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RFC.txt
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Network Working Group Master Laplace
Internet-Draft Laplace&Me, Inc.
Expires: December 31, 2023 June 30, 2023
Flakkari Protocol Version 1 (FPv1)
draft-laplace-flakkari-protocol-01
Abstract
This document describes the Flakkari Protocol Version 1 (FPv1), a
communication protocol designed for [provide a brief description of
the protocol's purpose].
Status of This Memo
This Internet-Draft is submitted in full conformance with the
provisions of BCP 78 and BCP 79.
Internet-Drafts are working documents of the Internet Engineering
Task Force (IETF). Note that other groups may also distribute working
documents as Internet-Drafts. The list of current Internet-Drafts is
at https://datatracker.ietf.org/drafts/current/.
Internet-Drafts are draft documents valid for a maximum of six months
and may be updated, replaced, or obsoleted by other documents at any
time. It is inappropriate to use Internet-Drafts as reference
material or to cite them other than as "work in progress."
This Internet-Draft will expire on Month Day, Year.
Copyright Notice
Copyright (c) 2023 IETF Trust and the persons identified as the
document authors. All rights reserved.
This document is subject to BCP 78 and the IETF Trust's Legal
Provisions Relating to IETF Documents
(https://trustee.ietf.org/license-info) in effect on the date of
publication of this document. Please review these documents
carefully, as they describe your rights and restrictions with respect
to this document.
Table of Contents
1. Introduction ................................................... 3
2. Protocol Overview .............................................. 3
3. Message Format ................................................. 4
3.1. Header Structure .......................................... 4
3.2. FlakkariEventId Enum ...................................... 5
3.3. Priority Enum ............................................. 6
3.4. ApiVersion Enum ........................................... 6
4. Message Semantics .............................................. 7
4.1. System Messages ........................................... 7
4.2. Network Messages .......................................... 8
4.3. Game Messages ............................................. 9
4.4. User Messages ............................................. 10
5. Security Considerations ........................................ 11
6. IANA Considerations ............................................ 12
7. References ..................................................... 12
7.1. Normative References ...................................... 12
7.2. Informative References .................................... 13
Author's Address .................................................. 13
1. Introduction
The Flakkari Protocol Version 1 (FPv1) is a communication protocol designed
to facilitate efficient and reliable data exchange between clients and
servers in a networked environment. The primary purpose of FPv1 is to
support real-time interactions for multiplayer gaming applications.
By defining a structured and extensible format for messages, FPv1 enables
seamless communication between game clients and servers, allowing for the
synchronization of game states, events, and user actions.
1.1 Background
In the realm of online multiplayer gaming, timely and accurate communication
between clients and servers is crucial to maintaining a coherent and
immersive gaming experience. The Flakkari Protocol was conceived to address
the specific challenges posed by the dynamic and interactive nature of
multiplayer games. By providing a standardized framework for data exchange,
FPv1 aims to optimize network efficiency, reduce latency, and ensure a
consistent gaming experience across diverse platforms.
1.2 Objectives
The key objectives of FPv1 include:
- Efficiency: FPv1 is designed to minimize the overhead associated with
communication, ensuring that the protocol itself does not introduce
unnecessary delays or resource consumption.
- Scalability: The protocol accommodates a scalable number of clients and
servers, supporting the demands of both small-scale and large-scale
multiplayer gaming environments.
- Extensibility: FPv1 allows for the easy addition of new features and
message types, ensuring compatibility with evolving game requirements
without necessitating a complete protocol overhaul.
- Reliability: The protocol incorporates mechanisms to detect and recover
from communication errors, enhancing the reliability of data exchange
between clients and servers.
1.3 Intended Use
FPv1 is specifically tailored for use in multiplayer gaming scenarios where
real-time communication is essential. Its intended use cases include, but are
not limited to:
- Online Games: FPv1 serves as the communication backbone for online
multiplayer games, facilitating the exchange of player actions, game
events, and state updates.
- Virtual Worlds: Virtual worlds and simulations that involve multiple
participants benefit from FPv1's ability to synchronize diverse
elements and maintain a coherent virtual environment.
- Interactive Applications: Any application that requires low-latency,
bidirectional communication between distributed entities can leverage
FPv1 for efficient data exchange.
1.4 Audience
The primary audience for this protocol specification includes game
developers, network engineers, and other stakeholders involved in the design
and implementation of multiplayer gaming systems. Familiarity with network
protocols, messaging formats, and game development concepts is assumed for
readers of this document.
In subsequent sections, this document will delve into the detailed structure
of FPv1 messages, the semantics associated with different message types, and
considerations for security and extensibility.
2. Protocol Overview
The Flakkari Protocol Version 1 (FPv1) is designed as a communication
protocol with a primary focus on facilitating efficient and structured
communication between client and server entities. The protocol is intended to
support various applications, particularly those within the context of a
multiplayer online game environment.
2.1. High-Level Structure
The protocol adopts a modular and extensible structure to accommodate diverse
communication requirements. It comprises distinct components to handle
different types of messages, allowing for flexibility in addressing the needs
of system-level, network-related, game-specific, and user-centric
interactions.
2.1.1. Message Types
- System Messages: Responsible for handling fundamental system-level
operations such as connection establishment, termination, and heartbeat
functionalities.
- Network Messages: Addressing networking aspects, including entity spawning,
destruction, movement, and sound playback.
- Game Messages: Tailored to support game-related functionalities, such as
entity actions (e.g., shooting) and other game-specific events.
- User Messages: Handling user inputs and interactions, including player
movement, actions, and custom user-defined data.
2.1.2. Header Structure
The protocol employs a well-defined header structure that encapsulates
essential information for each message. This includes priority levels, API
version identification, command IDs for message type categorization, content
length for payload size, sequence numbers for message ordering, and checksums
for data integrity verification.
2.2. Goals
- Efficiency: FPv1 aims to optimize data transfer by minimizing overhead and
efficiently encoding information, ensuring swift communication between
clients and servers.
- Scalability: The protocol is designed to scale with the complexity and
requirements of multiplayer applications, allowing for seamless
integration into various gaming environments.
- Flexibility: Supporting extensibility, FPv1 accommodates future protocol
enhancements or customizations to adapt to evolving application needs.
- Reliability: Emphasizing reliability, the protocol includes mechanisms for
message sequencing, error checking, and acknowledgment to guarantee
the integrity of data transmission.
- Security: While not explicitly detailed in this overview, FPv1 incorporates
considerations for secure communication, and developers are encouraged
to implement additional security measures based on specific deployment
scenarios.
2.3. Use Cases
- Multiplayer Gaming: FPv1 is well-suited for real-time multiplayer gaming
applications, providing a structured framework for communication
between players and the game server.
- IoT Applications: The protocol's modular design allows for adaptation
to Internet of Things (IoT) scenarios where efficient, low-latency
communication is essential.
- Custom Applications: FPv1's flexibility supports custom applications with
unique communication requirements, offering a versatile solution for
developers.
In summary, the Flakkari Protocol Version 1 is a versatile and efficient
communication protocol designed to support the dynamic requirements of
multiplayer applications, with a focus on scalability, flexibility, and
reliability.
3. Message Format
The Flakkari Protocol messages consist of a header followed by the message
content. The header contains essential information about the message, such
as priority, API version, command ID, content length, sequence number, and
checksum.
3.1 Header Structure
The header structure is defined by the Flakkari::Protocol::Header struct
and consists of the following fields:
_priority: 4 bits - Represents the priority of the message in the queue
(LOW, MEDIUM, HIGH, CRITICAL).
_apiVersion: 4 bits - Indicates the version of the Flakkari Protocol (V_1)
_commandId: 8 bits - Identifies the command to be executed.
_contentLength: 16 bits - Specifies the length of the content in the
message.
_sequenceNumber: 64 bits (commented out) - Reserved for determining the
sequence of the message.
_checksum: 16 bits (commented out) - Reserved for determining the checksum
of the message.
3.2 FlakkariEventId Enum
The FlakkariEventId enum class defines various event IDs, categorizing
messages into different types. These IDs help in identifying the purpose of
the message. For example:
REQ_CONNECT: Client to Server - Request to connect to the server.
REP_CONNECT: Server to Client - Acknowledgment of connection acceptance.
REQ_DISCONNECT: Client to Server - Request to disconnect from the server.
REP_DISCONNECT: Server to Client - Acknowledgment of disconnection.
(And similarly for other event IDs.)
3.3 Priority Enum
The Priority enum class defines different priority levels for messages:
LOW: Low priority.
MEDIUM: Medium priority.
HIGH: High priority.
CRITICAL: Critical priority.
These priorities determine the order in which messages are processed.
3.4 ApiVersion Enum
The ApiVersion enum class indicates the version of the Flakkari Protocol.
In this case, there's only one version defined:
V_1: Version 1 of the protocol.
Example:
An example of a message header for a message with a command ID of 1 and a
content length of 0:
'''cpp
Flakkari::Protocol::Header header(
Flakkari::Protocol::Priority::LOW,
Flakkari::Protocol::ApiVersion::V_1,
1, 0
);
'''
This example creates a header with low priority, API version 1, command ID 1,
and content length 0.
Conclusion:
This section defines the fundamental structure of Flakkari Protocol messages,
providing a clear understanding of how headers are composed and the meaning
behind specific fields and enums.
4. Message Semantics
The Flakkari Protocol Version 1 (FPv1) defines various types of messages,
each serving a distinct purpose within the communication framework. The
semantics of these messages are categorized into different types, including
System Messages, Network Messages, Game Messages, and User Messages.
4.1. System Messages
System messages in FPv1 serve fundamental functions related to the
establishment and management of connections between clients and servers.
These messages facilitate the control and coordination of the communication
process. Key system messages include:
REQ_CONNECT (Request Connect): Sent by a client to initiate a connection
with the server.
REP_CONNECT (Response Connect): Sent by the server to acknowledge and
accept a client's connection request.
REQ_DISCONNECT (Request Disconnect): Initiated by a client to request
disconnection from the server.
REP_DISCONNECT (Response Disconnect): Sent by the server to confirm and
acknowledge a client's disconnection request.
REQ_HEARTBEAT (Request Heartbeat): Used by clients to send keep-alive
signals to the server, ensuring the connection remains active.
REP_HEARTBEAT (Response Heartbeat): Sent by the server in response to a
client's heartbeat, confirming the connection status.
4.2. Network Messages
Network messages in FPv1 are designed to handle communication aspects related
to the network layer. These messages enable the transmission of data across
the network efficiently. Key network messages include:
REQ_ENTITY_SPAWN (Request Entity Spawn): Clients use this message to
request the spawning of a game entity on the server.
REP_ENTITY_SPAWN (Response Entity Spawn): Servers respond to a client's
entity spawn request, confirming the successful spawning of the
entity.
REQ_SOUND_PLAY (Request Sound Play): Clients send this message to request
the server to play a specific sound.
REP_SOUND_PLAY (Response Sound Play): Servers acknowledge the sound play
request by confirming the successful playback.
REQ_ENTITY_DESTROY (Request Entity Destroy): Clients request the server to
destroy a specific game entity.
REP_ENTITY_DESTROY (Response Entity Destroy): Servers confirm the
successful destruction of the specified entity.
4.3. Game Messages
Game messages in FPv1 are dedicated to handling interactions and updates
within the game layer. These messages ensure synchronization and
communication of game-specific events. Key game messages include:
REQ_ENTITY_MOVED (Request Entity Moved): Clients send this message to
inform the server about the movement of a game entity.
REP_ENTITY_MOVED (Response Entity Moved): Servers acknowledge the movement
of the specified entity.
REQ_ETITY_STOP (Request Entity Stopped): Clients send this message to
notify the server that a game entity has stopped moving.
REP_ENTITY_STOP (Response Entity Stopped): Servers confirm the successful
stopping of the specified entity.
REQ_ENTITY_SHOOT (Request Entity Shoot): Clients use this message to
notify the server about a game entity shooting.
REP_ENTITY_SHOOT (Response Entity Shoot): Servers confirm the shooting
even and its outcome.
4.4. User Messages
User messages in FPv1 pertain to communication involving user-specific
actions and inputs within the application. These messages facilitate the
interaction between users and the game or application. Key user messages
include:
PlayerPacket: A detailed structure containing information about the
player's position, velocity, actions (e.g., movement, jumping,
shooting), and additional data (e.g., sound and texture information)
This message is used to synchronize player state between clients
and servers.
These message semantics provide a structured understanding of the different
types of messages in the Flakkari Protocol Version 1 and their intended
purposes within the communication framework.
5. Security Considerations
[Discuss security considerations related to the protocol.]
6. IANA Considerations (#https://www.iana.org/protocols)
This section documents the actions IANA has taken or needs to take
in response to the specifications outlined in this document. These
actions may include assignments of values, creation of registries,
or updates to existing registries.
6.1. Protocol Registration
The Flakkari Protocol Version 1 (FPv1) requires the allocation of a
unique protocol identifier by IANA. This identifier is to be used in
the "Protocol Numbers" registry [RFC1700] under the "Internet
Protocol Numbers" section.
IANA is requested to assign the following value for Flakkari
Protocol Version 1:
Protocol Name: Flakkari Protocol Version 1
Protocol Number: [TBD] (To Be Determined by IANA)
Future assignments for additional versions of the Flakkari Protocol
will follow a similar format, with the version number appended to
the protocol name.
6.2. FlakkariEventId Enum Registration
The FlakkariEventId enum requires registration with IANA for
interoperability. IANA is requested to create and maintain a new
registry named "FlakkariEventId Enum" under the "Protocol Numbers"
section.
The initial values for the FlakkariEventId enum are as follows:
Value Description
----- -----------
0 REQ_CONNECT
1 REP_CONNECT
2 REQ_DISCONNECT
3 REP_DISCONNECT
... ...
Future assignments for additional FlakkariEventId values will follow
the same format.
7. References
7.1. Normative References
[List any normative references to other documents.]
7.2. Informative References
[List any informative references that provide additional context.]
Author's Address
Master Laplace
Laplace&Me, Inc.
Email: master.laplace@me.com