From: Carl Worth <cworth@cworth.org>
Date: Mon, 11 May 2020 21:50:08 +0000 (-0700)
Subject: Clarify that at client connection server may give multiple game-state events
X-Git-Url: https://git.cworth.org/git?a=commitdiff_plain;h=07dc9ba69e0edba9cbae6b71ded6f2b8ca17f14a;p=lmno-api

Clarify that at client connection server may give multiple game-state events

This mode is convenient for clients that aren't expecting to jump into
some mid-game state without having transitioned through each state
along the way.

With this change we increment the protocol version to 0.6.
---

diff --git a/api.text b/api.text
index b1a8f79..26f0a4d 100644
--- a/api.text
+++ b/api.text
@@ -1,6 +1,6 @@
 Empires Game Protocol
 =====================
-Version: 0.5
+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.
@@ -53,7 +53,7 @@ For a specific game the following API endpoints are defined.
 
 	WHEN: When client first connects and whenever game state changes
 
-	VALUES: Event gives both the old and new state. Game state
+	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
@@ -61,6 +61,12 @@ For a specific game the following API endpoints are defined.
                 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