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DiningHackersProtocol » History » Revision 6

Revision 5 (Matthieu Herrb, 2018-08-01 12:21) → Revision 6/9 (Matthieu Herrb, 2018-08-01 12:22)

h1. THE DINING HACKERS PROTOCOL 

 April 14th 2001 
 Felipe Bergo @<bergo@seul.org>@ 

 _"You may have read April 1st RFCs, but no text ever came so close to a February-30th-RFC as this"_ 


 h2. ABSTRACT 

 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. 

 h2. INTRODUCTION 

 The Dining Hacker protocol implements a situation similar to that shown in Dijkstra's Dining Philosophers paper. A finite set of clients with different personalities are competing for a set of resources (chopsticks). 
     
 The situation is a round table with at N hackers, N <= 256. There are always N chopsticks and N chinese food boxes on the table. Hackers wish to eat, but one must first acquire the two chopsticks adjacent to his own position to start eating. How much time and how frequently a hacker will eat depends on the client. But conflict resolution is arbitrated by the server, using RPG-like character sheets. 

 The protocol itself is divided into 2 sub-protocols, each running on a TCP connection. 

 h2. CLIENT SUB-PROTOCOL 

 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. 

 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. 

 The following operations can be triggered by the client: 

 h3. GROUP 1 : SET PROPERTIES 

 Each client has an associated "character sheet", with 5 properties: name (up to 16 octets), ST (Strength, 1 octet), DX (Dexterity, 1 octet), Aggr (Aggressivity, 1 octet) and HT (Health, 1 octet). All properties are read/write, except HT which starts at 100 and is read only. 

 *Operations* 

 # SET NAME 
            Client sends 0x30 (up to 16 octets) 0x0a. 
            The command always succeeds. 
 # SET ST 
            Client sends 0x31 ST-octet 
            The command always succeeds. 
 # SET DX 
            Client sends 0x32 ST-octet 
            The command always succeeds. 
 # SET Aggr 
            Client sends 0x33 Aggr-octet 
            The command always succeeds. 

 h3. GROUP 2: GET PROPERTIES 

 *Operations* 

 # GET NAME 
            Client sends    0x3f 0x30       ("?0") 
            Server replies with 16 octets. The name is 
            a zero-terminated string. 
            The command always succeeds. 
 # GET ST 
            Client sends    0x3f 0x31       ("?1") 
            Server replies with the ST octet. 
            The command always succeeds. 
 # GET DX 
            Client sends    0x3f 0x32       ("?2") 
            Server replies with the DX octet. 
            The command always succeeds. 
 # GET Aggr 
            Client sends    0x3f 0x33       ("?3") 
            Server replies with the Aggr octet. 
            The command always succeeds. 
 # GET HT 
            Client sends    0x3f 0x34       ("?4") 
            Server replies with the HT octet. 
            The command always succeeds. 


 h3. GROUP 3: RESOURCE USAGE 

 # REQUEST LEFT CHOPSTICK 
            Client sends 0x4c             ("L") 
            Server replies 0x30 on failure, 0x31 on success. 
 # REQUEST RIGHT CHOPSTICK 
            Client sends 0x52             ("R") 
            Server replies 0x30 on failure, 0x31 on success. 
 # DROP LEFT CHOPSTICK 
            Client sends 0x6c             ("l") 
            The command always succeds. 
 # DROP RIGHT CHOPSTICK 
            Client sends 0x72             ("r") 
            The command always succeds. 

 h3. GROUP 4: OTHER 


 # SUICIDE 
            Client sends 0x51             ("Q") 
            The command always suceeds. The hacker and his chopstick are removed from the table. 
            Disconnecting has the same effect. 

 h2. INITIALIZATION 

 The character sheet is generated from random bits upon 
 connection. Until the client supplies data with SET 
 requests, he'll have a random 3-character name, HT 100, 
 ST in [5,15], DX in [5,15] and Aggr in [5,15]. 

 

 h2. RESOURCE MANAGEMENT 

 The great difference from the Dining Philosophers 
 situation is that hackers have an attitude. They won't 
 starve while the neighbour is eating happily. They'll 
 attack their neighbours phisically with punches. 

 The ST, Aggr and DX stats shape the behavior. A 
 situation when a hacker may hit a neighbour is 
 called a hit roll, and is performed by the server. 
 Clients only find out they've been hit by checking the 
 HT with GET requests. 

 A hit roll is performed when a hacker already has  
 acquired a chopstick, tries to acquire the second 
 and fails. The hacker is anger at the neighbour who 
 caused the request to fail, and the server performs 
 a hit roll. 

 First the server rolls 3D6 (3 6-faced dice) against 
 the hacker's Aggr parameter. If the roll is greater 
 than Aggr, the hacker wasn't upset enough, and won't 
 proceed with the hit. 

 If the hacker proceeds with the hit, the server 
 rolls a dexterity dispute between the attacker 
 and the defender, with a +2 innitiative bonus for the 
 attacker. The roll is : 

 * Attacker:    Attacker.DX + 1D6 + 2 
 * Defender:    Defender.DX + 1D6 

 If the defender's result is greater or equal than the 
 attacker's result, he successfully dodged the punch, and 
 the hit roll is over. 

 Else, the punch hit, and the server will roll the 
 damage, which is 

  (Attacker.ST x 1D6) / 3 

 The damage is subtracted from the defender's HT. 
 A character is knocked out if his HT reaches 0 or 
 less. Knocked out characters are disconnected from 
 the server, and both the character and his associated 
 chopstick are removed from the table. 

 h2. STARVATION 

 The starvation timeout is ST x 3 seconds. The server 
 knocks off starved hackers. 

 h2. OBSERVATION SUB-PROTOCOL 
        
 The server also provides a secondary protocol for 
 processes willing to observe the global table 
 situation. The watcher makes a TCP connection 
 to port 8082. There's no greeting message, the 
 server starts listening for requests immediatelly. 
 To request a global overview the client sends 
 any octet to the server. 

 The server replies with a table snapshot made of 

   1 octet     - H# : NUMBER OF ACTIVE HACKERS 

 and H# hacker state messages. Adjacent messages 
 represent adjacent hackers. Each message is 21 
 octets long: 

         16 octets      - hacker name, zero-terminated 
          1 octet       - ST 
          1 octet       - HT 
          1 octet       - DX 
          1 octet       - Aggr 
          1 octet       - eating flag, non-zero if the hacker 
                        currently has two chopsticks in his 
                        possession, zero otherwise.