mirror of
https://github.com/moparisthebest/xeps
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638 lines
23 KiB
XML
638 lines
23 KiB
XML
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<?xml version='1.0' encoding='UTF-8'?>
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<!DOCTYPE xep SYSTEM 'xep.dtd' [
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<!ENTITY % ents SYSTEM 'xep.ent'>
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<!ENTITY INVITE "<invite/>">
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<!ENTITY JOIN "<join/>">
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<!ENTITY ERROR "<error/>">
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<!ENTITY TEXT "<text/>">
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<!ENTITY GAME "<game/>">
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<!ENTITY TURN "<turn/>">
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<!ENTITY MOVE "<move/>">
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<!ENTITY SAVE "<save/>">
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<!ENTITY SAVED "<saved/>">
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<!ENTITY FEATURE "<feature/>">
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<!ENTITY NAME "<name/>">
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<!ENTITY SET "<set/>">
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%ents;
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]>
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<?xml-stylesheet type='text/xsl' href='xep.xsl'?>
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<xep>
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<header>
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<title>Instant Gaming</title>
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<abstract>This document defines an XMPP protocol extension for serverless instant gaming in a one-to-one context.</abstract>
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<number>xxxx</number>
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<status>ProtoXEP</status>
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<type>Standards Track</type>
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<sig>Standards</sig>
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<approver>Council</approver>
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<dependencies>
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<spec>XMPP Core</spec>
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<spec>XMPP IM</spec>
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<spec>XEP-0004</spec>
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<spec>XEP-0030</spec>
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<spec>XEP-0045</spec>
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</dependencies>
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<supersedes/>
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<supersededby/>
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<shortname>NOT YET ASSIGNED</shortname>
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<author>
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<firstname>Torsten</firstname>
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<surname>Grote</surname>
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<email>Torsten.Grote(ät)fsfe.org</email>
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<jid>Torsten.Grote(ät)jabber.fsfe.org</jid>
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</author>
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<author>
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<firstname>Arne</firstname>
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<surname>König</surname>
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<email>arne.ko(ät)23inch.de</email>
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<jid>arne++(ät)jabber.ccc.de</jid>
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</author>
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<revision>
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<version>0.0.1</version>
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<date>2009-03-14</date>
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<initials>tg</initials>
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<remark><p>First draft.</p></remark>
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</revision>
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&LEGALNOTICE;
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</header>
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<section1 topic='Introduction' anchor='intro'>
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<p>
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Many modern instant messenger networks support playing games.
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Still, XMPP mostly lacks this kind of support.
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Therefore, this document describes a base protocol for game playing over XMPP.
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</p>
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<p>
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This protocol is not by itself sufficient to play games.
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It just describes a basic protocol framework which game-specific protocols can use.
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</p>
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</section1>
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<section1 topic='Requirements' anchor='reqs'>
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<p>
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This document addresses the functionality which is needed to play games over the XMPP.
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In particular this functionality consists of:
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</p>
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<ol start='1'>
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<li>discovering support for games in general and for particular games</li>
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<li>inviting users to matches</li>
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<li>exchanging match information (moves, states, etc.)</li>
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<li>saving and loading of matches</li>
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<li>terminating matches</li>
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</ol>
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<!--
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<p>In addition to these requirements, additional requirements are addressed by Multi-User Gaming</p>
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<ol start='6'>
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<li>joining existing games</li>
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<li>allow spectators to watch the game</li>
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<li>enable players and spectators to chat</li>
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<li>validate game moves independently</li>
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</ol>
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-->
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</section1>
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<section1 topic='One-to-One Gaming Use Cases' anchor='1to1usecases'>
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<p>
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The following section describes the use cases associated with one-to-one instant gaming.
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It is not supposed to provide professional gaming capabilites with independent move validation, spectators, etc.
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Instead, it only supports two player games without spectators and no move validation.
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</p>
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<p>
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Despite the existence of Multi-User Gaming, Instant Gaming is considered important for making gaming over XMPP popular.
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Rapid deployment of new two-player games is possible without waiting for server support or finding a suitable server.
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<!--Move validation is done by the clients and allows the theoretical possibillity of transfering illegal moves.//-->
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</p>
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<section2 topic='Discovering Client Game Support' anchor='1to1use-disco'>
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<p>An implementation of Instant Gaming MUST support &xep0030;.</p>
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<p>
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A Jabber entity may wish to discover if another entity implements the Instant Gaming protocol;
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in order to do so, it sends a service discovery information ("disco#info") query to the other entity's full JID:
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</p>
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<example caption='User Queries Another User for Instant Gaming via Disco'><![CDATA[
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<iq from='romeo@montague.net/garden'
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to='juliet@capulet.com/balcony'
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id='req1'
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type='get'>
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<query xmlns='http://jabber.org/protocol/disco#info'/>
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</iq>]]></example>
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<p>
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The entity MUST return the features it supports.
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Game protocols SHOULD include a &FEATURE; element with their namespace in the response, too.
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</p>
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<example caption='Entity Returns Disco Info Results'><![CDATA[
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<iq from='juliet@capulet.com/garden'
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to='romeo@montague.net/balcony'
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id='req1'
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type='result'>
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<query xmlns='http://jabber.org/protocol/disco#info'>
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...
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<feature var='http://jabber.org/protocol/games'/>
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<feature var='http://jabber.org/protocol/games/tictactoe'/>
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<feature var='http://jabber.org/protocol/games/chess'/>
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...
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</query>
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</iq>]]></example>
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</section2>
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<section2 topic='Invitation' anchor='1to1-invite'>
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<p>
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In order to invite someone to a game, the initiator sends a message to her/his opponent containing an &INVITE; element,
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which MUST specify the invitation type (see <link url='#table-1'>Table 1</link>).
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</p>
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<p>
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Furthermore, a &GAME; element with a "var" attribute containing the namespace of the game protocol is REQUIRED.
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It MAY also contain additional information which SHOULD then be specified using &xep0004;.
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Such information might be used to state the rules or other slight variations for the particular game.
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If an invitation with unsupported rules or options is received,
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a ¬acceptable; error of type "modify" SHOULD be send to the inviting entity.
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</p>
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<p>
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The &THREAD; element MUST be present and it MUST contain a unique ID which identifies the current match.
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The ID MAY for example consist of the initiator's and the opponent's (bare) JID,
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the game name, the current datetime (which then SHOULD conform to the DateTime profile specified in &xep0082;) and
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a random number, all separated by hyphens.
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It is not supposed to get parsed and is only used to uniquely identify the game.
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</p>
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<example caption='Romeo Invites Juliet to a Game of Checkers'><![CDATA[
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<message
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from='romeo@montague.net/garden'
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to='juliet@capulet.com/balcony'>
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<thread>romeo@montague.net-juliet@capulet.com-checkers-1591-02-21T12:56:15Z-1234</thread>
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<invite xmlns='http://jabber.org/protocol/games'
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type='new'>
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<reason>
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Hello Juliet,
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would you like to play a little game?
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</reason>
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<game var='http://jabber.org/protocol/games/checkers'/>
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</invite>
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</message>]]></example>
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<table caption='Invitation types'>
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<tr>
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<th>Invitation Type</th>
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<th>Meaning</th>
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</tr>
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<tr>
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<td>new</td>
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<td>The game is totally new and contains no data of previous games.</td>
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</tr>
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<tr>
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<td>renew</td>
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<td>The game is over and shall be recreated from the beginning with the same match ID.</td>
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</tr>
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<tr>
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<td>adjourned</td>
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<td>
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This invitation is to resume an adjourned game.
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It MUST only be send to the same opponent as from the beginning of the game and MUST contain the same game id.
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Further information provides <link url='#1to1-load'>Game Loading</link>
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</td>
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</tr>
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<tr>
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<td>constructed</td>
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<td>This type states that the game will start with a state which is different from the state new games have.</td>
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</tr>
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<!--
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<tr>
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<td>cancel</td>
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<td>A previous invitation with the same match ID in the &THREAD; element is no longer valid.</td>
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</tr>
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--> </table>
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<p>
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An invitation of type "renew" SHOULD contain the same match ID and &GAME; element as the initial "new" invitation.
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It MUST only be send when the previous match with the same match ID has been terminated.
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If it is received earlier, an &unexpected; error SOULD be send to the sender of the premature invitation.
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Game protocols SHOULD switch the beginning player and leave all other options the same.
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</p>
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<p>
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In the unlikely but possible event
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that an invitation of type "renew" is received immediately after one has been send with the same match ID,
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this invitation SHOULD be treated as if it were a &MESSAGE; with a &JOIN; element.
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Invitations with match IDs that are already assigned to a running game SHOULD be ignored.
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</p>
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<!--
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<p>
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An invitation might be canceled by the initiator at any time by sending an invitation with 'type' "cancel" and the same game id.
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Mirroring the &GAME; element is OPTIONAL.
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Any implementation SHOULD cancel invitations before closing games in a way that nobody can join them anymore.
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They also MUST NOT send two invitations with the same game id.
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</p>
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<example caption='Romeo Cancels His Invitation to Juliet'><![CDATA[
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<message
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from='romeo@montague.net/garden'
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to='juliet@capulet.com/balcony'>
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<thread>romeo@montague.net-juliet@capulet.com-checkers-1591-02-21T12:56:15Z-1234</thread>
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<invite xmlns='http://jabber.org/protocol/games'
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type='cancel'>
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<reason>Sorry, I decided not to play, now.</reason>
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</invite>
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</message>]]></example>
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-->
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<p>
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The opponent SHOULD NOT ignore the invitation.
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If she/he does not want to play, the invitation SHOULD be declined.
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In order to decline the invitation, the opponent MUST send a message of the following form to the initiator.
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</p>
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<example caption='Juliet Declines Romeo’s Invitation'><![CDATA[
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<message
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from='juliet@capulet.com/balcony'
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to='romeo@montague.net/garden'>
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<thread>romeo@montague.net-juliet@capulet.com-checkers-1591-02-21T12:56:15Z-1234</thread>
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<decline xmlns='http://jabber.org/protocol/games'>
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<reason>I won't fight you.</reason>
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</decline>
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</message>]]></example>
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</section2>
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<section2 topic='Joining a Game' anchor='1to1-join'>
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<p>
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In order to join a game, a &MESSAGE; stanza has to be send to the initiator's full JID.
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The &MESSAGE; stanza MUST contain the ID of the match to which the opponent wants to join in the &THREAD; element.
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Besides that, a &JOIN; element qualified by the namespace 'http://jabber.org/protocol/games' is REQUIRED
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and the &BODY; element is OPTIONAL.
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</p>
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<example caption='Juliet Joins the Game'><![CDATA[
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<message
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from='juliet@capulet.com/balcony'
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to='romeo@montague.net/garden'>
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<thread>romeo@montague.net-juliet@capulet.com-checkers-1591-02-21T12:56:15Z-1234</thread>
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<join xmlns='http://jabber.org/protocol/games'/>
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</message>]]></example>
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<p>
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A successful join MUST be confirmed by sending the same message (with different sender and recipient) back to the opponent.
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</p>
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<p>
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The initiator might refuse the join by sending a &MESSAGE; stanza of 'type' "error".
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It then MUST mirror the &THREAD; ID and the original &JOIN; child element.
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The &ERROR; element MAY contain a &TEXT; element with a human-readable description of the error.
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</p>
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<example caption='Romeo Refuses Juliet'><![CDATA[
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<message from='romeo@montague.net/garden'
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to='juliet@capulet.com/balcony'
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type='error'/>
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<thread>romeo@montague.net-juliet@capulet.com-checkers-1591-02-21T12:56:15Z-1234</thread>
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<join xmlns='http://jabber.org/protocol/games'/>
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<error type='cancel'>
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<not-allowed xmlns='urn:ietf:params:xml:xmpp-stanzas'/>
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<text>You are not welcome here!</text>
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</error>
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</message>]]></example>
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</section2>
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<section2 topic='Game Play' anchor='1to1-play'>
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<p>
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A turn in a game is sent in a message (of type "chat") to the other player's full JID.
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The &MESSAGE; stanza contains a &TURN; element which contains the element, representing the desired action (e.g. &MOVE;) qualified by the namespace of the particular game.
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The action itself can be further described by attributes or child elements (see corresponding game protocol).
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</p>
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<p>
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A human-readable comment MAY be sent with the move in the &BODY; element of the &MESSAGE;.
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In order to track the game to which the move belongs, the match ID is REQUIRED to be in the &THREAD; element.
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</p>
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<example caption='Juliet Sends a Game Move to Romeo'><![CDATA[
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<message
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from='juliet@capulet.com/balcony'
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to='romeo@montague.net/garden'
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type='chat'>
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<thread>juliet@capulet.com-romeo@montague.net-tictactoe-1591-02-23T11:36:25Z-4321</thread>
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<body>What do you say to this?</body>
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<turn xmlns='http://jabber.org/protocol/games'>
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<move xmlns='http://jabber.org/protocol/games/tictactoe'
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id='1'
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row='2'
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col='2'/>
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</turn>
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</message>]]></example>
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<p>A receipt for each message MAY be requested in accordance with &xep0184;.</p>
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</section2>
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<section2 topic='Game Saving' anchor='1to1-save'>
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<p>
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While playing a game, it might be desirable to interrupt playing and resume it at a later time.
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Games with complete knowledge can be saved at any time by each of the players without sending messages.
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But the client of the saving player SHOULD inform the other player that the game was saved by sending the following message.
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</p>
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<example caption='Romeo Informs Juliet that he Saved the Game'><![CDATA[
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<message
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from='romeo@montague.net/garden'>
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to='juliet@capulet.com/balcony'
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<thread>juliet@capulet.com-romeo@montague.net-tictactoe-1591-02-23T11:36:25Z-4321</thread>
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<saved xmlns='http://jabber.org/protocol/games'/>
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</message>]]></example>
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<p>After receiving such an notification, an implementation MAY decide to save the game, too.</p>
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<p>
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When playing games with incomplete knowledge,
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it is desirable that both players save the game at the same time in order to save a clean game state.
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The game protocol MUST define whether its game has to be saved independently or mutually.
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</p>
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<p>
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If a game needs to be saved mutually by both players,
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one of the players requests the game to be saved by sending a message with a &SAVE; child element as follows.
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</p>
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<example caption='Juliet Issues a Game Saving Process'><![CDATA[
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<message
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from='juliet@capulet.com/balcony'
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to='romeo@montague.net/garden'>
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<thread>juliet@capulet.com-romeo@montague.net-tictactoe-1591-02-23T11:36:25Z-4321</thread>
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<save xmlns='http://jabber.org/protocol/games'/>
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</message>]]></example>
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<p>
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The recipient of the above message MUST confirm a successful saving process
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using a &SAVED; element as above.
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</p>
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<p>
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To ensure that both players save the same game state,
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the sender MUST NOT send any game moves until he receives confirmation from the other player and
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the receiver MUST NOT send any game moves after receiving the request for saving until he has responded to it.
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</p>
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<p>
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If the sender of the saving request receives a game move before getting confirmation of a successful saving process,
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she/he MUST NOT save the game and MUST send the following error message.
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</p>
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<example caption='A Mutual Game Save between Romeo and Juliet Fails'><![CDATA[
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<message
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from='juliet@capulet.com/balcony'
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to='romeo@montague.net/garden'
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type='error'>
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<thread>juliet@capulet.com-romeo@montague.net-tictactoe-1591-02-23T11:36:25Z-4321</thread>
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<save xmlns='http://jabber.org/protocol/games'/>
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|
<error type='cancel'>
|
||
|
<conflict/>
|
||
|
</error>
|
||
|
</message>]]></example>
|
||
|
<p>
|
||
|
If one of the player's client encounters an error during the saving process, it MUST send an error message, too.
|
||
|
This time it SHOULD NOT use a &conflict;, but an &undefined; error condition.
|
||
|
</p>
|
||
|
</section2>
|
||
|
|
||
|
<section2 topic='Game Loading' anchor='1to1-load'>
|
||
|
<p>
|
||
|
An XMPP entity that wishes to resume a saved game has to send an invitation
|
||
|
of "type" 'adjourned' to the same opponent it began playing with.
|
||
|
It MAY also resume the game with another opponent, but then it MUST use the "type" 'constructed' and a new match ID.
|
||
|
</p>
|
||
|
<p>
|
||
|
In case the game requires mutual saving by both players and the game was saved this way,
|
||
|
one of the players simply sends an invitation of "type" 'adjourned' with the match ID of the saved game to the other player.
|
||
|
After the invitee has successfully joined the game, it begins at the point where it was saved.
|
||
|
</p>
|
||
|
<p>
|
||
|
If the game was only saved by one of the players, the inviting player MUST send the saved game state in the invitation.
|
||
|
This SHOULD be done by including an &X; element in the &MESSAGE; stanza of the 'jabber:x:data' namespace.
|
||
|
The exact representation of the game state is up to the game protocol, but SHOULD use &xep0004;.
|
||
|
E.g. the state MAY also be encoded in a history of game moves.
|
||
|
</p>
|
||
|
<example caption='Romeo Invites Juliet to a Saved Game'><![CDATA[
|
||
|
<message
|
||
|
from='romeo@montague.net/garden'
|
||
|
to='juliet@capulet.com/balcony'>
|
||
|
<thread>romeo@montague.net-juliet@capulet.com-tictactoe-1591-02-21T12:56:15Z-1234</thread>
|
||
|
<invite xmlns='http://jabber.org/protocol/games'
|
||
|
type='adjourned'>
|
||
|
<reason>
|
||
|
Hello Juliet,
|
||
|
would you like to resume our little game?
|
||
|
</reason>
|
||
|
<game var='http://jabber.org/protocol/games/tictactoe'/>
|
||
|
<x xmlns='jabber:x:data'
|
||
|
type='submit'>
|
||
|
<title>Game of Tic Tac Toe saved on 21st of February 1591 at 1 o'clock</title>
|
||
|
<field var='x-player' type='jid-single'>
|
||
|
<value>juliet@capulet.com/balcony</value>
|
||
|
</field>
|
||
|
<field var='o-player' type='jid-single'>
|
||
|
<value>romeo@montague.net/garden</value>
|
||
|
</field>
|
||
|
<field var='move-id'>
|
||
|
<value>5</value>
|
||
|
</field>
|
||
|
<field var='1-1'/>
|
||
|
<field var='1-2'/>
|
||
|
<field var='1-3'/>
|
||
|
<value>o</value>
|
||
|
</field>
|
||
|
<field var='2-1'>
|
||
|
<value>o</value>
|
||
|
</field>
|
||
|
<field var='2-2'>
|
||
|
<value>x</value>
|
||
|
</field>
|
||
|
<field var='2-3'>
|
||
|
<value>x</value>
|
||
|
</field>
|
||
|
<field var='3-1'/>
|
||
|
<field var='3-2'/>
|
||
|
<field var='3-3'/>
|
||
|
</x>
|
||
|
</invite>
|
||
|
</message>]]></example>
|
||
|
<p>
|
||
|
The Tic Tac Toe game state information in this example is entirely fictional and only for demonstration purposes.
|
||
|
</p>
|
||
|
<p>
|
||
|
An implementation MAY present the game in the saved state to the user along with the invitation.
|
||
|
It MAY also compare the state it received with the state it saved by its own and
|
||
|
inform the user about any mismatches.
|
||
|
</p>
|
||
|
</section2>
|
||
|
|
||
|
<section2 topic='Termination' anchor='1to1-term'>
|
||
|
<p>
|
||
|
An implementation SHOULD send the following &MESSAGE; to end the game.
|
||
|
The "reason" attribute is always REQUIRED.
|
||
|
</p>
|
||
|
|
||
|
<example caption='Romeo Terminates the Game and Accuses Juliet of Cheating'><![CDATA[
|
||
|
<message
|
||
|
from='romeo@montague.net/garden'
|
||
|
to='juliet@capulet.com/balcony'>
|
||
|
<thread>juliet@capulet.com-romeo@montague.net-checkers-1591-02-23T11:36:25Z-4321</thread>
|
||
|
<body>What devil art thou, that dost torment me thus?</body>
|
||
|
<terminate xmlns='http://jabber.org/protocol/games'
|
||
|
reason='resign'/>
|
||
|
</message>
|
||
|
]]></example>
|
||
|
|
||
|
<p>
|
||
|
This &MESSAGE; SHOULD also be send by one of the players
|
||
|
before she/he changes her/his presence to unavailable,
|
||
|
though a different "reason" MAY be used.
|
||
|
For a list of possible reasons and their meaning see <link url='#table-2'>Table 2</link>.
|
||
|
</p>
|
||
|
<p>
|
||
|
In case one player changes her/his presence to unavailable without sending a termination message,
|
||
|
the other player might just wait or MAY save the game (if possible) and
|
||
|
send a termination message with reason 'adjourn'.
|
||
|
</p>
|
||
|
<p>
|
||
|
A terminating &MESSAGE; with reason 'cheating' SHOULD be send, if an illegal move is received.
|
||
|
If one entity receives a terminating &MESSAGE; although it already send one by it's own, it MUST ignore it.
|
||
|
</p>
|
||
|
|
||
|
<table caption='Termination reasons'>
|
||
|
<tr>
|
||
|
<th>Reason</th>
|
||
|
<th>Meaning</th>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>won</td>
|
||
|
<td>The player sending the message has won the game.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>lost</td>
|
||
|
<td>The player sending the message has lost the game.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>draw</td>
|
||
|
<td>The game is over and nobody has won.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>resign</td>
|
||
|
<td>The player sending the message capitulates and quits.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>adjourn</td>
|
||
|
<td>The game is not over and might be resumed at a later time.</td>
|
||
|
</tr>
|
||
|
<tr>
|
||
|
<td>cheating</td>
|
||
|
<td>The player receiving the message has submitted an illegel game move.</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
|
||
|
</section2>
|
||
|
</section1>
|
||
|
|
||
|
<section1 topic='Glossary' anchor='glossary'>
|
||
|
<p>Initiator -- an entity who started a game.</p>
|
||
|
<p>Opponent -- in an One-to-One gaming context, the entity who was invited to play and did not start the game.</p>
|
||
|
<p>Spectator -- an entity who does not actually plays the game but watches it.</p>
|
||
|
</section1>
|
||
|
|
||
|
<section1 topic='Business Rules' anchor='rules'>
|
||
|
<p>OPTIONAL.</p>
|
||
|
</section1>
|
||
|
|
||
|
<section1 topic='Implementation Notes' anchor='impl'>
|
||
|
<p>OPTIONAL.</p>
|
||
|
</section1>
|
||
|
|
||
|
<section1 topic='Internationalization Considerations' anchor='i18n'>
|
||
|
<p>OPTIONAL.</p>
|
||
|
</section1>
|
||
|
|
||
|
<section1 topic='Security Considerations' anchor='security'>
|
||
|
<p>REQUIRED.</p>
|
||
|
</section1>
|
||
|
|
||
|
<section1 topic='IANA Considerations' anchor='iana'>
|
||
|
<p>REQUIRED.</p>
|
||
|
</section1>
|
||
|
|
||
|
<section1 topic='XMPP Registrar Considerations' anchor='registrar'>
|
||
|
<p>REQUIRED.</p>
|
||
|
</section1>
|
||
|
|
||
|
<section1 topic='XML Schema' anchor='schema'>
|
||
|
<code><![CDATA[
|
||
|
<?xml version='1.0' encoding='UTF-8'?>
|
||
|
|
||
|
<xs:schema
|
||
|
xmlns:xs='http://www.w3.org/2001/XMLSchema'
|
||
|
targetNamespace='http://jabber.org/protocol/games'
|
||
|
xmlns='http://jabber.org/protocol/games'
|
||
|
elementFormDefault='qualified'>
|
||
|
|
||
|
<xs:import
|
||
|
namespace='jabber:x:data'
|
||
|
schemaLocation='http://www.xmpp.org/schemas/x-data.xsd'/>
|
||
|
|
||
|
<xs:element name='invite'>
|
||
|
<xs:complexType>
|
||
|
<xs:sequence>
|
||
|
<xs:element name='reason' type='xs:string' minOccurs='0'/>
|
||
|
<xs:element name='game' type='Game'/>
|
||
|
<xs:element ref='xdata:x' minOccurs='0'/>
|
||
|
</xs:sequence>
|
||
|
<xs:attribute name='type'>
|
||
|
<xs:simpleType>
|
||
|
<xs:restriction base='xs:string'>
|
||
|
<xsd:enumeration value='new'/>
|
||
|
<xsd:enumeration value='renew'/>
|
||
|
<xsd:enumeration value='adjourned'/>
|
||
|
<xsd:enumeration value='constructed'/>
|
||
|
</xs:restriction>
|
||
|
</xs:simpleType>
|
||
|
</xs:attribute>
|
||
|
</xs:complexType>
|
||
|
</xs:element>
|
||
|
|
||
|
<xs:element name='decline'>
|
||
|
<xs:complexType>
|
||
|
<xs:sequence>
|
||
|
<xs:element name='reason' type='xs:string'/>
|
||
|
</xs:sequence>
|
||
|
</xs:complexType>
|
||
|
</xs:element>
|
||
|
|
||
|
<xs:element name='join'>
|
||
|
<xs:complexType>
|
||
|
<xs:complexContent/>
|
||
|
</xs:complexType>
|
||
|
</xs:element>
|
||
|
|
||
|
<xs:element name='turn'>
|
||
|
<xs:complexType>
|
||
|
<xs:complexContent/>
|
||
|
</xs:complexType>
|
||
|
</xs:element>
|
||
|
|
||
|
<xs:element name='save'>
|
||
|
<xs:complexType>
|
||
|
<xs:complexContent/>
|
||
|
</xs:complexType>
|
||
|
</xs:element>
|
||
|
|
||
|
<xs:element name='saved'>
|
||
|
<xs:complexType>
|
||
|
<xs:complexContent/>
|
||
|
</xs:complexType>
|
||
|
</xs:element>
|
||
|
|
||
|
<xs:element name='terminate'>
|
||
|
<xs:complexType>
|
||
|
<xs:attribute name='reason'>
|
||
|
<xs:simpleType>
|
||
|
<xs:restriction base='xs:string'>
|
||
|
<xs:enumeration value='won'/>
|
||
|
<xs:enumeration value='lost'/>
|
||
|
<xs:enumeration value='draw'/>
|
||
|
<xs:enumeration value='resign'/>
|
||
|
<xs:enumeration value='adjourn'/>
|
||
|
<xs:enumeration value='cheating'/>
|
||
|
</xs:restriction>
|
||
|
</xs:simpleType>
|
||
|
</xs:attribute>
|
||
|
</xs:complexType>
|
||
|
</xs:element>
|
||
|
|
||
|
<xs:complexType name='Game'>
|
||
|
<xs:sequence>
|
||
|
<xs:element ref='xdata:x' minOccurs='0'/>
|
||
|
</xs:sequence>
|
||
|
<xs:attribute name='var' type='xs:string'/>
|
||
|
</xs:complexType>
|
||
|
|
||
|
</xs:schema>
|
||
|
]]></code>
|
||
|
</section1>
|
||
|
|
||
|
</xep>
|