# Wire protocol v3 The client talks to the server two ways: - **HTTP/JSON** for the main menu — listing, creating and deleting schools. Those are request/response by nature, so they are plain REST. - **A binary WebSocket at `/ws/game`** for the school calendar, which changes 20 times a second. This document covers both. One protocol message per WebSocket frame, no framing header beyond the message id. **All multi-byte numbers are little-endian.** Three files must stay in sync — change them in the same commit: | Where | File | | --- | --- | | Server codec | [`src/HSchool.Protocol/ProtocolCodec.cs`](../src/HSchool.Protocol/ProtocolCodec.cs) | | Client codec | [`src/HSchool.Client/src/net/protocol.ts`](../src/HSchool.Client/src/net/protocol.ts) | | This document | `docs/protocol.md` | Any change to a layout below bumps `ProtocolConstants.Version` / `PROTOCOL_VERSION`. The server closes connections whose hello carries a different version with `1002 ProtocolError`. ## HTTP API Game dates are ISO-8601 UTC instants. The in-game calendar has no time zone — UTC is only used so the wire format is unambiguous, and the client formats it back in UTC. ### `GET /api/schools` Everything the main menu needs in one request. ```json { "maxSchools": 6, "defaultStartDate": "2012-04-03T06:00:00Z", "gameMinutesPerRealSecond": 5, "schools": [ { "id": 1, "name": "Гимназия №14", "gameTime": "2012-04-03T07:35:00Z", "running": false, "speedIndex": 1 } ] } ``` ### `GET /api/schools/random-name` `{ "name": "Лицей «Северная»" }` — a suggestion that is not already taken. Optional `?lang=en` draws from the English word list (`Northern Academy`); any other value, or none, stays Russian. The client sends the active UI language. Names the player types are not translated — they are saved as written. ### `POST /api/schools` Body: `{ "name": "Гимназия №14", "startDate": "2012-04-03T06:00:00Z" }` | Status | Meaning | | --- | --- | | `201` | Created; body is the school. | | `400` `invalid-name` | Blank, or longer than 40 characters. | | `400` `invalid-start-date` | Outside 1900–2999. | | `409` `school-limit-reached` | `maxSchools` schools already exist. | Failures are RFC 7807 problem details with an extra `code` field — that is what the UI switches on. ### `DELETE /api/schools/{id}` `204` when deleted, `404` when the id is unknown. Anyone watching that school over a WebSocket gets a `SchoolGone` frame. ## WebSocket message ids Client-to-server ids live in `0x00–0x7F`, server-to-client ids in `0x80–0xFF`, so a misrouted frame is obvious at a glance. | Id | Direction | Message | | --- | --- | --- | | `0x01` | C → S | Hello | | `0x02` | C → S | Ping | | `0x03` | C → S | OpenSchool | | `0x04` | C → S | CloseSchool | | `0x05` | C → S | SetRunning | | `0x06` | C → S | SetSpeed | | `0x81` | S → C | Welcome | | `0x82` | S → C | Pong | | `0x83` | S → C | Clock | | `0x84` | S → C | SchoolGone | ## Client → server ### `0x01` Hello — 2 bytes Must be the first frame; the server drops the connection if it does not arrive within 5 seconds. | Offset | Type | Field | | --- | --- | --- | | 0 | `u8` | `0x01` | | 1 | `u8` | protocol version | ### `0x02` Ping — 9 bytes | Offset | Type | Field | | --- | --- | --- | | 0 | `u8` | `0x02` | | 1 | `i64` | client clock in milliseconds | ### `0x03` OpenSchool — 5 bytes Starts watching a school: clock frames for it begin to arrive. It does not start the calendar — every school runs on its own from the moment it is created. | Offset | Type | Field | | --- | --- | --- | | 0 | `u8` | `0x03` | | 1 | `i32` | school id | ### `0x04` CloseSchool — 1 byte Back to the menu: the clock frames stop. The school keeps running — only `SetRunning` pauses it, and that pause survives leaving and reconnecting. ### `0x05` SetRunning — 2 bytes | Offset | Type | Field | | --- | --- | --- | | 0 | `u8` | `0x05` | | 1 | `u8` | `1` running, `0` paused | ### `0x06` SetSpeed — 2 bytes | Offset | Type | Field | | --- | --- | --- | | 0 | `u8` | `0x06` | | 1 | `u8` | speed index | Running and speed are **separate messages on purpose**. A single "set clock" message forces each button to resend the other field from the client's own copy of the state, which is always at least one tick stale — pressing play and then a speed button would pause the school again. Speed indexes are `0 = ×½`, `1 = ×1`, `2 = ×2`, `3 = ×3`, `4 = ×4`; out-of-range values are ignored rather than fatal. The base rate is `gameMinutesPerRealSecond` (5), so ×1 is five game minutes per real second. ## Server → client ### `0x81` Welcome — 4 bytes The first frame the client receives. | Offset | Type | Field | | --- | --- | --- | | 0 | `u8` | `0x81` | | 1 | `u8` | protocol version | | 2 | `u8` | tick rate in Hz | | 3 | `u8` | maximum number of schools | ### `0x82` Pong — 13 bytes | Offset | Type | Field | | --- | --- | --- | | 0 | `u8` | `0x82` | | 1 | `i64` | client clock, echoed unchanged | | 9 | `u32` | server tick when the ping was handled | ### `0x83` Clock — 15 bytes Sent every tick to every connection that has a school open, and only to those. | Offset | Type | Field | | --- | --- | --- | | 0 | `u8` | `0x83` | | 1 | `i32` | school id | | 5 | `i64` | in-game date, milliseconds since the Unix epoch, read as UTC | | 13 | `u8` | `1` running, `0` paused | | 14 | `u8` | speed index | ### `0x84` SchoolGone — 5 bytes The open school no longer exists — deleted from the menu in another tab, or never existed. The client returns to the menu. | Offset | Type | Field | | --- | --- | --- | | 0 | `u8` | `0x84` | | 1 | `i32` | school id | ## Guarantees and limits - Frames larger than 8 KiB are refused with close status `1009 MessageTooBig`. - A malformed frame closes the connection with `1007 InvalidPayloadData`. - Unknown message ids are ignored rather than fatal, so new ids can be added without breaking older clients within the same protocol version. - Clock delivery is lossy under back pressure: each connection buffers 32 frames and drops the oldest, because a stale clock is worthless once a newer one exists. ## Not in v3 yet Saving schools to disk (they live in server memory), authentication, and any game state beyond the calendar — the school's ECS world is created but still empty.