This is the Open Call to Power Server project, or Open CTP Server for short.
This is a fan-developed server for the Call to Power series of games which intends to bring multiplayer to the franchise in a meaningful way (eventually supporting both Call to Power and Call to Power II). It is still a massive work-in-progress, as I only rarely have time to work on it. Contributions of all kinds are welcome, as long as they adhere to the guidelines outlined in CONTRIBUTING.md
and as long as the contributions are done with other contributors in mind.
This project is neither made nor sponsored by Activision. This is a fan-made server with no affiliation to Activision. See LICENSE.md
for more details.
The server is currently deployed at https://open-ctp-server.fly.dev. To test connectivity, send a GET request to https://open-ctp-server.fly.dev/health and you should get back a JSON response of '{status:"OK"}'.
There are multiple goals this project intends to tackle:
- Create a proper backend for the Call to Power game series
- Support fan-made frontends (such as the Apolyton Edition and the Spyroviper Edition of the games) with minimal requirements
- The server should be accessible and usable using cURL
- Allow for a vanilla+ experience for the games
- Obvious bugs should not be preserved
- Non-vanilla changes (such as tweaking unit health or adding extra units) should NOT be present
- Feel free to fork this repo and modify it to your heart's content!
- Players will be able to choose a different username every game (the same as the base Call to Power multiplayer did)
- Players will be able to password-protect their login to each game (so that others cannot join as them)
- These will be temporary and will only last the duration of the game
- No actual account will ever be required as this would mean a lot of work client-side for the Apolyton and Spyroviper Editions
- Despite this, the feature will be available in case someone decides to use it
- Players will be able to password-protect their login to each game (so that others cannot join as them)
- Additional game modes
- Long-turn (with customizable turn timers) similar to Freeciv
- Simultaneous Turns (everyone moves during one turn)
- Hybrid Turns (Simultaneous Turns except for when nations are at war, where they take turns in-sequence)
- Email game play will not be supported (as this gamemode has since become obsolete)
- Environment with Bash
- Go Language Tools
- (Optional but highly recommended) Recommended Extensions
Quick Note: Please leave an issue on GitHub if you run into any problems with the setup process! This setup process is meant to be largely OS-agnostic (supporting Windows, MacOS and Debian-flavored Linux distros).
To get started, download the Go language tools and install them into an environment with Bash. Bash is necessary to run some of the scripts and is generally a good idea (though development is definitely possible without Bash).
If you are on Windows, one quick way to get Bash is by downloading and running Git Bash (part of Git for Windows): https://git-scm.com/download/win
If you are using VS Code, you should also get some extension recommendations. I highly recommend you install them, the spell checker is very nice and has saved many headaches!
Run go install
. This will install all Go module dependencies.
You can also make use of the provided Taskfile by downloading Task from https://taskfile.dev if you would like (this is optional, but recommended). You can also just run the commands specified in the Taskfile directly, of course. For the rest of this README, the Task commands will be used in lieu of the commands they call.
Before you can start the development server and effectively use it, you must either set up a Supabase account or use the Supabase CLI to mimic the database.
To use the Supabase CLI for database development on your local machine, first download the Supabase CLI app from here: https://supabase.com/docs/guides/cli/getting-started?queryGroups=platform&platform=linux
(optional) After you have downloaded the application and it is in your $PATH, log in if you have a Supabase account: supabase login
After that, run supabase start
to start the Supabase dashboard for local development. This will allow you to interact with the database as a local copy without needing credentials to do so.
Once you have run supabase start
, you can visit http://localhost:54323 to see your local Supabase dashboard.
In your .env
file, fill out the following with the values gotten from the end of the supabase start
command:
SUPABASE_PROJECT_URL=(API URL)
SUPABASE_API_KEY=(anon key)
SUPABASE_SERVICE_ROLE=(service_role key)
SUPABASE_DB_URL=(DB URL)?sslmode=disable
Now, when you start the server, you should be able to successfully connect to the local database. Please take extra note of the "?sslmode=disable" at the end of SUPABASE_DB_URL. If you create a game, for example, you should see it show up in your local Supabase dashboard under the Table Editor.
After setting up your Supabase account and project (both are free), you must add these values to a .env
file located at the root of the project (next to main.go
):
SUPABASE_PROJECT_URL=(your project URL here)
SUPABASE_API_KEY=(your API key here)
SUPABASE_SERVICE_ROLE=(your service role here)
Once you do this, you should be able to write to the database.
The Taskfile has multiple commands you can run that can save time. For example, to start the development server, you can run this with bin
not on your PATH variable:
task run
You can also use this to start the test suite:
task test
To accomplish these goals with a small footprint, Go was chosen. Go was chosen in particular because Go is extremely fast, has very low memory requirements and is able to handle concurrency extremely well. It is also extremely easy to learn, which is important since the fans of this series whom are programmers are diverse in both preferred language and preferred stack.
If you are trying to make a client and are struggling with using this server, feel free to reach out to Ninjaboy on Discord!
- Unit moves (though clients should implement their own algorithm for unit move submissions - the server will simply check if moves are valid and then perform them)
- World generation (the server will generate a world given a set of parameters and then send the world information - such as tiles, ruins, goods, etc. - back as a response)
- Combat (with both armies' information supplied and the tiles they are on, the server will calculate who is victorious)
- Fog of War (the server will only return information which the client can see, thus reducing cheating)
- Chatting
- Players losing connection, low connectivity, etc.
- Diplomacy
- AI at a later point (the goal is to have human players supported first)
- Minimal downtime
- Promises made within the "Goals" section
- Unit graphics and fields associated with them (DefaultIcon, DefaultSprite, etc. from the
Units.txt
file that shipped with the original game will not be present on the types provided by the server).- The extra fields should be handled by extension of the types provided by the server's types (IE, importing the Abolitionist type from this server's package and then using an AbolitionistClient type which extends that for the extra graphics info)
- All graphics files / anything related to graphics or sound
- Even though "diplomacy", for example, is listed in the "server will handle" section, the client is responsible for handling all graphical portions of the exchange (with the server being responsible for sending the message to the other player involved)
- Communication with the server (via HTTP/S) within the format specified by the API
- Addition of password fields for use with account creation (creating online accounts will require a password)
This server will NOT work with either of the base, unmodified games.
It is notable that this server will NOT function exactly the same as the vanilla CTP / CTP2 servers did, so clients will need to be modified to actually utilize this server.
See TOOLING.md
.
See CONTRIBUTING.md
for information on how to contribute to this effort. All skill levels are welcome!
You absolutely can, so long as you follow the license in LICENSE.md
. I am really looking forward to server-side modifications in the future!
- Server deployed to Fly.io
- Health check is present
- Docs are present within the site
- GitHub Actions set up for continuous delivery
- Air added for live reloading
- Task added for CLI task management
- Supabase set up for local development
- Supabase set up remotely
- Husky set up for automatic documentation generation after each commit
- Health check is used in Fly.io
- Blue-green deploys are used in Fly.io
- Versioning done automatically on push to master (need to research how to do this)
- CTP2 version games are able to be booted into
- CTP2 version games are able to be completed
- CTP1 version games are able to be booted into
- CTP1 version games are able to be completed
- Accounts can be created
- Accounts can be read
- Accounts can be updated
- Accounts can be deleted
- Passwords can be reset
- Passwords can be compared to find if passwords are correct
- Accounts can be logged into (and will provide a valid JWT token / session for future calls) [I need to research JWTs vs session-based auth for this task]
- Account updates require proof of ownership
- All account endpoints are rate-limited appropriately
- Lobbies can be created
- Lobbies can be read
- Lobbies can be updated
- Lobbies can be deleted
- Lobby name can be changed
- Lobby can be "muted"
- Lobby can be set to "public"
- Lobbies will auto-close after a period of inactivity
- Valid accounts can connect via streams to the lobbies (via streams so chats and events can be sent in the future)
- Valid accounts can leave any lobbies they are in
- Accounts can only be in one lobby at once
- "Player connected" event is sent when players join the lobby
- Chats can be sent in lobbies
- All lobby endpoints are rate-limited appropriately
- Lobby updates require proof of ownership
*Note: profiles can be changed in the game (as seen in the UI), but this should be handled client-side using the account endpoints.
- Games can be created
- Games can be read
- Games can be updated
- Games can be deleted
- Games can be renamed
- Games can be "locked"
- Games can be set to "public"
- Game style can be changed
- Game rules can be changed
- Game exclusions can be changed
- "Add AI" endpoint should exist, but should only return 404 (since AI may be added later). This should still exist in the docs for this reason
- Games should allow the owner to kick players
- Games should allow players to change their country
- Games should allow players to choose their number of settlers (is this an owner-only privilege?)
- Games should allow players to choose their starting gold (is this an owner-only privilege?)
- Games should return player ping
- Games should be able to be started
- Chats can be sent in games via the lobby above (chat messages should come in through the lobby chats, not via the game endpoint itself)
- Game updates require proof of ownership
- World generation should be available (and done the same way as within the Spyroviper Edition, as checked via seeding and automated testing)
- Players should spawn in the same locations as the Spyroviper Edition (checked via seeding and automated testing)
- Chats can be sent in active games via the lobby above (chat messages should come in through the lobby chats, not via the game endpoint itself)
- "Space Layer" endpoint should exist, but should only return 404 (since it will be added later with the addition of CTP1 mechanics). This should still exist in the docs for this reason
- Endpoints should exist for ratings (overall, science, etc.)
- Endpoint should exist to get world pollution
- World is recalculated each turn in the same way as the Spyroviper Edition (for pollution, events, creating units & buildings in cities, etc.)
- All world endpoints are rate-limited appropriately
- Players should be able to pass turns
- Games should save every turn (Supabase)
- Players should be able to move units
- Players should be able to disband units
- Players should be able to embark units
- Players should be able to fortify units
- Settlers should be able to settle cities
- Separate combat endpoint for determining victories and defeats in combat (returned immediately, but clients play out the animation - check original source code to verify how it worked in multiplayer)
- Special Forces units act as they do in the base game
- Unit movement should be the same as the base game (zone of control)
- Special unit actions should be able to be done (Embassies, Soothsaying, Stealing Tech)
- Players should be able to terraform terrain
- Buildings affect cities properly
- Wonders affect nations properly
- Players can build armies
- Players should have a "Player disconnected" event when they leave the game
- All channels and database handles relevant to the player should be defer-closed when a player leaves the game
- Clients should only be able to access information about tiles they can see (view distances)
- Clients should be able to see previous information they knew about for tiles they have seen before but do not see now (fog of war)
- Game owner should be able to end the game early
- When players leave an in-progress game, follow the same rules as the Spyroviper Edition (or original game version, if that code has been ripped out)
- All game endpoints are rate-limited appropriately
- Great Library details should be available via a separate endpoint (/great-library)
- All convenience endpoints are rate-limited appropriately