fixed some typos
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2 changed files with 162 additions and 5 deletions
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@ -10,14 +10,14 @@ may contain `null` instead of their value type, or may be completely omitted.
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## DataTypes
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## DataTypes
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### Tuples
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### Tuples
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wi will write tuples types as `<(A,B)>` for a Tuple containing something of `A` and
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We will write tuples types as `<(A,B)>` for a Tuple containing something of `A` and
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something of `B`. We will encode this as a JSON Array of length n, where n is the
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something of `B`. We will encode this as a JSON Array of length n, where n is the
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length of the tuple.
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length of the tuple.
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For example a Value of `<(Number,String)>` might be `[5,"Hello World!"]`
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For example a Value of `<(Number,String)>` might be `[5,"Hello World!"]`
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### Lists
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### Lists
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we will write `[A]` for the type of Lists containing stuff of type `A`. These are
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we will write `[A]` for the type of Lists containing stuff of type `A`. These are
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encoded by Arrrays of arbitrary length.
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encoded by Arrays of arbitrary length.
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### Tick
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### Tick
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#### TickType
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#### TickType
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@ -31,7 +31,7 @@ A Tick is an Object of the following form:
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"TickValue" : <Number>
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"TickValue" : <Number>
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}
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}
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```
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```
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The TickValue field is only requiered if the "TickType" field contains the Value "Tick"
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The TickValue field is only required if the "TickType" field contains the Value "Tick"
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### Player
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### Player
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#### UUID
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#### UUID
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@ -62,7 +62,7 @@ you don't know that Player you should add it.
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"PlayerName" : <String>
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"PlayerName" : <String>
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}
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}
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```
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```
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Remark: `<Maybe null>` allows you to optionaly include this field with a `null` value. But
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Remark: `<Maybe null>` allows you to optionally include this field with a `null` value. But
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you might omit it.
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you might omit it.
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UnknownPlayer are used to introduce new Player to the Server.
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UnknownPlayer are used to introduce new Player to the Server.
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157
Messages.md.bak
Normal file
157
Messages.md.bak
Normal file
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@ -0,0 +1,157 @@
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We will first describe some simple JSON values. We will use them later in more complicated
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objects with the Syntax `"filedName" : <name>`. We will write standard JSON types in the same
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way. (For example `<Number>` for a correct JSON number). If there are multiple allowed values we will
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write it with a `|`, for example `"fieldName" : <Number>|<String>` if `"filedName"` may contain a
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`<Number>` or a `<String>`.
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For optional fields we write the corresponding value as `<Maybe name>`. Optional fields
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may contain `null` instead of their value type, or may be completely omitted.
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## DataTypes
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### Tuples
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wi will write tuples types as `<(A,B)>` for a Tuple containing something of `A` and
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something of `B`. We will encode this as a JSON Array of length n, where n is the
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length of the tuple.
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For example a Value of `<(Number,String)>` might be `[5,"Hello World!"]`
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### Lists
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we will write `[A]` for the type of Lists containing stuff of type `A`. These are
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encoded by Arrrays of arbitrary length.
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### Tick
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#### TickType
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A TickType is one of the following Strings:
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`"Abwarten"`,`"Bereithalten"`,`"Tick"`
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#### Tick
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A Tick is an Object of the following form:
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```
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{
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"TickType" : <TickType>
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"TickValue" : <Number>
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}
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```
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The TickValue field is only requiered if the "TickType" field contains the Value "Tick"
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### Player
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#### UUID
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we encode UUID as Strings of the following form:
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"xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx"
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Where every x represents a character between 0 and f.
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#### Player
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A Player is either an UnknownPlayer or a KnownPlayer. Aka `<Player>`
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is a synonym for `<KnownPlayer> | <UnknownPlayer>`. As a client you
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will never generate UUIDs for Player. This is always the job of the Server.
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##### KnownPlayer
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```
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{
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"PlayerUUID" : <UUID>
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"PlayerName" : <Maybe String>
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}
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```
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If `"PlayerName"` is set, the Player has a new Name. The Server will always use KnownPlayer. If
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you don't know that Player you should add it.
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##### UnknownPlayer
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```
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{
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"PlayerUUID" : <Maybe null>
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"PlayerName" : <String>
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}
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```
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Remark: `<Maybe null>` allows you to optionaly include this field with a `null` value. But
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you might omit it.
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UnknownPlayer are used to introduce new Player to the Server.
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### TickLeiste
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As every Session has exactly one TickLeiste attached to it, we never need to communicate an ID
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for a TickLeiste. But we still have to versions of TickLeiste.
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#### KnownTickLieste
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```
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[(<Tick>,[<KnownPlayer>])]
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```
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These are mainly used to communicate existing TickLeisten from the server to the client
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#### UnknownTickLeiste
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```
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[(<Tick>,[<UnknownPlayer>])]
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```
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These are mainly used so the client can initialize a TickLeiste.
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## Requests
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a client is allowed to make the following Requests
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### RequestType
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Every Request has a field `"RequestType" : <RequestType>`. For
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the allowed values of `<RequestType>` and the implication for the rest of
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the corresponding fields, look at the documentation of the specific requests.
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### SetPlayerTickR
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This request is used to set a player to a specific Tick. If the Player is an
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`UnknownPlayer` it will be added.
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```
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{
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"RequestType" : "SetPlayerTickR",
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"Player" : <Player>
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"Tick" : <Tick>
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}
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```
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### InitializeTickLeisteR
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Initialize a new TickLeiste, either one saved on the client side,
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to get a new empty one just set `"TickLeiste": []`
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```
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{
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"RequestType" : "InitializeTickLeisteR",
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"TickLeiste" : <UnknownTickLeiste>
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}
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```
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### TickLeisteR
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Request the current TickLeiste
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```
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{
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"RequestType" : "TickLeisteR",
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}
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```
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This is used to get the current TickLeiste from server. The server on its own will only
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send incremental updates.
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### ChangeNameR
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This is used to change the name of a Player without moving them.
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```
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{
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"RequestType" : "ChangeNameR",
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"Player" : <KnownPlayer>
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}
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```
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If you don't set the name in KnownPlayer no namechange will occur.
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## Events
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A Server might Send the following Events to a client.
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### SetPlayerTickE
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```
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{
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"EventType" : "SetPlayerTickE",
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"Player" : <KnownPlayer>
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"Tick" : <Tick>
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}
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```
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### InitializeTickLeisteE
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```
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{
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"EventType" : "InitializeTickLeisteE",
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"TickLeiste" : <KnownTickLieste>
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}
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```
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