# Multiplayer Snake (WebTransport) — Project Plan ## Overview - Goal: Build a real-time, networked multiplayer Snake game with a Python 3 authoritative server and a web client using WebTransport datagrams for low-latency updates. - Gameplay: Continuous, persistent world (no rounds). Players can join/leave anytime. Display each snake’s current length; the longest snake is the momentary “leader”. - Field: Default 60×40 grid; protocol supports 3×3 up to 255×255. - Networking: Unreliable, unordered datagrams with sequence numbers and wraparound handling. Compression and packet partitioning to fit MTU (~1280–1500 bytes). ## Core Mechanics - Collision handling: When the snake head would hit an obstacle (wall, self, other snake), the head stays in place (blocked) and the tail shrinks by 1 per tick until the player turns to a free direction. - Self-collision: Temporary; tail shrink can clear the blocking segment. - Other-snake collision: Clears when the other snake moves or shrinks away. - Minimum length: A snake cannot be shorter than its head; minimum length is 1. - Turning rules: - Length > 1: 180° turns are invalid and ignored at consumption time. - Length = 1 (only head left): 180° turns are valid. - Apples and scoring: - Replace score display with current snake length. - Eating apple grows snake by 1 immediately. - When 0 players remain connected, pre-populate field with exactly 3 apples. - Colors: Assign a color when a client connects and keep it stable for that session. - Spectator join: On initial connection, show current gameplay and overlay “press space to join”. ## Input Buffer Rules - Maintain a small buffer of up to 3 upcoming direction changes. - If the new input is directly opposite to the last buffered direction, replace the last buffered entry instead of appending. - Drop repeats: Do not add consecutive duplicates to the buffer. - Overflow policy: If buffer is full, replace the last element with the new input. - At each tick, before moving: - Consume at most one input from the buffer. - If length > 1 and it is a 180° turn, ignore it and immediately try the next buffered input; if none valid, keep current direction. ## Server Architecture (Python 3) - Runtime: Python 3 with asyncio. - Transport: WebTransport (HTTP/3 datagrams). Candidate library: `aioquic` for server-side H3 and datagrams. - Model: - Authoritative simulation on the server with a fixed tick rate (target 15–20 TPS; start with 15 for network headroom). - Each tick: process inputs, update snakes, resolve collisions (blocked/shrink), move apples, generate state deltas. - Entities: - Field: width, height, random seed, apple set. - Snake: id, name (≤16 chars), color id (0–31), deque of cells (head-first), current direction, input buffer, blocked flag, last-move tick, last-known client seq. - Player session: transport bindings, last-received input seq per player, anti-spam counters. - Spawn: - New snake spawns at a random free cell with a random legal starting direction, length 3 by default (configurable). - On apple eat: grow by 1; spawn a replacement apple at a free cell. - Disconnect: Immediately remove snake and its score/length; apples persist. If all disconnect, ensure field contains 3 apples. - Rate limiting: Cap input datagrams per second and buffer growth per client. ## Client Architecture (Web) - Tech: Browser WebTransport (H3 datagrams), Canvas/WebGL rendering, vanilla or minimal framework for UI overlay. - Modes: - Spectator: Render world, show overlay “press space to join”. - Player: Capture keyboard, build input buffer client-side, send inputs with sequence numbers; predict local movement for smoothness but reconcile to server. - Rendering: - Gridless pixel or cell-based canvas. - Colors: 32-color predefined palette; deterministic mapping from player id to color id. - HUD: Current length; leaderboard (top N by length). ## Networking & Protocol Constraints and goals: - Use datagrams (unreliable, unordered). Include a packet sequence number for late-packet discard with wraparound handling. - Keep payloads ≤1280 bytes to avoid fragmentation; if larger, partition logically. - Support up to 32 concurrent players; names limited to 16 bytes UTF‑8. Header (all packets): - `ver` (u8): protocol version. - `type` (u8): packet type (join, join_ack, input, state_delta, state_full, part, ping, pong, error). - `flags` (u8): bit flags (compression, is_last_part, etc.). - `seq` (u16): sender’s monotonically incrementing sequence number (wraps at 65535). Newer-than logic uses half-range window. - Optional `tick` (u16): simulation tick the packet refers to (on server updates). Handshake (join → join_ack): - Client sends: desired name (≤16), optional preferred color id. - Server replies: assigned player id (u8), color id (u8), field size (width u8, height u8), tick rate (u8), random seed (u32), palette, and initial full snapshot. Inputs (client → server): - Packet `input` includes: last-acknowledged server seq (u16), local `input_seq` (u16), one or more direction events with timestamps or relative tick offsets. Client pre-filters per buffer rules. State updates (server → client): - Types: - `state_full`: rare (on join or periodic recovery); includes all snakes and apples. - `state_delta`: frequent; contains only changed snakes (head move, tail shrink/grow) and apple changes since last acked tick. - Per-snake encoding (compressed): - `id` (u8), `len` (u16), head `(x,y)` (u8,u8), direction (2 bits), and a compact body representation: - Option A: Run-length of axis-aligned segments (dir, run u16) starting at head. - Option B: Delta-coded cells with RLE for straight runs. Compression: - Primary: domain-specific packing (bits + RLE for segments and apples), then optional DEFLATE flag (`flags.compressed=1`) if still large. - Client decompresses if set; otherwise reads packed structs directly. Packet partitioning (if >1280 bytes): - Split `state_full`/`state_delta` by snakes into multiple independent sub-updates. - Each part has: `update_id` (u16), `part_index` (u8), `parts_total` (u8). Clients apply parts as they arrive; missing parts simply leave some snakes stale until the next update. - Extremely long single-snake updates: split that snake’s body into balanced segments by RLE chunks. Sequence wrap & ordering: - Define `is_newer(a, b)` using signed 16-bit difference: `((a - b) & 0xFFFF) < 0x8000`. - Clients ignore updates older-than last applied per-sender. ## Simulation Details - Tick order per tick: 1) Incorporate at most one valid buffered input per snake (with 180° rule). 2) Compute intended head step; if blocked, set `blocked=true` and keep head stationary. 3) If `blocked=true`: shrink tail by 1 (to min length 1). If the blocking cell becomes free (due to own shrink or others moving), the next tick’s step in current direction proceeds. 4) If moving into an apple: grow by 1 (do not shrink tail that tick) and respawn an apple. 5) Emit per-snake delta (move, grow, or shrink) and global apple changes. - Blocking detection: walls (0..width-1, 0..height-1), any occupied snake cell (including heads and tails that are not about to vacate this tick). - 180° turn allowance when length==1 only. ## Data Model & Structures - Field cells: Represent coordinates as `(x:u8, y:u8)`. - Snakes: Deque of cells or segment list; store length as `deque.size()` and maintain head index. - Apples: Hash set of cells for O(1) lookup; spawn on empty cells only. - Occupancy: Sparse set/map from cell→(snake_id, index) for O(1) collision checks. ## Limits & Config - Players: max 32 (ids 0..31); deny joins beyond capacity. - Names: UTF‑8, truncate to 16 bytes; filter control chars. - Field: default 60×40; min 3×3; max 255×255; provided by server in join_ack. - Tick rate: default 15 TPS; configurable 10–30 TPS. ## Error Handling & Resilience - Invalid packets: drop and optionally send `error` with code. - Flooding: server-side rate limits and strike-based disconnects. - Out-of-order: discard using `is_newer` check. - Desync recovery: server sends `state_full` periodically or when client reports large gaps. ## Testing Strategy - Unit tests: input buffer rules, 180° logic, blocking/shrink, collision resolution, sequence wrap comparison. - Property tests: snake movement invariants (no duplicates in body except expected at head on block), apple placement safety. - Soak tests: bot clients sending random but rate-limited inputs; measure packet size and latency. ## Milestones 1) Protocol draft + wire structs (this plan). 2) Server skeleton: tick loop, entities, occupancy, apples, basic WebTransport datagrams. 3) Input handling: buffer logic and per-tick consumption; collision/blocking/shrink rules. 4) State encoding: deltas, compression, and partitioning; client renderer (spectator). 5) Player flow: join overlay, name/color, spawn, HUD and leaderboard. 6) Performance pass: packet size tuning, RLE, optional DEFLATE, rate limits. 7) Polishing: error messages, reconnect, telemetry/logging, Docker/dev scripts. ## Open Questions - Exact tick rate target and interpolation strategy on client. - Initial snake length on spawn (3 is suggested) and spawn retry rules in crowded fields. - Apple count baseline when players are present (fixed count vs proportional to players vs area). - Whether to allow wrap-around at field edges (currently: walls are blocking). - Compression choice tradeoffs: custom bitpacking only vs optional DEFLATE. - Minimum viable browser targets (WebTransport support varies). ## Next Steps - Validate the protocol choices and mechanics with stakeholders. - Decide on tick rate and initial lengths. - Confirm library choices (`aioquic` server; client-side `WebTransport` API usage). - Begin Milestone 2: implement server skeleton and simulation core.