Snake Report
Snake Report
UNIVERSITY
Institute Of Engineering
Pulchowk Campus
Department of Electronics and Computer Engineering
Minor Project
on
“Snake Intelligent Snake Game”
Submitted to
by
This project explores a new dimension in the traditional snake game to make it more interesting and
challenging. The simplicity of this game makes it an ideal candidate for a minor project as we can
focus on advanced topics like functionality and implementation of computer controlled intelligent
opponents.
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2 Objectives
This game aims to change the way people think of traditional snake game. It will offer the experience of
commercial multilayer games to the player retaining the simplicity of traditional snake game.
● Create a snake game that will have all the functionality of traditional snake games.
● Introduce multilayer functionality in the game that will allow several player to play a game
simultaneously. It should be able to give the experience of a real time game to the player.
● Introduce computer controlled intelligent opponent (unique feature of this game) to make the
game more challenging and interesting. The movement and action of these intelligent opponents
will be controlled by computer whose aim will be to eat the food before human player capture
it.
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3 Methodology
The complete Snake application is divided into four major components:
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5.1.2 Client Network Interface
It provides an interface to the Game Controller module for communication with the game
server hosted at local/remote computer. It is responsible for triggering of appropriate methods of
Game Controller when message from Game Server is received.
The update of game field canvas occurs in the way similar to the refreshing technique of a
cathode ray monitor. The game field matrix and game field canvas are updated in separate thread.
The update of game field canvas starts by scanning each column of the 1 st row in the game field
matrix, then 2nd row and so on upto the 58th row. The game field is refreshed twice during each
game cycle (two refresh cycle for game field canvas for each game cycle). This is done make the
movements in the game field smoother.
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The look and feel of default swing components have been overridden to give the feel of a game to
the player. MIT OCW's course 1 “[6.831] User Interface Design and Implementation” was very
helpful during design of most of the user interface components of this game.
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server network interface module using the protocol standard described in ANNEX D: Inter SNAKE
COMMUNICATIon Protocol.
It is maintained by the game server to check whether the food has been eaten and whether
any player has collide with the wall. It maintains the head coordinate (not the coordinates for tails)
of each player. The head coordinate of player is moved in each game cycle and checked for the
presence of wall/food in that coordinate position. Server Core generates corresponding event
(collide or food eaten) and all the active player are informed about the event in the same cycle.
If the random number service is unreachable pseudo random numbers are generated
using java.util.Random class provided by Java.
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5.2.6 Status Server
Status server maintains all the information required to reply the current status of the game
server. The service of status server is utilized by Snake Game Server Manager( Snake GSM)2
hosted at http:// Snake.sf.net. The response of status server is a well formed XML document that is
parsed by Snake – GSM to display information about the game server in the website.
When the game is in "Waiting" mode, Server Core provides the facility of chat messaging
to the game player. During this state new player can join the game.
When all the player have sent signal to start the game, the Server Core changes state to
“Running” mode. If a new player tries to join the game, it receives a “NAK” response. In this
mode, Server Core maintains a game cycle time during which it receives the movement
coordinates (in terms of deltaX and deltaY) from the player. If a player does not send any packet
during this cycle time, server considers the movement coordinate sent in last cycle for the current
game cycle. After expiry of cycle time, game server broadcasts a packet containing movement
coordinates of each player to all the player
2 Refer to “5.4 Snake Game Server Manager (GSM) @ SF.net”
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Active in the game. The game server also checks if any player has eaten the food or if any players
have collided to the wall in each cycle.
A detailed paper describing the algorithm used by these two implementation is present in
ANNEX A and ANNEX B. To know which of the two implementations perform better, we profiled
them using a simple JUnit test and the results were plotted using gnuplot:
Illustration 3: Turn around time for two Illustration 4: Length of path returned by
path finding algorithms the two path finding algorithms
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Turn around time plot
The time elapsed between the instant of supplying the (source,target) coordinate pair (S,T)
to the algorithm and the instant when it returns a path for supplied (S,T) pair is called turn around
time. From the plot of illustration 3, it is clear that the turn around time for Viper is always
smaller as compared to Blackmamba.
The length of path (computed by counting the number of game field coordinates in the
path) returned by the two path finding algorithms is depicted by the plot of illustration 4. It is clear
from the plot that Viper implementation results in smaller paths (and hence efficient) as compared
to Blackmamba implementation.
NOTE: The VALUE of turn AROUND time AND PATH length for the COORDINATE PAIRS 5,7,8 HAVE
NEGATIVE VALues for BLACKMAmba. This suggests THAT the ALgorithm WAS not ABLE to compute
A PATH for given (S,T) PAIR in given timeout period (250 ms for this test).
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5.4 Snake Game Server Manager (GSM) @ SF.net
Snake Game Server Manager ( Snake – GSM) hosted at http:// Snake.sf.net is used to manage all
the information about Snake game servers being hosted over the Internet.
The Snake application deployed at our website has been digitally signed by the Snake
team to address the security issues related to launch of Internet applications.
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6 Project Management
The first thing we did before starting the work on Snake was to register a project at Sourceforge 4.
Apart from hosting services, it provided us several code and project management services.
Illustration 6 shows the svn commit statistics for the Snake code repository at sourceforge. We
collaborated on project documents (including prototype designs, project plan, TODO list, etc) using
WIKI (http:// Snake.wiki.sourceforge.net).
JUnit tests were developed to independently test some of the modules before integration. The
integration of modules developed by the three developers was performed in three phases:
● Phase 1 Integration (Sep. 28, 2007) chat functionality of the game was tested successfully
4 http://www.sourceforge.net
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● Phase 2 Integration (Oct. 06, 2007) successful testing of basic version of snake game
● Phase 3 Integration (Feb 17 26, 2008) – integration of all the modules for Snake 0.1 Beta
release.
7 Documentation
Documentation of every task being done in the project was a priority for all the team members. Almost
every portion of the source code contains full code documentation conforming to Javadoc standards.
Illustration 7: Screen shot of a snippet of source code showing method comments conforming to
javadoc standards.
There exists two path finding algorithms that implements intelligent opponent in the game viz
Blackmamba and Viper. These two algorithms have been fully documented with illustrations 5.
The protocol devised for communication between game server and clients has been documented in
ANNEXD.
8 Limitations
The limitations of present implementation of Snake are:
● The present implementation of Snake can only be played in LAN. Due to large latency time
and bandwidth limitation, it cannot be played over the Internet.
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● Path finding algorithms (Blackmamba and Viper) implemented in this game have their own
computation limitations which has been describe in ANNEX A,B.
● Full stress test of the application has not been done yet. Hence, the response of game server in
unpredictable situations cannot be handled properly.
● Snake's Game Server Manager ( Snake – GSM) located at http:// Snake.sf.net is still in its
early development phase. There are some unresolved security issues.
9 Future Enhancements
● Port Snake to cell phone platform and One Laptop Per Child – OLPC (which uses Sugar
Desktop environment). The presence of several connectivity options(Bluetooth, WIFI, GPRS,
CDMA) in cell phones makes it a very attractive platform for a game like Snake. Local WIFI
network formed by kids using OLPC laptops can be used as a platform for Snake's
deployment.
● As Snake game server communicates with remote playing using a well defined and very simple
protocol (Refer to ANNEX D), Snake clients programmed in other programming platform like
Flash, Python, etc can be developed.
10 Conclusion
We were successful in creating a version of traditional snake game. The computer controlled intelligent
opponents have been successfully tested in the game is a unique feature of Snake.
We learned several project management techniques used by professionals to develop large scale
project. The experience of working in team and integration of modules developed independently, with
just requirement specifications, is a very important achievement for the Snake team.
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ANNEX – A: Blackmamba – path finding algorithm
Proposed by: Abhishek DuTTA
Refer to IlluSTRATION 8
1.3 Notations:
1.3.1 brNM
denotes a bounding rectangle that spans ( or touches ) N nodes along the xaxis and M
nodes along the yaxis.
ANNEX – A A1
1.3.2 spbrNM
denotes a source partial bounding rectangle that spans ( or touches ) N nodes along the
xaxis and M nodes along the yaxis.
1.3.3 tpbrNM
denotes a target partial bounding rectangle that spans ( or touches ) N nodes along the
xaxis and M nodes along the yaxis.
1.3.4 hpNM
denotes a hopping point (coordinate specified with reference to source) along which
spbrNM and tpbrNM are formed. This coordinate point is common to both spbrNM and
tpbrNM
Path1: The xcoordinate of the path first changes followed by change in y coordinate
Path2: The ycoordinate of the path first changes followed by change in x coordinate
A source (S) and target (T) can be placed in four possible ways such that they lie on
opposite ends of the diagonal. Considering the four position (A,B,C,D) as depicted in
Illustration 9, we have the following four cases:
ANNEX – A A2
1.3.5.4 'S' placed at position D and 'T' placed at position B
Both path1 and path2 have equal traveling cost provided that no obstacles are present along those
paths. For any given br, if there exists a path from source to target inside the br then it will be the
shortest path.
ANNEX – A A3
Illustration 10: Four possible paths generated by
source and target partial bounding rectangles
(spbr,tpbr - depicted using red and green dotted
lines respectively) for a given hopping point
For any given (S,T) pair, we move the hopping point along the diagonal joining S and T. Special
● obstacles (wall) are present along the paths formed using the bounding and partial
bounding rectangles.
● No possible path can be found using all the possible combinations of the partial bounding
rectangles.
ANNEX – A A4
all possible path of an stage the next stage is checked. The series of steps taken to obtain a path
from 'S' to 'T' are:
4.1.1.2 Figure A3 four paths (refer to Illustration 10) formed along the source and target
partial bounding rectangle (spbr55, tpbr22) are checked for presence of obstacle.
4.1.1.3 Figure A4 four paths (refer to Illustration 10) formed along the source and target
partial bounding rectangle (tpsbr44, ptbr33) are checked for presence of obstacle.
4.1.1.4 Figure A5 four paths (refer to Illustration 10) formed along the source and target
partial bounding rectangle (tpsbr33, ptbr44) are checked for presence of obstacle.
4.1.1.5 Figure A6 four paths (refer to Illustration 10) formed along the source and target
partial bounding rectangle (tpsbr22, ptbr55) are checked for presence of obstacle.
4.1.1.6 Figure A7 This step is not necessary to execute as the task has already been
performed in Step 1 using the bounding rectangle (br66).
Let the time required to check whether a partial bounding rectangle has an obstacle
ANNEX – A A5
= T1
ANNEX – A A6
ANNEX – A A7
Illustration 11: Illustrations for “[A] Symmetric Bounding Rectangles (Simple Case)”
4.1.2 Backtracking
If 4.1.1.1 to 4.1.1.6 does not give a path from 'S' to 'T' the technique of backtracking will be
applied. To illustrate the process of backtracking let us consider the scenario shown in
Illustration 12.
ANNEX – A A8
Illustration 13: Next outer bounding rectangle
(br55) is checked for a path from node S1 to T.
Backtracking involves moving to the next outer (as inner bounding rectangles do not
contain any path for sure) bounding rectangle a path to the target is found. Illustration 13
shows the result of backtracking. Backtracking from S0 to S1 (the next outer bounding
rectangle) results in a bounding rectangle br55. This bounding rectangle does not also result
in any path from S1 to T. Hence, next outer bounding rectangle is checked.
ANNEX – A A9
Illustration 14. This bounding rectangle has a path from S2 to T. Hence, the possible path is
calculated to reach from S2 to T.
By joining the paths formed from the above two steps can be combined to form a path from
S0 to T.
Although the vertex for next outer bounding rectangle (required for backtracking) can
be the next coordinate on the extended diagonal (as shown in Illustration 13,14), a
simple technique can greatly reduce the number of backtracking steps of both source
and target.
Let source (S) and target (T) be placed as shown in Illustration 16. A path from S to T
contains two edges. Path1 contains edge1 and edge2. Path2 contains edge4 and edge3.
While determining whether a path contains obstacle, the algorithm must also determine
which edges contains obstacles (if any).
ANNEX – A A10
Illustration 16: Four edges (1-4) formed out of a
bounding rectangle and the possible backtracking
vertices for S and T
We can apply the following algorithm to determine the outer rectangles required during
backtracking for source.
contains obstacle) {
} else {
no backtracking required
}
}
The outer rectangle for target, during backtracking, can be determined by applying similar
logic for edge2 and edge3.
This technique works for different orientation of source and target as described in
Section 1.3.5 Numbering of PAths
ANNEX – A A11
4.1.2.2 Merging the paths formed while backtracking
While backtracking several sub paths are created while requires to be merged to form
the final path from source to target. Let us consider a case as depicted in Illustration 17.
Due to the presence of wall (green blocks), S and T has to backtrack to S' and T'
positions respectively. Here we obtain three sub paths which are:
Path from S to S' : depicted by red colored line from S to S' (SubPath1) Path
from S' to T : depicted by blue colored line from T to T' (SubPath2) Path from
We need to combine these three paths to obtain a final path from S to T (depicted by
thick black line). If we add these three paths directly, the final path will contain
overlapping paths (which is not required). The following algorithm can be applied to
compute the final path (that does not contain any overlapping regions).
START
ANNEX – A A12
FinalPath = SubPath1
Step 2: Now perform the following operations for each cell coordinate present in
SubPath2 and SubPath2 (K=2,3)
cellCoordinate = SubPathK.getCellCoordinate()
} else {
Step 4: Correct these discontinuities by adding the missing cell coordinates. END
ANNEX – A A13
Illustration 19. The algorithm applied in “[A] Symmetric Bounding Rectangles (Simple
Case)” can be now applied by considering the dummy nodes as normal game field nodes
free from any obstacles.
ANNEX – A A14
Illustration 21: The case can be converted to “[A]
Symmetric Bounding Rectangle (Simple Case)”
case by adding dummy nodes
5 Requirements
An important observation for Snake game is that the obstacles in the game are not dynamic.
In other words, the obstacles remain constant until a given FOOD is eaten by one of the
player. Hence we can assume that the obstacle is constant during the execution of this path
finding algorithm.
We apply the following algorithm to detect whether a given bounding rectangle contains
any obstacles.
START
ANNEX – A A15
Step 1: Let (x1,y1) = one corner of the bounding rectangle
(x2,y2) = diagonally opposite corner of the bounding rectangle
obstacle = a set coordinates defining the obstacle (wall)
Step 2: Repeat step 2 for each cell coordinate in obstacle
oc = obstacle.getCellCoordinate() path1HasObstacle
= true, path2HasObstacle = true if( x >= x1 and x <=
x2 ) {
if(!path1HasObstacle) {
if( x1y1.gggetY().equals(y) )
path1HasObstacle = true
}
if(!path2HasObstacle) {
if( x2y2.ggetY().equals(y) )
path2HasObstacle = true
}
}
if ( y >= y1 and y <= y2 ) {
if(!path1HasObstacle)
{
if( x2y2.getX().equals(x) )
path1HasObstacle = true
}
if(!path2HasObstacle) {
if( x1y1.getX().equals(x) )
path2HasObstacle = true
}
}
Step 3: if(path1HasObstacle) {
if(path2HasObstacle)
return NO PATH
POSSIBLE else
return PATH2 is OBSTACLE FREE
ANNEX – A A16
} else {
ANNEX – A A17
if(path2HasObstacle)
return PATH1 is OBSTACLE FREE
else
return PATH1 and PATH2 are OBSTACLE FREE
}
END
6 Limitations
6.1 This algorithm does not consider the transparent game field boundary (entry to one side of
the field causes exit in the opposite side of the field as depicted in Illustration
22) during path calculation. Due to this limitation the computed path is not optimal.
6.2 The hopping points are always taken from the diagonal line joining the source and target.
Because of property of the algorithm, it is not able to compute paths when a complex structure
of wall, as shown in Illustration 23, is present. This is the reason why Blackmamba
implementation enters infinite recursion for such obstacles.
ANNEX – A A18
Illustration 23: Only 1 hopping point prevents this
algorithm from computing path in presence of a
complex structured wall
ANNEX – A A19
ANNEX – B: Viper – path finding algorithm
Proposed by: SurAJ SAPKOTA
1 Assumptions
This algorithm assumes game field as follows:
● The rectangle with the dotted boarder is the view port(vp) of each player. Other rectangles
attached with it in each side are the virtual view port(vvp) in their corresponding sides.
ANNEX – B B1
● Finally considering all these, the aim of this algorithm is to find all (there may be multiple path
of same distance) shortest path from the snake (head) to food. However as a result it will
return only one among those paths.
1. This algorithm begins with splitting all the game field into small rectangles (Fundamental
open rectangle7 (FOR8)), say R1, R2, R3, ... Rn. If gamefield (only view port), as a whole is said
to be G. Then mathematically the wall, W can be defined as:
W = G R1 U R2 U R3 U ... U Rn
Broadly, this algorithm deals with splitting the game field into several (as many) rectangles such that,
the union of all these small rectangles result in the game field that exclude wall. ie, the snake can
move safely from any point in the rectangle(Ri) to any other point within the same rectangle(Ri)and
hence called Open rectangles (OR).
7 Open rectangle is a rectangle that does not contain any wall. Within it snake can move freely.
8 The algorithm of generating FOR is discussed later.
ANNEX – B B2
Illustration 2: Slitted into 6 small
pieces of rectangle.
2. Next we define Gate9 (Gate as in real life is a way to move from a FOR to another adjacent FOR)
calculate the shortest distance between each two Gates of each FOR (eg: the shortest distance between
the rectangles R1 and R5 are determined by the distance between the two gates of R3 shared with R1
and R5 respectively).
3. After the calculation of the shortest path, a graph as shown in Illustration 4 is formed.
Illustration 4: Graph
In the above graph
ii. The dark line shows a 1 step indirect connection between those rectangles that are not
connected directly.
9 A gate must be common to only two FOR.
ANNEX – B B3
iii. Sij, beside with the vertex, (in graph) denotes that FORi is connected to FORj through this
vertex and vice versa. This can also be called indirect path. And it posses the path distance.
iv. There may be multiple indirect path. Eg: We can move form 2 to 5 (S25) in two different ways:
via 3 or 5.
Some data that are associated with the rectangle (node in the graph) is shown below.
Illustration 6: Path for a sample case. Illustration 7: Zoomed view of "Illustration 6"
ANNEX – B B4
The above sample case shown in illustration 6 and 7, shows the path calculated by the algorithm from
the snake (red one pointed by an arrow A) to the food (blue one pointed by an arrow F). The points
pointed by the arrows A, B, C, D, E and F are points (Hoping Points) that the intelligent player must
pass through. And thus allowing multiple possibility for path.
The path is multiple because, there exist multiple way to go from A to B and E to F. Further the
rectangles as formed by the points A and B ( E and F ) can also be called Derived open rectangle (as it
doesn't contain any wall, and hence allows free movement of the snake inside it).
ANNEX – B B5
Till this step the rectangle was not bounded (either in all four
sides (envelop) or in two sides(top and bottom) (cylinder)).
From this step onwardthe sliced game field would be
bounded.
6. As earlier again try to slice the gamefield in the anticlockwise direction starting from left. It
will result in two more rectangle R7 and R8. Illustration15.
7. For Further Optimization we proceed by breaking down the rectangle that touches itself (eg:
in this case, the top edged of rectangle R1 touch itself to its bottom edge). These type of rectangles are
divided in the middle. This results in best utilization of the transparency of the Game Field.
ANNEX – B B6
Illustration 16: The Final Result
ANNEX – B B7
5 Salient Features:
● As most of the processing is done before the actual game starts, it must reduce the the
processing time during the game-time.
● The concept of open-rectangle allows multiple path, and hence within it the snake can
be moved randomly towards the specified point. And hence it is intelligent.
● Furthermore, during the calculation of the path the snake can move within the FOR in which it
currently lie.
6 Limitations:
● If the number of FOR increases to too high, then it will obviously be tough and slow
to determine the shortest path.
ANNEX – B B8
ANNEX – C: Program flow
Illustration 24: Snake game application enters in STAGE-1 and exits through STAGE-5
Illustration 25: Snake game application starts in STAGE-1 and this stage involves connection to
game server specified by the player
NOTE: "EXT" refers to the ACTIons THAT ARE triggered by Client Network INTERFACE module when
MESSAGES ARE received from GAME server
ANNEX – C C1
Illustration 26: In STAGE-2 player can chat with each other. The game will start only when all the
player connected to the game server send READY signal
NOTE: "EXT" refers to the ACTIons THAT ARE triggered by Client Network INTERFACE module when
MESSAGES ARE received from GAME server
ANNEX – C C2
Illustration 27: STAGE-3 involves receiving different game data (like wall coordinates, food
coordinate, snakes start position, etc)
NOTE: "EXT" refers to the ACTIons THAT ARE triggered by Client Network INTERFACE module when
MESSAGES ARE received from GAME server
ANNEX – C C3
Illustration 28: STAGE-4 involves synchronization with the game server
NOTE: "EXT" refers to the ACTIons THAT ARE triggered by Client Network INTERFACE module when
MESSAGES ARE received from GAME server
ANNEX – C C4
Illustration 29: STAGE-5 represents the state when game is being played
NOTE: "EXT" refers to the ACTIons THAT ARE triggered by Client Network INTERFACE module when
MESSAGES ARE received from GAME server
ANNEX – C C5
ANNEX – D: Inter Snake Communication Protocol
The communication between the game server and client applications is done using the Inter Snake
Communication Protocol (ISCP). The protocol contains five different classes. These are listed below:
ChatMessage Transmits the chat message. Works only before the actual game
starts.
LevelData Sends data required on level change (food, wall, score, life, etc).
Sent initially when the actual game begins and then after every
level change.
The communication packets are encoded in byte format for the purpose of transmission and are
decoded in similar fashion. The encoding and decoding of packets in client side is handled by
ClientEncoder and ClientDecoder respectively. Similar for game server, encoding and decoding is
handled by ServerEncoder and ServerDecoder respectively.
For instance, the server encoder for chat message is known as ChatServerEncoder. The encoders and
decoders are placed under net.sf. Snake.codec.
On the basis of communication packet flow, we can classify the communication basically into two
types:
ANNEX – D D1
encodes the packet with necessary data. Send it to server in flipped order. Flipping is required
so that it gets received in correct order at the other end. The server decodes it. The server re-
encodes the data with some further informations (if required such as sender's Id) and flips it.
This packet is retransmitted to clients where it is decoded. The communication cycle is shown
below:
● Server Initiated Communication: In this type of communication, server first encodes the
packet with necessary data and transmits in flipped order. The packet is decoded on client side.
The communication cycle is shown below:
The five classes of communication can send various messages. All the messages are decoded the same
way they are encoded. Following conventions are used in depicting the encoding over here:
Symbol Meaning
<> Shows fields to be sent along with identifier
() Shows the data type of the field. However, all the fields are converted into byte while
encoding and on decoding they are received as bytes and converted to proper data
type.
id Represents the player id (an integer used to uniquely identify a player in the game).
Identifier CH
ANNEX – D D2
allowed in the game but has been designed for future enhancements. 0 is
being sent as to_id which is basically a multi cast id.
ClientEncoder CH<to_id(byte)><len_of_message(short)><message(string)>
ServerEncoder CH<from_id(byte)><to_id(byte)><len_of_message(short)><messag
e(string)>
Class: Information
1 Packet Player info
Identifier IN
Description Is used to transport the informations of a player viz; name, color and location.
ClientEncoder IN<info_len(short)><name:color:location(string)>
ServerEncoder IN<info_len(short)><id:name:color:location(string)>
Class: ControlSignal
1 Packet Acknowledgment
Identifier AK
Description This packet is sent when a client successfully receives Level data. The
status_code field has been reserved for future enhancements. As of now it is
sent as 0.
ClientEncoder AK
ServerEncoder AK<id(byte)><status_code(byte)>
2 Packet Quit
Identifier QT
ANNEX – D D3
Type Client Initiated
ClientEncoder QT
ServerEncoder QT<id(byte)>
3 Packet Ready
Identifier RY
Description Is sent when the user specifies his readiness to start the game.
ClientEncoder RY
ServerEncoder RY<id(byte)><status_code(byte)>
4 Packet ID
Identifier ID
Description This packet is sent by server to client to assign an id to the player. This is
done as soon as the client sends his information.
ServerEncoder ID<id(byte)>
5 Packet Start
Identifier ST
ANNEX – D D4
level synchronization task before beginning of a level and status_code 2 is a
signal to start the actual level play.
ServerEncoder ST<status_code(byte)>
6 Packet Stop
Identifier SP
ServerEncoder SP<status_code(byte)>
7 Packet Force
Identifier FR
Description This communication packet forces a player to send a ready packet when all
others have expressed their willingness to begin the game.
ServerEncoder FR<id(byte)><status_code(byte)>
8 Packet No Acknowledgment
Identifier NK
Description This packet is sent by server when the information supplied by client is not
valid. status_code here represents field which has invalid data. Invalid data
occurs when information field contains reserved characters or duplicate entry.
ServerEncoder NK<id(byte)><status_code(byte)>
ANNEX – D D5
Class: LevelData
1 Packet Begin from
Identifier BF
Description The packet sends starting coordinate of all the player in a single packet. The
player begins level from this coordinate and is reset to this coordinate on
collision.
ServerEncoder BF<3no_of_player(byte)>[<id(byte)><x_coordinate(byte)><y_co
ordinate(byte)>]
2 Packet Score
Identifier SC
Description Sends score of all the player in the packet on beginning of a level.
3 Packet Level
Identifier LV
ServerEncoder LV<level_number(byte)>
4 Packet Life
Identifier LF
ANNEX – D D6
Description Sends the life count for each player on beginning of a level.
5 Packet Wall
Identifier WL
6 Packet Food
Identifier FD
Description Sends the food coordinates to the clients on the beginning of a level.
ServerEncoder FD[<x_coordinate(byte)><y_coordinate(byte)>]
Class: Move
1 Packet Collide
Identifier CL
Description The packet is sent when a player looses a life. Possibility of just one player
colliding on same turn has been taken into account. At present, however, we
are checking the collision on server and the communication is thus Server
Initiated.
ANNEX – D D7
ClientEncoder CL
ServerEncoder CL<no_of_player_collided(byte)>[<collided_player_id(byte)>]
2 Packet Move
Identifier MV
Description Carries the change in x and y (dxdy) of the clients to the server. Server merges
change in coordinate of all the clients in a new MV packet and transmits to the
clients.
ClientEncoder MV[<id(byte)><dx(byte)><dy(byte)>]
3 Packet Eaten
Identifier ET
Description Server sends the packet whenever the food gets eaten. This packet also
initiates the generation of Food packet as a level can have more than one food.
ClientEncoder ET
ServerEncoder ET<eaten_id(byte)>
FD[<x_coordinate(byte)><y_coordinate(byte)>]
ANNEX – D D8