- Clarify TLV selection between 2-bit and RLE per snake - Define PART inner_type for STATE_FULL/STATE_DELTA and merging by update_id - Apples included only in the first part (full and delta) - Recommend ~1200-byte post-compression budget (<=1280 hard cap)
204 lines
15 KiB
Markdown
204 lines
15 KiB
Markdown
# Multiplayer Snake (WebTransport) - Project Plan
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## Overview
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- 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.
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- Gameplay: Continuous, persistent world (no rounds). Players can join/leave anytime. Display each snake's current length; the longest snake is the momentary leader.
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- Field: Default 60x40 grid; protocol supports 3x3 up to 255x255.
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- Networking: Unreliable, unordered datagrams with sequence numbers and wraparound handling. Compression and packet partitioning to fit MTU (~1280-1500 bytes).
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## Core Mechanics
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- Collision handling: If the 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.
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- Self-collision: Temporary; tail shrink can clear the blocking segment.
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- Other-snake collision: Clears when the other snake moves or shrinks away.
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- Minimum length: A snake cannot be shorter than its head; minimum length is 1.
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- Turning rules:
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- Length > 1: 180-degree turns are invalid and ignored at consumption time.
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- Length = 1 (only head left): 180-degree turns are valid.
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- Apples and scoring:
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- Replace score display with current snake length.
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- Eating an apple grows snake by 1 immediately.
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- When 0 players remain connected, pre-populate field with exactly 3 apples.
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- Colors: Assign a color when a client connects and keep it stable for that session.
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- Spectator join: On initial connection, show current gameplay and overlay "press space to join".
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## Input Buffer Rules
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- Maintain a small buffer of up to 3 upcoming direction changes.
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- If the new input is directly opposite to the last buffered direction, replace the last buffered entry instead of appending.
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- Drop repeats: Do not add consecutive duplicates to the buffer.
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- Overflow policy: If buffer is full, replace the last element with the new input.
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- At each tick, before moving:
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- Consume at most one input from the buffer.
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- If length > 1 and it is a 180-degree turn, ignore it and immediately try the next buffered input; if none valid, keep current direction.
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## Server Architecture (Python 3)
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- Runtime: Python 3 with asyncio.
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- Transport: WebTransport (HTTP/3 datagrams). Candidate library: aioquic for server-side H3 and datagrams.
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- Model:
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- Authoritative simulation on the server with a fixed tick rate (default 10 TPS). Tick rate is reconfigurable at runtime by the server operator and changes are broadcast to clients.
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- Each tick: process inputs, update snakes, resolve collisions (blocked/shrink), manage apples, generate state deltas.
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- Entities:
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- Field: width, height, random seed, apple set.
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- 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.
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- Player session: transport bindings, last-received input seq per player, anti-spam counters.
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- Spawn:
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- New snake spawns at a random free cell with a random legal starting direction.
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- Initial length policy: try to allocate a 3-cell straight strip (head + two body cells) in a legal direction; if not possible, spawn with length 1.
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- If the field appears full, temporarily ignore apples as obstacles for the purpose of finding space. If no free single cell exists, deny the join and inform the client to wait.
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- On apple eat: grow by 1; spawn a replacement apple at a free cell.
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- Disconnect: Immediately remove snake and its length; apples persist. If all disconnect, ensure field contains 3 apples.
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- Rate limiting: Cap input datagrams per second and buffer growth per client.
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## Client Architecture (Web)
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- Tech: Browser WebTransport (H3 datagrams), Canvas/WebGL rendering, minimal UI framework.
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- Modes:
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- Spectator: Render world, show overlay "press space to join".
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- Player: Capture keyboard, build input buffer client-side, send inputs with sequence numbers; predict local movement for smoothness and reconcile to server.
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- Rendering:
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- Gridless pixel or cell-based canvas.
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- Colors: 32-color predefined palette; deterministic mapping from player id to color id.
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- HUD: Current length; leaderboard (top N by length).
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- Opponent prediction: When server state updates are late, step other snakes using server input broadcasts from their last known state; maintain mirrored per-opponent buffers and reconcile on the next authoritative update.
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## Networking & Protocol
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Constraints and goals:
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- Use datagrams (unreliable, unordered). Include a packet sequence number for late-packet discard with wraparound handling.
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- Keep payloads <=1280 bytes to avoid fragmentation; prefer a safety budget of ~1200 bytes post-compression when partitioning.
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- Support up to 32 concurrent players; names limited to 16 bytes UTF-8.
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Header (all packets):
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- ver (u8): protocol version.
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- type (u8): packet type (join, join_ack, join_deny, input, input_broadcast, state_delta, state_full, part, config_update, ping, pong, error).
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- flags (u8): bit flags (compression, is_last_part, etc.).
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- seq (u16): sender's monotonically incrementing sequence number (wraps at 65535). Newer-than logic uses half-range window.
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- Optional tick (u16): simulation tick the packet refers to (on server updates).
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Handshake (join -> join_ack | join_deny):
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- Client sends: desired name (<=16), optional preferred color id.
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- Server replies (join_ack): assigned player id (u8), color id (u8), field size (width u8, height u8), tick rate (u8), wrap_edges (bool), apples_per_snake (u8), apples_cap (u8 up to 255), compression_mode (enum: none|deflate), random seed (u32), palette, and initial full snapshot.
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- Server can reply (join_deny) with a reason (e.g., no free cell; please wait).
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Inputs (client -> server):
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- 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.
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Input broadcast (server -> clients):
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- Upon receiving a player's input, the server immediately relays those input events to all other clients as input_broadcast packets.
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- Contents:
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- player_id (u8), the player's input_seq (u16)
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- base_tick (u16): server tick for alignment (typically current_tick)
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- events: one or more direction changes, each with rel_tick_offset (u8/varint) from base_tick
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- apply_at_tick (u16): optional absolute apply tick for convenience (both provided; clients may use either)
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- Purpose: Enable client-side opponent prediction during late or lost state updates. Broadcasts are small; apply rate limits if needed.
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State updates (server -> client):
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- Types:
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- state_full: rare (on join or periodic recovery); includes all snakes and apples.
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- state_delta: frequent; contains only changed snakes (head move, tail shrink/grow) and apple changes since last acked tick.
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- Per-snake encoding (compressed):
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- Header fields: `id` (u8), `len` (u16), `head` `(x,y)` (u8,u8).
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- Body TLV framing:
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- Type (T): QUIC varint. Values: 0=body_2bit, 1=body_rle, 0x10=body_2bit_chunk, 0x11=body_rle_chunk.
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- Length (L): QUIC varint; byte size of the Value.
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- Value (V): payload depends on Type (see below). TLV enables easy skipping and robust validation.
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- 2-bit body (T=0): direction stream from head toward tail using 2 bits per step: up=00, right=01, down=10, left=11. Total bits = (len-1)*2. Pack LSB-first within bytes; pad the last byte with zeros. Expected body bytes = ceil(((len-1)*2)/8).
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- Decoder: read exactly `len-1` directions; verify body size matches expectation and padding bits are zero.
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- RLE body (T=1): sequence of runs describing straight segments from head toward tail.
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- Each run: `dir` (u8: 0=up,1=right,2=down,3=left), `count` (QUIC varint, number of steps, >=1).
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- Decoder: accumulate counts until total equals `len-1`; reject if over/under.
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- Chunked variants (T=0x10, 0x11): used only when a single snake must be split.
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- Prefix V with `start_index` (u16, first direction offset from head) and `dirs_in_chunk` (u16); then the encoding for that range (2-bit or RLE respectively).
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- Client buffers chunks by `(update_id, snake_id)` and assembles when the full [0..len-2] range is present; then applies.
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- Selection: server chooses per snake whichever TLV (2-bit or RLE) yields fewer bytes.
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Compression:
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- Primary: domain-specific packing (bits + RLE for segments and apples).
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- Optional global DEFLATE mode (server-configured): when enabled, server may set flags.compressed=1 and apply DEFLATE to payloads; this mode is negotiated in join_ack and is not changed on the fly (server restart required; clients must reconnect).
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- Client decompresses if set; otherwise reads packed structs directly.
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Packet partitioning (if >~1200–1280 bytes after compression):
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- Apply to state_full (join and periodic recovery) and large state_delta updates.
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- Goal: avoid IP fragmentation. Ensure each compressed datagram payload is <1280 bytes (use ~1200 target for headroom).
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- Strategy (whole-snake first):
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- Sort snakes by estimated compressed size (head + body TLV) descending.
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- Greedily pack one or more complete snakes per packet while keeping the compressed payload <1280 bytes.
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- If a snake does not fit with others, send it alone if it fits <1280 bytes.
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- If a single snake still exceeds 1280 bytes by itself, split that snake into multiple similar-sized chunks using the chunked TLV types.
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- Framing:
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- Each PART carries `update_id` (u16), `part_index` (u8), `parts_total` (u8), and `inner_type` (u8: STATE_FULL or STATE_DELTA) followed by the chunk payload.
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- For STATE_FULL: the chunk payload is `snakes_count + [per-snake records] + apples`. Include apples only in the first part; clients merge across parts using `update_id`.
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- For STATE_DELTA: the chunk payload is a subset of per-snake changes; include `apples_added/removed` only in the first part; clients merge across parts using `update_id`.
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- Clients apply complete per-snake TLVs immediately. Chunk TLVs are buffered and assembled by `(update_id, snake_id)` using `start_index` and `dirs_in_chunk` before applying.
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Sequence wrap & ordering:
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- Define is_newer(a, b) using signed 16-bit difference: ((a - b) & 0xFFFF) < 0x8000.
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- Clients ignore updates older-than last applied per-sender.
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- For input_broadcast, deduplicate per (player_id, input_seq) and apply in order per player; if apply_at_tick is in the past, apply immediately up to current tick.
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Live config updates (server -> clients):
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- Packet type: config_update, sent on change and periodically (low frequency).
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- Fields: tick_rate (u8), wrap_edges (bool), apples_per_snake (u8), apples_cap (u8 up to 255).
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- Clients apply changes at the next tick boundary. Compression mode is not changed via config_update (handshake-only).
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## Simulation Details
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- Tick order per tick:
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1) Incorporate at most one valid buffered input per snake (with 180-degree rule).
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2) Compute intended head step; if blocked, set blocked=true and keep head stationary.
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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.
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4) If moving into an apple: grow by 1 (do not shrink tail that tick) and respawn an apple.
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5) Emit per-snake delta (move, grow, or shrink) and global apple changes.
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- 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). Wrap-around rules are applied only to the head; if wrap_edges is turned off while a body segment is mid-edge traversal, allow the body to continue, but prevent the head from crossing walls thereafter.
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- 180-degree turn allowance when length == 1 only.
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### Client-side Opponent Prediction Heuristics
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- Use last authoritative state per opponent as baseline; apply input_broadcast events at apply_at_tick boundaries.
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- Apply the same input buffer rules and 180-degree constraints as the server.
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- Approximate blocking: if predicted head step hits an occupied cell in the last known occupancy, mark blocked and simulate tail shrink until an alternate direction arrives; reconciliation will correct drift.
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## Data Model & Structures
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- Field cells: Represent coordinates as (x:u8, y:u8).
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- Snakes: Deque of cells or segment list; store length as deque.size() and maintain head index.
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- Apples: Hash set of cells for O(1) lookup; spawn on empty cells only.
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- Occupancy: Sparse set/map from cell -> (snake_id, index) for O(1) collision checks.
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## Limits & Config
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- Players: max 32 (ids 0..31); deny joins beyond capacity.
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- Names: UTF-8, truncate to 16 bytes; filter control chars.
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- Field: default 60x40; min 3x3; max 255x255; provided by server in join_ack.
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- Tick rate: default 10 TPS; server-controlled, reconfigurable on the fly via config_update (reasonable range 5-30 TPS).
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- Apples per snake: default 1; server-controlled, reconfigurable on the fly; min 1/snake, max 12/snake; total apples capped at 255.
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- Wrap-around edges: default off (walls are blocking); server-controlled, reconfigurable on the fly; head obeys current rule; legacy body traversal allowed during transitions.
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- Compression (DEFLATE): global mode negotiated at join; requires server restart to change; clients must reconnect; when enabled server may set flags.compressed=1.
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- Browser targets: must work on latest Firefox; latest Chrome is optional but desirable; others optional.
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## Error Handling & Resilience
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- Invalid packets: drop and optionally send error with code.
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- Flooding: server-side rate limits and strike-based disconnects.
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- Out-of-order: discard using is_newer check.
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- Desync recovery: server sends state_full periodically or when client reports large gaps.
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## Testing Strategy
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- Unit tests: input buffer rules, 180-degree logic, blocking/shrink, collision resolution, sequence wrap comparison.
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- Property tests: snake movement invariants (no duplicates in body except expected at head on block), apple placement safety.
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- Soak tests: bot clients sending random but rate-limited inputs; measure packet size and latency.
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- Prediction tests: delayed/missing state updates with input_broadcast streams; assert bounded drift and successful reconciliation.
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## Milestones
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1) Protocol draft and wire structs (this plan).
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2) Server skeleton: tick loop, entities, occupancy, apples, basic WebTransport datagrams.
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3) Input handling: buffer logic and per-tick consumption; collision/blocking/shrink rules.
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4) Input relay and opponent prediction: server input_broadcast and client prediction + reconciliation.
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5) State encoding: deltas, compression, and partitioning; client renderer (spectator).
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6) Player flow: join overlay, name/color, spawn, HUD and leaderboard.
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7) Performance pass: packet size tuning, RLE, optional DEFLATE, rate limits.
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8) Polishing: error messages, reconnect, telemetry/logging, Docker/dev scripts.
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## Open Questions
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- Interpolation/smoothing specifics on client for variable tick rates.
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- Any additional anti-cheat measures for input_broadcast misuse.
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- Exact UI/UX for join denial when field is full (messaging/timing).
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## Next Steps
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- Validate the protocol choices and mechanics with stakeholders.
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- Decide on tick rate and initial lengths.
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- Confirm library choices (aioquic server; client-side WebTransport API usage).
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- Begin Milestone 2: implement server skeleton and simulation core.
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