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#![doc = include_str!("../README.md")]
// This cfg_attr is needed because `rustdoc::all` includes lints not supported on stable
#![cfg_attr(doc, allow(unknown_lints))]
#![deny(rustdoc::all)]
use serde::{Deserialize, Serialize};
/// ALPN used for the matchmaking protocol.
pub const MATCH_ALPN: &[u8] = b"/bones/match/0";
/// ALPN used for the direct connections between players.
pub const PLAY_ALPN: &[u8] = b"/bones/play/0";
//
// === Matchmaking Mode ===
//
// These are messages sent when first establishing a connection to the matchmaker and waiting for a
// match.
//
/// Requests that may be made in matchmaking mode
#[derive(Serialize, Deserialize, Debug, Clone)]
pub enum MatchmakerRequest {
/// Request to have the client join matchmaking queue
RequestMatchmaking(MatchInfo),
/// Request to remove the client from the matchmaking queue
StopMatchmaking(MatchInfo),
/// Request a list of lobbies for a specific game
ListLobbies(String),
/// Request to create a new lobby
CreateLobby(LobbyInfo),
/// Request to join an existing lobby for a specific gameid, optionally providing a password
JoinLobby(GameID, LobbyId, Option<String>),
}
/// Information about a match that is being requested
#[derive(Serialize, Deserialize, Debug, Clone, Hash, Eq, PartialEq)]
pub struct MatchInfo {
/// The maximum number of players to have in a match.
pub max_players: u32,
/// This is an arbitrary set of bytes that must match exactly for clients to end up in the same match.
/// This allows us to support matchmaking for different modes or game versions with the same matchmaking server.
pub match_data: Vec<u8>,
/// The unique identifier for the game
pub game_id: GameID,
/// Enables choosing how player_idx should be assigned to each player who joins the match.
pub player_idx_assignment: PlayerIdxAssignment,
}
/// Information about a lobby
#[derive(Serialize, Deserialize, Debug, Clone)]
pub struct LobbyInfo {
/// The name of the lobby
pub name: String,
/// The maximum number of players allowed in the lobby
pub max_players: u32,
/// The hashed password for the lobby, if any
pub password_hash: Option<String>,
/// This is an arbitrary set of bytes that the lobby creator specifies and which other clients must read/accept (ie. settings, version number, etc.)
pub match_data: Vec<u8>,
/// The unique identifier for the game
pub game_id: String,
/// Enables choosing how player_idx should be assigned to each player who joins the match.
pub player_idx_assignment: PlayerIdxAssignment,
}
/// Choose how player_idx should be assigned to each player who joins a match/lobby.
#[derive(Serialize, Deserialize, Debug, Clone, Hash, Eq, PartialEq, Default)]
pub enum PlayerIdxAssignment {
/// The players will be assigned an idx based on the order that they join the match/lobby.
#[default]
Ordered,
/// The players will randomly be assigned an idx
Random,
/// The order specified in the Vec will be assigned to the players based on the order they join the match/lobby.
/// Ie. If the Vec contains `0,2,1,3` then the first player will get player_idx 0, second 2, third 1, and fourth 3.
SpecifiedOrder(Vec<usize>),
}
/// A unique identifier for a game
pub type GameID = String;
/// A unique identifier for a lobby
#[derive(Serialize, Deserialize, Debug, Clone, Hash, Eq, PartialEq)]
pub struct LobbyId(pub String);
/// Responses that may be returned in matchmaking mode
#[derive(Serialize, Deserialize, Debug, Clone)]
pub enum MatchmakerResponse {
/// The connection has been accepted
Accepted,
/// Response that specifies updates about the current matchmaking (ie. player count updates)
MatchmakingUpdate { player_count: u32 },
/// The desired client count has been reached, and the match may start.
Success {
/// The random seed that each client should use.
random_seed: u64,
/// The client idx of the current client
player_idx: u32,
/// The number of connected clients in the match
player_count: u32,
/// The node ids of all players.
player_ids: Vec<(u32, iroh_net::NodeAddr)>,
},
/// Response that specifies updates about the current lobby (ie. player count updates)
LobbyUpdate { player_count: u32 },
/// A list of available lobbies
LobbiesList(Vec<LobbyListItem>),
/// Confirmation that a lobby has been created
LobbyCreated(LobbyId),
/// Confirmation that a client has joined a lobby
LobbyJoined(LobbyId),
/// An error message
Error(String),
}
/// Information about a lobby for the lobby list
#[derive(Serialize, Deserialize, Debug, Clone)]
pub struct LobbyListItem {
/// The unique identifier of the lobby
pub id: LobbyId,
/// The name of the lobby
pub name: String,
/// The current number of players in the lobby
pub current_players: u32,
/// The maximum number of players allowed in the lobby
pub max_players: u32,
/// Whether the lobby is password protected
pub has_password: bool,
/// The unique identifier for the game this lobby belongs to
pub game_id: String,
}
/// The format of a message sent by a client to the proxy, so the proxy can send it to another client.
#[derive(Serialize, Deserialize, Debug, Clone)]
pub struct SendProxyMessage {
/// The client that the message should go to.
pub target_client: TargetClient,
/// The message data.
pub message: Vec<u8>,
}
/// The client to send a network message to.
#[derive(Serialize, Deserialize, Debug, Clone)]
pub enum TargetClient {
/// Send the message to all connected clients.
All,
/// Send the message to the client with the specified index.
One(u8),
}
/// The format of a message forwarded by the proxy to a client.
#[derive(Serialize, Deserialize, Debug, Clone)]
pub struct RecvProxyMessage {
/// The client that the message came from.
pub from_client: u8,
/// The message data.
pub message: Vec<u8>,
}