From 07dc9ba69e0edba9cbae6b71ded6f2b8ca17f14a Mon Sep 17 00:00:00 2001 From: Carl Worth Date: Mon, 11 May 2020 14:50:08 -0700 Subject: [PATCH] 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. --- api.text | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) 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 -- 2.43.0