1
0
mirror of https://github.com/moparisthebest/xeps synced 2024-12-21 23:28:51 -05:00
xeps/inbox/instant-gaming.xml
2015-06-24 00:39:33 +01:00

638 lines
23 KiB
XML

<?xml version='1.0' encoding='UTF-8'?>
<!DOCTYPE xep SYSTEM 'xep.dtd' [
<!ENTITY % ents SYSTEM 'xep.ent'>
<!ENTITY INVITE "&lt;invite/&gt;">
<!ENTITY JOIN "&lt;join/&gt;">
<!ENTITY ERROR "&lt;error/&gt;">
<!ENTITY TEXT "&lt;text/&gt;">
<!ENTITY GAME "&lt;game/&gt;">
<!ENTITY TURN "&lt;turn/&gt;">
<!ENTITY MOVE "&lt;move/&gt;">
<!ENTITY SAVE "&lt;save/&gt;">
<!ENTITY SAVED "&lt;saved/&gt;">
<!ENTITY FEATURE "&lt;feature/&gt;">
<!ENTITY NAME "&lt;name/&gt;">
<!ENTITY SET "&lt;set/&gt;">
%ents;
]>
<?xml-stylesheet type='text/xsl' href='xep.xsl'?>
<xep>
<header>
<title>Instant Gaming</title>
<abstract>This document defines an XMPP protocol extension for serverless instant gaming in a one-to-one context.</abstract>
<number>xxxx</number>
<status>ProtoXEP</status>
<type>Standards Track</type>
<sig>Standards</sig>
<approver>Council</approver>
<dependencies>
<spec>XMPP Core</spec>
<spec>XMPP IM</spec>
<spec>XEP-0004</spec>
<spec>XEP-0030</spec>
<spec>XEP-0045</spec>
</dependencies>
<supersedes/>
<supersededby/>
<shortname>NOT YET ASSIGNED</shortname>
<author>
<firstname>Torsten</firstname>
<surname>Grote</surname>
<email>Torsten.Grote(&#228;t)fsfe.org</email>
<jid>Torsten.Grote(&#228;t)jabber.fsfe.org</jid>
</author>
<author>
<firstname>Arne</firstname>
<surname>K&#246;nig</surname>
<email>arne.ko(&#228;t)23inch.de</email>
<jid>arne++(&#228;t)jabber.ccc.de</jid>
</author>
<revision>
<version>0.0.1</version>
<date>2009-03-14</date>
<initials>tg</initials>
<remark><p>First draft.</p></remark>
</revision>
&LEGALNOTICE;
</header>
<section1 topic='Introduction' anchor='intro'>
<p>
Many modern instant messenger networks support playing games.
Still, XMPP mostly lacks this kind of support.
Therefore, this document describes a base protocol for game playing over XMPP.
</p>
<p>
This protocol is not by itself sufficient to play games.
It just describes a basic protocol framework which game-specific protocols can use.
</p>
</section1>
<section1 topic='Requirements' anchor='reqs'>
<p>
This document addresses the functionality which is needed to play games over the XMPP.
In particular this functionality consists of:
</p>
<ol start='1'>
<li>discovering support for games in general and for particular games</li>
<li>inviting users to matches</li>
<li>exchanging match information (moves, states, etc.)</li>
<li>saving and loading of matches</li>
<li>terminating matches</li>
</ol>
<!--
<p>In addition to these requirements, additional requirements are addressed by Multi-User Gaming</p>
<ol start='6'>
<li>joining existing games</li>
<li>allow spectators to watch the game</li>
<li>enable players and spectators to chat</li>
<li>validate game moves independently</li>
</ol>
-->
</section1>
<section1 topic='One-to-One Gaming Use Cases' anchor='1to1usecases'>
<p>
The following section describes the use cases associated with one-to-one instant gaming.
It is not supposed to provide professional gaming capabilites with independent move validation, spectators, etc.
Instead, it only supports two player games without spectators and no move validation.
</p>
<p>
Despite the existence of Multi-User Gaming, Instant Gaming is considered important for making gaming over XMPP popular.
Rapid deployment of new two-player games is possible without waiting for server support or finding a suitable server.
<!--Move validation is done by the clients and allows the theoretical possibillity of transfering illegal moves.//-->
</p>
<section2 topic='Discovering Client Game Support' anchor='1to1use-disco'>
<p>An implementation of Instant Gaming MUST support &xep0030;.</p>
<p>
A Jabber entity may wish to discover if another entity implements the Instant Gaming protocol;
in order to do so, it sends a service discovery information ("disco#info") query to the other entity's full JID:
</p>
<example caption='User Queries Another User for Instant Gaming via Disco'><![CDATA[
<iq from='romeo@montague.net/garden'
to='juliet@capulet.com/balcony'
id='req1'
type='get'>
<query xmlns='http://jabber.org/protocol/disco#info'/>
</iq>]]></example>
<p>
The entity MUST return the features it supports.
Game protocols SHOULD include a &FEATURE; element with their namespace in the response, too.
</p>
<example caption='Entity Returns Disco Info Results'><![CDATA[
<iq from='juliet@capulet.com/garden'
to='romeo@montague.net/balcony'
id='req1'
type='result'>
<query xmlns='http://jabber.org/protocol/disco#info'>
...
<feature var='http://jabber.org/protocol/games'/>
<feature var='http://jabber.org/protocol/games/tictactoe'/>
<feature var='http://jabber.org/protocol/games/chess'/>
...
</query>
</iq>]]></example>
</section2>
<section2 topic='Invitation' anchor='1to1-invite'>
<p>
In order to invite someone to a game, the initiator sends a message to her/his opponent containing an &INVITE; element,
which MUST specify the invitation type (see <link url='#table-1'>Table 1</link>).
</p>
<p>
Furthermore, a &GAME; element with a "var" attribute containing the namespace of the game protocol is REQUIRED.
It MAY also contain additional information which SHOULD then be specified using &xep0004;.
Such information might be used to state the rules or other slight variations for the particular game.
If an invitation with unsupported rules or options is received,
a &notacceptable; error of type "modify" SHOULD be send to the inviting entity.
</p>
<p>
The &THREAD; element MUST be present and it MUST contain a unique ID which identifies the current match.
The ID MAY for example consist of the initiator's and the opponent's (bare) JID,
the game name, the current datetime (which then SHOULD conform to the DateTime profile specified in &xep0082;) and
a random number, all separated by hyphens.
It is not supposed to get parsed and is only used to uniquely identify the game.
</p>
<example caption='Romeo Invites Juliet to a Game of Checkers'><![CDATA[
<message
from='romeo@montague.net/garden'
to='juliet@capulet.com/balcony'>
<thread>romeo@montague.net-juliet@capulet.com-checkers-1591-02-21T12:56:15Z-1234</thread>
<invite xmlns='http://jabber.org/protocol/games'
type='new'>
<reason>
Hello Juliet,
would you like to play a little game?
</reason>
<game var='http://jabber.org/protocol/games/checkers'/>
</invite>
</message>]]></example>
<table caption='Invitation types'>
<tr>
<th>Invitation Type</th>
<th>Meaning</th>
</tr>
<tr>
<td>new</td>
<td>The game is totally new and contains no data of previous games.</td>
</tr>
<tr>
<td>renew</td>
<td>The game is over and shall be recreated from the beginning with the same match ID.</td>
</tr>
<tr>
<td>adjourned</td>
<td>
This invitation is to resume an adjourned game.
It MUST only be send to the same opponent as from the beginning of the game and MUST contain the same game id.
Further information provides <link url='#1to1-load'>Game Loading</link>
</td>
</tr>
<tr>
<td>constructed</td>
<td>This type states that the game will start with a state which is different from the state new games have.</td>
</tr>
<!--
<tr>
<td>cancel</td>
<td>A previous invitation with the same match ID in the &THREAD; element is no longer valid.</td>
</tr>
--> </table>
<p>
An invitation of type "renew" SHOULD contain the same match ID and &GAME; element as the initial "new" invitation.
It MUST only be send when the previous match with the same match ID has been terminated.
If it is received earlier, an &unexpected; error SOULD be send to the sender of the premature invitation.
Game protocols SHOULD switch the beginning player and leave all other options the same.
</p>
<p>
In the unlikely but possible event
that an invitation of type "renew" is received immediately after one has been send with the same match ID,
this invitation SHOULD be treated as if it were a &MESSAGE; with a &JOIN; element.
Invitations with match IDs that are already assigned to a running game SHOULD be ignored.
</p>
<!--
<p>
An invitation might be canceled by the initiator at any time by sending an invitation with 'type' "cancel" and the same game id.
Mirroring the &GAME; element is OPTIONAL.
Any implementation SHOULD cancel invitations before closing games in a way that nobody can join them anymore.
They also MUST NOT send two invitations with the same game id.
</p>
<example caption='Romeo Cancels His Invitation to Juliet'><![CDATA[
<message
from='romeo@montague.net/garden'
to='juliet@capulet.com/balcony'>
<thread>romeo@montague.net-juliet@capulet.com-checkers-1591-02-21T12:56:15Z-1234</thread>
<invite xmlns='http://jabber.org/protocol/games'
type='cancel'>
<reason>Sorry, I decided not to play, now.</reason>
</invite>
</message>]]></example>
-->
<p>
The opponent SHOULD NOT ignore the invitation.
If she/he does not want to play, the invitation SHOULD be declined.
In order to decline the invitation, the opponent MUST send a message of the following form to the initiator.
</p>
<example caption='Juliet Declines Romeo&#8217;s Invitation'><![CDATA[
<message
from='juliet@capulet.com/balcony'
to='romeo@montague.net/garden'>
<thread>romeo@montague.net-juliet@capulet.com-checkers-1591-02-21T12:56:15Z-1234</thread>
<decline xmlns='http://jabber.org/protocol/games'>
<reason>I won't fight you.</reason>
</decline>
</message>]]></example>
</section2>
<section2 topic='Joining a Game' anchor='1to1-join'>
<p>
In order to join a game, a &MESSAGE; stanza has to be send to the initiator's full JID.
The &MESSAGE; stanza MUST contain the ID of the match to which the opponent wants to join in the &THREAD; element.
Besides that, a &JOIN; element qualified by the namespace 'http://jabber.org/protocol/games' is REQUIRED
and the &BODY; element is OPTIONAL.
</p>
<example caption='Juliet Joins the Game'><![CDATA[
<message
from='juliet@capulet.com/balcony'
to='romeo@montague.net/garden'>
<thread>romeo@montague.net-juliet@capulet.com-checkers-1591-02-21T12:56:15Z-1234</thread>
<join xmlns='http://jabber.org/protocol/games'/>
</message>]]></example>
<p>
A successful join MUST be confirmed by sending the same message (with different sender and recipient) back to the opponent.
</p>
<p>
The initiator might refuse the join by sending a &MESSAGE; stanza of 'type' "error".
It then MUST mirror the &THREAD; ID and the original &JOIN; child element.
The &ERROR; element MAY contain a &TEXT; element with a human-readable description of the error.
</p>
<example caption='Romeo Refuses Juliet'><![CDATA[
<message from='romeo@montague.net/garden'
to='juliet@capulet.com/balcony'
type='error'/>
<thread>romeo@montague.net-juliet@capulet.com-checkers-1591-02-21T12:56:15Z-1234</thread>
<join xmlns='http://jabber.org/protocol/games'/>
<error type='cancel'>
<not-allowed xmlns='urn:ietf:params:xml:xmpp-stanzas'/>
<text>You are not welcome here!</text>
</error>
</message>]]></example>
</section2>
<section2 topic='Game Play' anchor='1to1-play'>
<p>
A turn in a game is sent in a message (of type "chat") to the other player's full JID.
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.
The action itself can be further described by attributes or child elements (see corresponding game protocol).
</p>
<p>
A human-readable comment MAY be sent with the move in the &BODY; element of the &MESSAGE;.
In order to track the game to which the move belongs, the match ID is REQUIRED to be in the &THREAD; element.
</p>
<example caption='Juliet Sends a Game Move to Romeo'><![CDATA[
<message
from='juliet@capulet.com/balcony'
to='romeo@montague.net/garden'
type='chat'>
<thread>juliet@capulet.com-romeo@montague.net-tictactoe-1591-02-23T11:36:25Z-4321</thread>
<body>What do you say to this?</body>
<turn xmlns='http://jabber.org/protocol/games'>
<move xmlns='http://jabber.org/protocol/games/tictactoe'
id='1'
row='2'
col='2'/>
</turn>
</message>]]></example>
<p>A receipt for each message MAY be requested in accordance with &xep0184;.</p>
</section2>
<section2 topic='Game Saving' anchor='1to1-save'>
<p>
While playing a game, it might be desirable to interrupt playing and resume it at a later time.
Games with complete knowledge can be saved at any time by each of the players without sending messages.
But the client of the saving player SHOULD inform the other player that the game was saved by sending the following message.
</p>
<example caption='Romeo Informs Juliet that he Saved the Game'><![CDATA[
<message
from='romeo@montague.net/garden'>
to='juliet@capulet.com/balcony'
<thread>juliet@capulet.com-romeo@montague.net-tictactoe-1591-02-23T11:36:25Z-4321</thread>
<saved xmlns='http://jabber.org/protocol/games'/>
</message>]]></example>
<p>After receiving such an notification, an implementation MAY decide to save the game, too.</p>
<p>
When playing games with incomplete knowledge,
it is desirable that both players save the game at the same time in order to save a clean game state.
The game protocol MUST define whether its game has to be saved independently or mutually.
</p>
<p>
If a game needs to be saved mutually by both players,
one of the players requests the game to be saved by sending a message with a &SAVE; child element as follows.
</p>
<example caption='Juliet Issues a Game Saving Process'><![CDATA[
<message
from='juliet@capulet.com/balcony'
to='romeo@montague.net/garden'>
<thread>juliet@capulet.com-romeo@montague.net-tictactoe-1591-02-23T11:36:25Z-4321</thread>
<save xmlns='http://jabber.org/protocol/games'/>
</message>]]></example>
<p>
The recipient of the above message MUST confirm a successful saving process
using a &SAVED; element as above.
</p>
<p>
To ensure that both players save the same game state,
the sender MUST NOT send any game moves until he receives confirmation from the other player and
the receiver MUST NOT send any game moves after receiving the request for saving until he has responded to it.
</p>
<p>
If the sender of the saving request receives a game move before getting confirmation of a successful saving process,
she/he MUST NOT save the game and MUST send the following error message.
</p>
<example caption='A Mutual Game Save between Romeo and Juliet Fails'><![CDATA[
<message
from='juliet@capulet.com/balcony'
to='romeo@montague.net/garden'
type='error'>
<thread>juliet@capulet.com-romeo@montague.net-tictactoe-1591-02-23T11:36:25Z-4321</thread>
<save xmlns='http://jabber.org/protocol/games'/>
<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>