106 lines
3 KiB
Markdown
106 lines
3 KiB
Markdown
# servicepoint-tanks
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<!-- TODO: image -->
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## Building and running
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### With Nix
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Using the power of nix, you can just `nix run git+https://git.berlin.ccc.de/vinzenz/servicepoint-tanks`!
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To build from local source:
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```bash
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# no submodules required
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git clone https://github.com/kaesaecracker/servicepoint-tanks.git
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cd servicepoint-tanks
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nix build .#
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result/bin/TanksServer
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```
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You can also use the provided devShells (`nix develop .#`) and follow the manual steps.
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For proper IDE suggestions, you may need to initialize the submodules. They are not used for building by Nix though.
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### The hard way
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```bash
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# initialize the submodules
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git clone https://github.com/kaesaecracker/servicepoint-tanks.git
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cd servicepoint-tanks
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git submodule update --init --recursive
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# build
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cd tank-frontent
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npm install
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npm run build
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cd ../tanks-backend
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dotnet build
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```
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The Docker builds are currently broken and need some updates for the new library repo structure.
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<!-- TODO currently broken
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# build with docker/podman - probably broken rifht
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cd tanks-backend
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docker build .
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cd ../tank-frontend
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docker build .
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cd ..
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docker build .
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```
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-->
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## Backend
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<!-- TODO: image -->
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- Uses the C# bindings from the [servicepoint library](https://github.com/cccb/servicepoint/) for communication with the display.
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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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- The game has a dynamic update rate. Hundreds of updates per second on a laptop are expected.
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- One frame is ~7KB, not including the text and player specific data
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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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- By default, the backend also hosts the frontend
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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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