carts | ||
.clang-format | ||
.gitignore | ||
aux.c | ||
aux.h | ||
build.sh | ||
cart.c | ||
cart.h | ||
command.h | ||
err.h | ||
LICENSE | ||
mkfile | ||
README.md | ||
realm.c | ||
realm.h | ||
universe.c | ||
universe.h | ||
user.c | ||
user.h | ||
util.c | ||
util.h | ||
xrxs.c |
xrxs
xrxs
is an experimental game server using the Plan 9 protocol 9p
.
The client is intended to be a specialized uxn ROM that can load other ROMs (possibly preserving its own code to maintain a common menu system or interface to xrxs
).
design
This is the working structure of the 9p filesystem:
-
/ctl
: Write-only control file for inputing system commandslogin PW
: Authenticate withxrxs
-- password is hashed against realm password hashload CART
: Load a cartridgechunk TYPE N
: Load data of type TYPE and chunk number Ncreate REALM
: Create a new realm (start a new game) -- must have a cartridge loadedprotect REALM PW
: Protect the realm with a password if not already.enter REALM
: Join an existing realmleave
: Leave the current realmunload
: Unload the cartridge
-
/users
: Read-only; Self and others in the realm are readable from here, one per line. It contains only yourself before joining a realm. Your username on your machine is used as your username inxrxs
-- if your name is taken, you will get an error on attaching. -
/carts
: Available game/app cartridges for this server, read only; Carts are listed per line upon reading the file. It is backed by files on the server in a directory structure likecarts/CART_NAME/{CART_NAME.rom, data/, realms/}
. -
/slot
: After loading the cartridge, its ROM is read from here; Read-only. -
/data/
: Any supporting data that comes with the cartridge will be found here; They are in three parts:sprite
,audio
, andtext
. Becauseuxn
is limited to 64-128kb input files, the filesizes of these data blobs should be 64kb max, and thechunk
command should be used to page different files into the service when needed. The files on the server should be likeTYPE_dataN
whereTYPE
is one ofsprite
,audio
, andtext
, andN
is a nonnegative integer.data0
is the default loaded if no specific chunk has been requested. Inputting a commandchunk sprite 2
will makesprite_data2
available underdata/sprite
, and so on. -
/realms
: Open/saved realms, read-only. Realms and their associated universe are backed by real files on the server so that they can be preserved across service instantiations, in a directory structure like:carts/CART_NAME/realms/REALM_NAME/{realm, universe}
. Realms can either be solo, open, or protected; Open or protected realms can have limited member numbers. Depending on the cartridge, these settings can be user-managed or managed by the cartridge itself. Realms are listed per line upon reading the file like:REALM_NAME 1 4 1
. First would obviously be the name of the realm. The first number is number of members, second is member limit, third is 1 if protected, 0 if not.0 1 1
represents a protected solo realm that is empty (saved game with password).0 1 0
represents an unprotected solo realm that is empty (saved game with no password). -
/universe
: Write here to update serverside state for this cart/realm; Read from here to get the complete current state. This is backed by a key-value-pair list on the server. -
/scope
: Write here to tell the server the names of theAtom
s (key/value pair of aUniverse
) you're interested in (one per line), and read from here to retrieve their values (one per line). In many cases this will be preferrable to fetching the entireUniverse
. -
/random
: Read-only, get a random number from 0 to 99. -
/grandom
: Read-only, get a random number from 0 to 99 -- These are doled out on a per-realm basis, and the number stays the same until everyone in the realm has had a chance to read it. If you've already read it this round or aren't in a realm, it will be empty.
realm format
Each realm directory on the server should have the following files:
realm
: Basic data for the realm, file should contain only the maximum number of members, and the password hash, if any, separated by a spaceuniverse
: The actual game state in for the realm, key value pairs, one per line, asKEY = VALUE
; limit 15 characters for keys, 63 for values.
The realm should be synchronized to disc when realm membership, limit, or password change. Fenagling some periodic autosave should be possible...