render current player in secondary color
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README.md
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README.md
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# CCCB-Tanks
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<!-- TODO: image -->
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## Service point display
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<!-- TODO: image -->
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In CCCB, there is a big pixel matrix hanging on the wall. It is called "Airport Display" or "Service Point Display".
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- Resolution: 352x160=56,320 pixels
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- Pixels are grouped into 44x20=880 tiles (8x8=64 pixels each)
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- Smallest addressable unit: row of pixels inside of a tile (8 pixels = 1 byte)
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- The brightness can only be set per tile
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- Screen content can be changed using a simple UDP protocol
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- Between each row of tiles, there is a gap of around 4 pixels size. This gap changes the aspect ratio of the display.
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### Binary format
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A UDP package sent to the display has a header size of 10 bytes.
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Each header value has a size of two bytes (unsigned 16 bit integer).
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Depending on the command, there can be a payload following the header.
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The commands are implemented in DisplayCommands.
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To change screen contents, these commands are the most relevant:
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1. Clear screen
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- command: `0x0002`
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- (rest does not matter)
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2. Send CP437 data: render specified text into rectangular region
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- command: `0x0003`
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- top left tile x
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- top left tile y
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- width in tiles
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- height in tiles
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- payload: (width in tiles * height in tiles) bytes
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- 1 byte = 1 character
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- each character is rendered into one tile (mono-spaced)
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- characters are encoded using code page 437
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3. Send bitmap window: set pixel states for a rectangular region
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- command: `0x0013`
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- top left tile x
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- top left _pixel_ y
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- width in tiles
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- height in _pixels_
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- payload: (width in tiles * height in pixels) bytes
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- network byte order
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- 1 bit = 1 pixel
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There are other commands implemented as well, e.g. for changing the brightness.
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## Tanks game
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- By default, the backend also hosts the frontend
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### Backend
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<!-- TODO: image -->
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- Stack: .NET / C# / ASP.NET / AOT-compiled
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- Both traditional JSON over HTTP APIs and real-time WebSocket communication
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- runs all game logic
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- sends image and text to the service point display
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- sends image to clients
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- currently, the game has a fixed tick and frame rate of 25/s
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- One frame is ~7KB, not including the text
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- maps can be loaded from png files containing black and white pixels or simple text files
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- some values (like tank speed) can be configured but are fixed at run time
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### Frontend
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<!-- TODO: image -->
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- Stack: React / Vite / TypeScript / plain CSS
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- There is no server component dedicated to the frontend, everything is a single page after build
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- Shows map rendered on server by setting canvas image data
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- Sends user input to server
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- real time communication via WebSockets, HTTP for the REST
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### Binary formats
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#### Controls WebSocket
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- Client sends 2 byte messages.
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- on or off: `0x01` or `0x02`
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- input: Forward=`0x01`, Backward=`0x02`, Left=`0x03`, Right=`0x04`, Shoot=`0x05`
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- The server never sends any messages.
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### Observer screen WebSocket
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- same image for all clients
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- server sends same format as for the service point display
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- client responds with empty message to request the next frame
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### Player screen WebSocket
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- image is rendered per player
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- server sends same message as the observer WebSocket, but includes an additional 4 bits per set bit in the observer payload
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- first bit: belongs to current player
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- second bit: (reserved)
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- third and fourth bit: type of something
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- 00: wall
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- 01: tank
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- 10: bullet
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- 11: (reserved)
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- client responds with empty message to request the next frame
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