Reformat PROTOCOL.md
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PROTOCOL.md
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PROTOCOL.md
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@ -6,186 +6,125 @@ All commands and events are separated by newlines.
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## User commands
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Format: `command <required argument> [optional argument]`
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### Format
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### `login [username] [password]`
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`command <required argument> [optional argument]`
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Log in to bgammon. A random username is assigned when none is provided.
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### Commands
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This must be the first command sent when a client connects to bgammon.
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- `login [username] [password]`
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- Log in to bgammon. A random username is assigned when none is provided.
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- This must be the first command sent when a client connects to bgammon.
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- *Aliases:* `l`
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*Aliases:* `l`
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### `loginjson [username] [password]`
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Log in to bgammon and enable JSON formatted responses.
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All client applications should use the `loginjson` command to log in, as JSON
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- `loginjson [username] [password]`
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- Log in to bgammon and enable JSON formatted responses.
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- All client applications should use the `loginjson` command to log in, as JSON
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formatted responses are more easily parsed by computers.
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- *Aliases:* `lj`
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*Aliases:* `lj`
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- `json <on/off>`
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- Turn JSON formatted messages on or off. JSON messages are not sent by default.
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### `json <on/off>`
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- `help [command]`
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- Request help for all commands, or optionally a specific command.
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- *Aliases:* `h`
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Turn JSON formatted messages on or off. JSON messages are not sent by default.
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- `list`
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- List all games.
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- *Aliases:* `ls`
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### `help [command]`
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- `create <public/private> [password]`
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- List all games.
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- *Aliases:* `c`
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Request help for all commands, or optionally a specific command.
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- `join <id> [password]`
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- Join game.
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- *Aliases:* `j`
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*Aliases:* `h`
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- `roll`
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- Roll dice.
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- *Aliases:* `r`
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### `list`
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- `move <from-to> [from-to]...`
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- Move checkers.
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- *Aliases:* `m`, `mv`
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List all games.
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- `reset`
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- Reset pending checker movement.
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- *Aliases:* `r`
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*Aliases:* `ls`
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- `ok`
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- Confirm checker movement and pass turn to next player.
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- *Aliases:* `k`
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### `create <public/private> [password]`
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- `say <message>`
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- Send a chat message.
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- This command can only be used after creating or joining a game.
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- *Aliases:* `s`
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List all games.
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- `board`
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- Print current game state in human-readable form.
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- This command is not normally used, as the game state is provided in JSON format.
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- *Aliases:* `b`
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*Aliases:* `c`
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### `join <id> [password]`
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Join game.
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*Aliases:* `j`
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### `roll`
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Roll dice.
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*Aliases:* `r`
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### `move <from-to> [from-to]...`
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Move checkers.
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*Aliases:* `m`, `mv`
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### `reset`
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Reset pending checker movement.
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*Aliases:* `r`
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### `ok`
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Confirm checker movement and pass turn to next player.
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*Aliases:* `k`
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### `say <message>`
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Send a chat message.
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This command can only be used after creating or joining a game.
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*Aliases:* `s`
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### `board`
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Print current game state in human-readable form.
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This command is not normally used, as the game state is provided in JSON format.
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*Aliases:* `b`
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### `disconnect`
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Disconnect from the server.
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- `disconnect`
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- Disconnect from the server.
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## Events (server responses)
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Data types:
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All events are sent in either JSON or human-readable format. The structure of
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messages sent in JSON format is available via [godoc](https://docs.rocket9labs.com/code.rocket9labs.com/tslocum/bgammon/#Event).
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This document lists events in human-readable format.
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### Data types
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- `integer` a whole number
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- `boolean` - `0` (representing false) or `1` (representing true)
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- `text` - alphanumeric without spaces
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- `line` - alphanumeric with spaces
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All events are sent in either JSON or human-readable format. The human-readable
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format is documented here. The structure of each JSON message is available via
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[godoc](https://docs.rocket9labs.com/code.rocket9labs.com/tslocum/bgammon/#Event).
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### Events
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### `hello <message:line>`
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- `hello <message:line>`
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- Initial welcome message sent by the server. It provides instructions on how to log in.
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- This message does not normally need to be displayed when using a graphical client.
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Initial welcome message sent by the server. It provides instructions on how to log in.
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- `welcome <name:text> there are <clients:integer> clients playing <games:integer> games.`
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- Initial message sent by the server.
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This message does not normally need to be displayed when using a graphical client.
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- `notice <message:line>`
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- Server message. This should always be displayed to the user.
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### `welcome <name:text> there are <clients:integer> clients playing <games:integer> games.`
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- `liststart Games list:`
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- Start of games list.
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Initial message sent by the server.
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- `game <id:integer> <password:boolean> <players:integer> <name:line>`
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- Game description.
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### `notice <message:line>`
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- `listend End of games list.`
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- End of games list.
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Server message. This should always be displayed to the user.
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### `liststart Games list:`
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Start of games list.
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### `game <id:integer> <password:boolean> <players:integer> <name:line>`
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Game description.
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### `listend End of games list.`
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End of games list.
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### `joined <id:integer> <player:text>`
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Sent after successfully creating or joining a game, and when another player
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joins a game you are in.
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The server will always send a `board` response immediately after `joined` to
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- `joined <id:integer> <player:text>`
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- Sent after successfully creating or joining a game, and when another player
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joins a game you are in.
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- The server will always send a `board` response immediately after `joined` to
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provide clients with the initial game state.
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### `failedjoin <message:line>`
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- `failedjoin <message:line>`
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- Sent after failing to join a game.
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Sent after failing to join a game.
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- `parted <gameID:integer> <gameID:integer>`
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- Sent after leaving a game.
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### `parted <gameID:integer> <gameID:integer>`
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- `json <message:line>`
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- Server confirmation of client requested JSON formatting.
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- This message does not normally need to be displayed when using a graphical client.
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Sent after leaving a game.
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- `failedok <reason:line>`
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- Sent after sending `ok` when there are one or more legal moves still available to the player.
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- Players must make moves using all available dice rolls before ending their turn.
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### `json <message:line>`
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Server confirmation of client requested JSON formatting.
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This message does not normally need to be displayed when using a graphical client.
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### `board <json:line>`
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Game state in JSON format.
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This message is only sent to clients that have explicitly enabled JSON formatted messages.
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```
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type Player struct {
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Number int // 1 black, 2 white
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Name string
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}
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type Game struct {
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Board []int
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Player1 Player
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Player2 Player
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Turn int
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Roll1 int
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Roll2 int
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}
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```
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### `failedok <reason:line>`
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Sent after sending `ok` when there are one or more legal moves still available to the player.
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Players must make moves using all available dice rolls before ending their turn.
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### `say <player:text> <message:line>`
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Chat message from another player.
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- `say <player:text> <message:line>`
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- Chat message from another player.
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