a game that is already in the "reveal state.
-
- EXAMPLES:
-
- event: game-state
- data: {"old_state":"none","new_state":"join"}
-
- event: game-state
- data: {"old_state":"join","new_state":"reveal"}
-
- TYPE: character-reveal
-
- WHEN: Periodically during the "reveal" state of the game
-
- EXAMPLE:
-
- event: character-reveal
- data: {"character":"Albert Einstein"}
-
- TYPE: capture
-
- WHEN: When one player captures another
-
- EXAMPLE:
-
- event: capture
- data: {"captor": 2, "captee": 1}
-
-/register
-
- Method: POST
-
- Behavior: Adds a new player with "name" and "character" and
- assigns an id. Also will add a new empire with empty "captured"
- array.
-
- Note: If the client supports cookies and has previously set a
- nickname in the current session via the upper-level /profile API,
- then the name can be omitted from the data here and the profile
- nickname will be used instead.
-
- Example data: { "name": "Carl", "character: "Elvis" }
-
-/deregister/<ID>
-
- Method: POST
-
- Behavior: Removes an existing player with the given ID
-
-/reveal
-
- Method: POST
-
- When: Only valid when in game state of JOIN
-
- Behavior: Change state to REVEAL; reveal character names to all clienta
-
-/start
-
- Method: POST
-
- When: Only valid when in game state of REVEAL
-
- Behavior: Change game state to CAPTURE
-
-/reset
-
- Method: POST
-
- Behavior: Removes all players (bulk deregister)
-
-/restart
-
- Method: POST
-
- Behavior: Eliminates all current empire ownership so the existing
- players can start a new game
-
-/capture/<ID1>/<ID2>
-
- Method: POST
-
- Behavior: Indicate that empire ID1 has now captured ID2
-
-/liberate/<ID>
-
- Method: POST
-
- Behavior: Indicate that empire ID is no longer captured (undoing a
- previous /capture)
-
-/characters
-
- Method: GET
-
- Behavior: Returns a lists of all character names (in alphabetical order)
-
- Example data: [ "Einstein", "Elvis", "Fred Flintstone" ]
-
-/empires
-
- Method: GET
-
- Behavior: Shows which empires have been captured by other empires
-
- Example data [ { "id": 1, "captures": [] },
- { "id": 2, "captures": [1] },
- { "id": 3, "captures": [4, 5, 6] },
- { "id": 4, "captures": [2] },
- { "id": 5, "captures": [] },
- { "id": 6, "captures": [] } ]
-
-/players
-
- Method: GET
-
- Behavior: Gets a list of all the player objects (without their
- character names)
-
- Example data: [ { id: 1, name: "Carl" }, { id: 2, name: "Kevin" } ]
-
-Server
-======
-There's a sample server available at: https://families.cworth.org/api/
-
-We plan to move this to https://empires.cworth.org at some point.
--- /dev/null
+Empires Game Protocol
+=====================
+Version: 0.6
+
+For a specific game the following API endpoints are defined.
+(Note: Only the trailing portion of the API URI is provided here.
+ The preceding portions of the path must be determined externally.)
+
+/events
+
+ This is a server-sent events stream that allows the server to push
+ game-related events to clients. When a client connects to this API
+ endpoint the server will return a header that includes:
+
+ Content-type: text/event-stream
+ Connection: keep-alive
+ Cache-Control: no-cache
+
+ and will keep the connection open to return events.
+
+ The following event types will be returned by the server:
+
+ TYPE: players
+
+ WHEN: When a client first connects
+
+ PURPOSE: Describes all players in the game already
+
+ EXAMPLE:
+
+ event: players
+ data: [{"id":1,"name":"Carl"},{"id":2,"name":"Kevin"}]
+
+ TYPE: player-join
+
+ WHEN: When a player joins the game
+
+ EXAMPLE:
+
+ event: player-join
+ data: {"id":3,"name":"Richard"}
+
+ TYPE: player-leave
+
+ WHEN: When a player leaves the game
+
+ EXAMPLE:
+
+ event: player-leave
+ data: {"id":3}
+
+ TYPE: game-state
+
+ WHEN: When client first connects and whenever game state changes
+
+ VALUES: Event gives both the old and new state.
+ Each will be one of the following:
+
+ none: Pseudo-state used as old_state when game is started
+ join: Players are choosing characters and joining the game
+ reveal: Character names are being revealed to players
+ capture: Players are guessing characters in capture attempts
+
+ NOTE: When a client first connects, it may see multiple
+ game-state transitions, to transition step-by-step from
+ the initial state to the state of the current game. See
+ the example below which would be presented to a client
+ joining a game that is already in the "reveal state.
+
+ EXAMPLES:
+
+ event: game-state
+ data: {"old_state":"none","new_state":"join"}
+
+ event: game-state
+ data: {"old_state":"join","new_state":"reveal"}
+
+ TYPE: character-reveal
+
+ WHEN: Periodically during the "reveal" state of the game
+
+ EXAMPLE:
+
+ event: character-reveal
+ data: {"character":"Albert Einstein"}
+
+ TYPE: capture
+
+ WHEN: When one player captures another
+
+ EXAMPLE:
+
+ event: capture
+ data: {"captor": 2, "captee": 1}
+
+/register
+
+ Method: POST
+
+ Behavior: Adds a new player with "name" and "character" and
+ assigns an id. Also will add a new empire with empty "captured"
+ array.
+
+ Note: If the client supports cookies and has previously set a
+ nickname in the current session via the upper-level /profile API,
+ then the name can be omitted from the data here and the profile
+ nickname will be used instead.
+
+ Example data: { "name": "Carl", "character: "Elvis" }
+
+/deregister/<ID>
+
+ Method: POST
+
+ Behavior: Removes an existing player with the given ID
+
+/reveal
+
+ Method: POST
+
+ When: Only valid when in game state of JOIN
+
+ Behavior: Change state to REVEAL; reveal character names to all clienta
+
+/start
+
+ Method: POST
+
+ When: Only valid when in game state of REVEAL
+
+ Behavior: Change game state to CAPTURE
+
+/reset
+
+ Method: POST
+
+ Behavior: Removes all players (bulk deregister)
+
+/restart
+
+ Method: POST
+
+ Behavior: Eliminates all current empire ownership so the existing
+ players can start a new game
+
+/capture/<ID1>/<ID2>
+
+ Method: POST
+
+ Behavior: Indicate that empire ID1 has now captured ID2
+
+/liberate/<ID>
+
+ Method: POST
+
+ Behavior: Indicate that empire ID is no longer captured (undoing a
+ previous /capture)
+
+/characters
+
+ Method: GET
+
+ Behavior: Returns a lists of all character names (in alphabetical order)
+
+ Example data: [ "Einstein", "Elvis", "Fred Flintstone" ]
+
+/empires
+
+ Method: GET
+
+ Behavior: Shows which empires have been captured by other empires
+
+ Example data [ { "id": 1, "captures": [] },
+ { "id": 2, "captures": [1] },
+ { "id": 3, "captures": [4, 5, 6] },
+ { "id": 4, "captures": [2] },
+ { "id": 5, "captures": [] },
+ { "id": 6, "captures": [] } ]
+
+/players
+
+ Method: GET
+
+ Behavior: Gets a list of all the player objects (without their
+ character names)
+
+ Example data: [ { id: 1, name: "Carl" }, { id: 2, name: "Kevin" } ]
+
+Server
+======
+There's a sample server available at: https://families.cworth.org/api/
+
+We plan to move this to https://empires.cworth.org at some point.