Multiplayer Variants Network Manifesto

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Flambard
    Scout
    • Mar 2019
    • 30

    Multiplayer Variants Network Manifesto

    First off, apologies to forum moderators, as this thread would mainly concern multiplayer variants devs. I chose this forum because it's a neutral ground, hopefully it will serve us well. Thanks.

    TL;DR
    =====

    We can't unify server codebases, and probably can't unify client codebases
    (yet), BUT WHAT WE CAN DO IS: unify the network protocol itself.

    Longer version
    ==============

    I think we didn't have a proper talk in 10+ years, so I want to catchup
    with you guys. I've been reading PWMA and TomeNET patch notes, and I've
    browsing your code, so I *think* I kinda understand what's going on in
    your projects.

    So, while PW was busy refactoring the code and brining everything up-to-date
    with Angband 4+ (still think that's insane amount of work, *_*), and TomeNET
    continued to introduce astonishing MMO features to the game, MAngband devs
    have been busy... doing what exactly? If you compare 2 last major versions,
    there have been no significant game-play changes. Same monsters, same spells,
    same mechanics... So what was going on?

    We were working on a good common network codebase, that MAngband variants
    could use and prosper from. The end-goal is to make the protocol so fluid,
    that we remove client incompatibility once and for all.

    Has this work been done? No, we still have miles to go. But an important,
    first, step has been made: we have removed about 70% of protocol rigidness.

    An example is in order. Let's say you're developing a PWMAngband variant,
    and decide you want some kind of talk-to-NPC feature. Then, you realize,
    that a new network packet is needed. Well, easily enough, you add a PKT_
    define, write some Send_dialog_option/Receive_dialog_option functions,
    and, *boom*, you're done. Time to realase a new version.

    Also, *wham*, you've broken compatibility with your own game, and your
    parent variant. With no way of going back. And thus you have another
    TomeNET

    (And yes, I've noticed the 9000 'if server_version()' checks in tomenet,
    so I know there *is* some compatibility within single game, and,
    we've recently started doing the same thing in mang (see 'if client_version'),
    and it's horrible!)

    Now, this situation is completely insane! I don't know of ONE network
    protocol, that doesn't support some kind of extension mechanism. You don't
    need a different web-browser to connect to different sites (ahem) or
    a new IRC client for each IRC server (although their "protocol" is
    semi-random with crazy lack of standards). I know we all have good reasons
    to make *this* or *that* change to the protocol, and those reasons can
    come up unexpectedly, but we SHOULD NOT and CAN NOT shift this burden
    to our PLAYERS.

    (In fact, I believe we shall drop everything and work on this FIRST,
    and only then move on with whatever plans for our games we have in mind.)

    So, in my mind, this works like this: every client (mangclient,
    tomenet.client, pwmangband-client) can connect to every server
    (mangband, tomenet.server, pwmangband). We still develop our clients
    separately, and they each have unique features (maybe to be brushed off
    over time, cause it surely can be a single program), so players are
    free to choose their favourite. And it's OK, if some feature would
    only work with a correct combo (i.e. tomenet.client<->tomenet.server to see
    *weather*, other clients simply lack this cool feature).

    So players would be advised to used specialized clients. But they definitely
    should be able to JOIN any server, run around a bit, and decide if this
    game is to their liking. (And I'd prefer a unified metaserver too,
    but let's cross this bridge when we reach it)

    Again, I don't mind separate metas, and variants with hardcoded server
    addresses, I'm just saying we're doing a great disservice to our players.
    I mean, are we competing? We're basicaly a fork of the same game with 90%
    (nowdays, less so) shared code.

    Also, a similar thing happened in Angband history, all the different
    ports (DOS, OS/2, Win, UNIX variants) were separate forks, to be then
    merged/unified under common protocol (Z-Term). Now, admittably Z-Term
    is whack, and our goal is somewhat harder, but it's definitely doable.

    I mean, every other network protocol managed to do it. The dream goal
    is to publish a "final" version of the standard, so that new games,
    in new languages, can continue to be developed in this ecosystem. That's
    it.

    So, in a nutshell, the proposal is:
    - generalize our primitives, and use that, instead of being overly-
    specialized.
    - add "infinite" extension mechanism so we can add any new network
    packets, and clients could support them at will.

    What has been done in MAng:

    - PKT_STRUCT_INFO packet (and schema) for tranferring structs such as player
    class. I've seen PWMA uses it (THANK YOU!!!), but the structs themselves
    are incompatible (mainly due to V), so we'll have to re-think those.
    Ideas welcome!
    - PKT_STREAM packet to stream cave data (line/char) in a unified way.
    Clients can subscribe/unsubscribe to streams, negotiate their dimensions,
    pick RLE methods, etc.
    - PKT_INDICATOR packet which replaces all the PKT_FOOD, PKT_FEAR, etc,
    in a generalized way.
    - PKT_COMMAND packet which replaces all the PKT_QUAFF, PKT_EAT, etc,
    in a generalized way.

    So this covers like 70% of our basic needs, but there's still lots
    of hardcoded stuff, like shopping, etc.

    On the part of the extension mechanism, there's been NO CODE written
    yet, but I think it should be something simple, like:

    - At connect time, server sends a number of

    PKT_EXTENSION "weather" "Some info"

    Clients have a map for those, so they known precisely what they support.

    So they send

    PKT_EXTENSION "weather" "Yes-please-turn-it-on"

    From then on, Server starts sending PKT_WEATHER packets. Client asked
    for those itself, so it should be able to parse them properly and
    not choke.

    In addition, let's say client wants to SEND some PKT_WEATHER packets
    (ill example). Again, since this extension has been announced as supported,
    it can safely send it it.

    At this step, server authors can differentiate between variants
    and versions (say, PKT_INVEN is different in MAng150 and MAng153,
    this mechanism can safely express this). So I would probably name
    the new inven packet something like "mang153-inven". Or maybe,
    I'm doing some tomenet hacking, so I'd simple add a "tomenet-weather"
    extension.

    HOWEVER, at some point in the future, we can consolidate those into
    common groups, and then (if we want to), move it from extensions
    territory to PROTOCOL PROPER (and yes, we'll still have to break
    protocol from time to time, but we should *always* stride to
    make it more generic, while doing it, not more specific).

    (I will experiment with this approach, comments welcome).

    What else I have in mind:

    - We're not developing an ARCADE server-compatible protocol. We are
    developing a network protocol to play roguelike games of the Moria
    family. That means range of 'q' to quaff commands, Which Item (a-e)
    inventory management, inscriptions, macros, etc. If you think about
    it from this perspective, it should be extremely doable.

    - PWMAngband, and TomeNET devs: *PLEASE* drop your old netcode
    and adopt the new one from mang. It will a) make your games
    legal from FOSS/LICENSE stand point, b) clean up 12 layers
    of UDP-to-TCP mess, c) remove silly bugs like NET_VERIFY FAILED
    d) add some useful patterns so the logic is not all over the place.

    I don't ask to adopt our network protocol (although, I would really
    appreciate it, like I said, from handshake to actual gameplay,
    it has been designed with extensibility in mind), I'm just talking
    about the base netcode and sockbuf i/o.

    (Also, if you want to re-license it, or something, just ask, it's
    all doable).

    - From my end, I'm *really interested in collaboration*, don't want
    to impose any design decisions on you guys (some of mang150 ideas were
    good, some weren't), and am willing to add PKT_ definitions to mang,
    which it doesn't need at all.

    - For example, I'm going to work on the accounts packets (designed
    after PWMA or TomeNET, or maybe can design something better?) and add
    those to MAngband, although we are not planning on adding "Accounts"
    as a feature *ever*.

    - If we go through with this, at some point, we all will have to
    release a client/server pair that *completely* breaks protocol
    compatibility within our own games. Yup, every single player
    in each community will have to upgrade. BUT, from then on,
    it's paradise

    OK, I think this was long enough, if you are not convinced by now..
    Please contact me (and each other), let's do it!!!

    Contact me right here, on Discord https://discordapp.com/invite/U5B65Rh, or name a place and I shall be summoned.
    Last edited by Flambard; February 5, 2020, 22:03.
  • tangar
    Veteran
    • Mar 2015
    • 1004

    #2
    *sign*

    It's time to unity our strength, to overcome our differences and to give a new breath to the genre which we all love so much!
    https://tangaria.com - Angband multiplayer variant
    tangaria.com/variants - Angband variants table
    tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
    youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

    Comment

    Working...
    😀
    😂
    🥰
    😘
    🤢
    😎
    😞
    😡
    👍
    👎