Project

General

Profile

DiningHackersProtocol » History » Version 2

Matthieu Herrb, 2018-08-01 12:19

1 1 Matthieu Herrb
h1. THE DINING HACKERS PROTOCOL
2
3
April 14th 2001
4
Felipe Bergo @<bergo@seul.org>@
5
6
_"You may have read April 1st RFCs, but no text ever came so close to a February-30th-RFC as this"_
7
8
9
h2. ABSTRACT
10
11
This document describes a protocol meant to provide a centralized service for clients ('dining hackers') who are fighting (more literally than in previous similar protocols) for a finite set of resources.
12
13
h2. INTRODUCTION
14
15
The Dining Hacker protocol implements a situation similar to that shown in Dijkstra's Dining Philosophers paper.
16
A finite set of clients with different personalities are competing for a set of resources (chopsticks).
17
     
18
The situation is a round table with at N hackers, N <= 256.
19
There are always N chopsticks and N chinese food boxes on the table.
20
Hackers wish to eat, but one must first acquire the two chopsticks adjacent to his own position to start eating.
21
How much time and how frequently a hacker will eat depends on the client.
22
But conflict resolution is arbitrated by the server, using RPG-like character sheets.
23
24
The protocol itself is divided into 2 sub-protocols, each running on a TCP connection.
25
26
h2. CLIENT SUB-PROTOCOL
27
28
The Client Sub-Protocol is used to connect a client (hacker)     to the dinner table (server). The client connects to     TCP 8081 of the server, which will send a greeting message     and wait for requests.
29
30
The greeting message is terminated by a newline (0x0a) and     the only requirement is that it contains the "DINNERD"     string (in uppercase characters). Usually it will contain     also a version number.
31
32
The following operations can be triggered by the client:
33
34
h3. GROUP 1 : SET PROPERTIES
35
36
Each client has an associated "character sheet", with 5
37
properties: name (up to 16 octets), ST (Strength, 1 octet),
38
DX (Dexterity, 1 octet), Aggr (Aggressivity, 1 octet) and
39
HT (Health, 1 octet). All properties are read/write,
40
except HT which starts at 100 and is read only.
41
42 2 Matthieu Herrb
*Operations*
43 1 Matthieu Herrb
44
# SET NAME
45
           Client sends 0x30 (up to 16 octets) 0x0a.
46
           The command always succeeds.
47
# SET ST
48
           Client sends 0x31 ST-octet
49
           The command always succeeds.
50
# SET DX
51
           Client sends 0x32 ST-octet
52
           The command always succeeds.
53
# SET Aggr
54
           Client sends 0x33 Aggr-octet
55
           The command always succeeds.
56 2 Matthieu Herrb
57
h3. GROUP 2: GET PROPERTIES
58
59
*Operations*
60
61
# GET NAME
62
           Client sends  0x3f 0x30     ("?0")
63
           Server replies with 16 octets. The name is
64
           a zero-terminated string.
65
           The command always succeeds.
66
# GET ST
67
           Client sends  0x3f 0x31     ("?1")
68
           Server replies with the ST octet.
69
           The command always succeeds.
70
# GET DX
71
           Client sends  0x3f 0x32     ("?2")
72
           Server replies with the DX octet.
73
           The command always succeeds.
74
# GET Aggr
75
           Client sends  0x3f 0x33     ("?3")
76
           Server replies with the Aggr octet.
77
           The command always succeeds.
78
# GET HT
79
           Client sends  0x3f 0x34     ("?4")
80
           Server replies with the HT octet.
81
           The command always succeeds.
82
83
84
h3. GROUP 3: RESOURCE USAGE
85
86
# REQUEST LEFT CHOPSTICK
87
           Client sends 0x4c           ("L")
88
           Server replies 0x30 on failure, 0x31 on success.
89
# REQUEST RIGHT CHOPSTICK
90
           Client sends 0x52           ("R")
91
           Server replies 0x30 on failure, 0x31 on success.
92
# DROP LEFT CHOPSTICK
93
           Client sends 0x6c           ("l")
94
           The command always succeds.
95
# DROP RIGHT CHOPSTICK
96
           Client sends 0x72           ("r")
97
           The command always succeds.
98
99
h3. GROUP 4: OTHER
100
101
102
# SUICIDE
103
           Client sends 0x51           ("Q")
104
           The command always suceeds. The hacker and his
105
           chopstick are removed from the table.
106
           Disconnecting has the same effect.
107
108
h2. INITIALIZATION
109
110
The character sheet is generated from random bits upon
111
connection. Until the client supplies data with SET
112
requests, he'll have a random 3-character name, HT 100,
113
ST in [5,15], DX in [5,15] and Aggr in [5,15].
114
115
h2. RESOURCE MANAGEMENT
116
117
The great difference from the Dining Philosophers
118
situation is that hackers have an attitude. They won't
119
starve while the neighbour is eating happily. They'll
120
attack their neighbours phisically with punches.
121
122
The ST, Aggr and DX stats shape the behavior. A
123
situation when a hacker may hit a neighbour is
124
called a hit roll, and is performed by the server.
125
Clients only find out they've been hit by checking the
126
HT with GET requests.
127
128
A hit roll is performed when a hacker already has 
129
acquired a chopstick, tries to acquire the second
130
and fails. The hacker is anger at the neighbour who
131
caused the request to fail, and the server performs
132
a hit roll.
133
134
First the server rolls 3D6 (3 6-faced dice) against
135
the hacker's Aggr parameter. If the roll is greater
136
than Aggr, the hacker wasn't upset enough, and won't
137
proceed with the hit.
138
139
If the hacker proceeds with the hit, the server
140
rolls a dexterity dispute between the attacker
141
and the defender, with a +2 innitiative bonus for the
142
attacker. The roll is :
143
144
* Attacker:  Attacker.DX + 1D6 + 2
145
* Defender:  Defender.DX + 1D6
146
147
If the defender's result is greater or equal than the
148
attacker's result, he successfully dodged the punch, and
149
the hit roll is over.
150
151
Else, the punch hit, and the server will roll the
152
damage, which is
153
154
 (Attacker.ST x 1D6) / 3
155
156
The damage is subtracted from the defender's HT.
157
A character is knocked out if his HT reaches 0 or
158
less. Knocked out characters are disconnected from
159
the server, and both the character and his associated
160
chopstick are removed from the table.
161
162
h2. STARVATION
163
164
The starvation timeout is ST x 3 seconds. The server
165
knocks off starved hackers.
166
167
h2. OBSERVATION SUB-PROTOCOL
168
        
169
The server also provides a secondary protocol for
170
processes willing to observe the global table
171
situation. The watcher makes a TCP connection
172
to port 8082. There's no greeting message, the
173
server starts listening for requests immediatelly.
174
To request a global overview the client sends
175
any octet to the server.
176
177
The server replies with a table snapshot made of
178
179
  1 octet   - H# : NUMBER OF ACTIVE HACKERS
180
181
and H# hacker state messages. Adjacent messages
182
represent adjacent hackers. Each message is 21
183
octets long:
184
185
        16 octets    - hacker name, zero-terminated
186
         1 octet     - ST
187
         1 octet     - HT
188
         1 octet     - DX
189
         1 octet     - Aggr
190
         1 octet     - eating flag, non-zero if the hacker
191
                       currently has two chopsticks in his
192
                       possession, zero otherwise.