Homework 2: implementing a stateful network protocol

Language agnostic edition!

This assignment will require you to write an implementation of a very simple stateful network protocol in the language of your choice. You will implement both the server and the client, and they will be expected both to speak the protocol correctly to each other as well as to speak the protocol correctly with our own reference implementation.

WAR: A Card game

Hearthstone: Heroes of Warcraft is a cross-platform online card game with “war” in the title. No matter whether using a Mac, PC, iOS, or Android device, anyone can play the game with anyone else. The original card game war, however, is much simpler than that game (although probably not more popular). For this assignment, we will be programming a cross-platform implementation of the “war” card game, both the client and the server. If you implement the protocol correctly, your code will be able to communicate with any other student’s code regardless of the choice of language.

WAR: The simplified rules

The simplified rules for our version of war are as follows: the dealer (server) deals half of the deck, at random, to the two players (clients). Each player “turns over” (sends) one of their cards to the server, and the server responds to each player “win” “lose” or “draw.” Unlike normal war (as this class is about network programming not videogame programming), in the event of a tie neither player receives a “point” and play simply moves on to the next round. After all of the cards have been used, play stops and each client knows (based on the number of points they received) whether they won or they lost (hint: rather than keeping track of 1 point for a win and 0 points for a draw or loss, keep track of 1 for win, -1 for loss, and 0 for draw, and positive/negative/zero score corresponds to win/lose/draw at the end of the game).

WAR version .1: The message format

For homework 1, all WAR game messages follow the WAR version .1 message format. V .1 messages consist of a one byte “command” followed by either a one byte payload or a 26 byte payload. The command values map as such:

command value
want game 0
game start 1
play card 2
play result 3

Within a play result message, the one byte payload values map as such:

result value
win 0
lose 1
draw 2

For want game, play card, and play result, the payload is one byte long. For the “want game” message, the “result” should always be the value 0. For the “play result” message, the result values above.

For the “game start” message (where the payload is a set of 26 cards), the payload is 26 bytes representing 26 cards. The byte representation of cards are a mapping between each of the 52 cards in a standard deck to the integers [0..51]. Mapping cards follows the suit order clubs, diamonds, hearts, spades, and within each suit, the rank order by value (i.e. 2, 3, 4, … , 10, Jack, Queen, King, Ace). Thus, 0, 1, and 2 map onto 2 of Clubs, 3 of Clubs, 4 of Clubs; 11, 12, 13, and 14 map onto the King of Clubs, the Ace of Clubs, the 2 of Diamonds, and the 3 of Diamonds; and finally 49, 50, and 51 map onto the Queen, King, and Ace of Spades. Note that you cannot compare card values directly to determine the winner of a “war” - you’ll need to write a custom comparator which maps two different card values onto win, lose, or draw.

When sending a “game start” message, the server sends half of the deck, at random, to each player by sending 26 bytes with the values [0..51] to one player and the remaining 26 to the other player.

When sending a “play card” message, the client sends one byte which represents one of their cards. Which card to send is undefined, but you cannot send the same card twice within the same game.

WAR: the network protocol

Parallel to the simplified rules, the WAR protocol is as follows. A war server listens for new TCP connections on a given port. It waits until two clients have connected to that port. Once both have connected, the clients send a message containing the “want game” command. If both clients do this correctly, the server responds with a message containing the “game start” command, with a payload containing the list of cards dealt to that client.

After each client has received their half of the deck, the clients send messages including the “play card” message, and set the payload to their chosen card. After the server has received a “play card” message from both clients, it will respond with a “play result” message to both clients, telling each one whether they won or lost. This process continues until each player has sent all of their cards and received all of their play results; after receiving the last play result, the clients disconnect; after sending the last play result, the server also disconnects.

For War v.1, your server and client only need to play one game, and then exit.

Template

For this homework, as you can use whatever language you want, there is no provided temlpate, only the game protocol. Feel free to test your implementation against your friends’ implementation - as long as you aren’t copying or looking at each other’s code, “playing against” each other is totally allowed and encouraged.

Hints / gotchas

You should write a test harness that verifies, at the very least, that your message encoding and decoding methods work correctly. Whatever you do, do not try to write the entire program without testing it along the way. A good rule of thumb is that you should be able to test every 10 lines of code you write - going any further than that risks wasting effort / causing debugging to take way too long.

If you use one of the ‘global’ ipv6 addresses assigned to your virtual machine to serve a war game, you can share that address with a friend and they will be able to connect directly to your server as long as they correctly set up their vpn during homework 1.

While the homework can be completed in any language, we can only guarantee that we can provide help in C and python. In any other language we’ll try to help, but provide no guarantees about being able to answer your questions.

Like homework 1, you need to keep your code IP version agnostic. If you continue using getaddrinfo like in homework 1, this should not be exceedingly difficult.

Turn-in instructions

While this project allows you to use any langauge you want, you need to ensure that we will be able to grade your submission on our class Ubuntu VM. If you need to install the jvm, compile source files, or otehrwise prepare the environment, you’ll need to provde a Makefile which will do so. You will also provide a play.sh script which we can run to start the code. play.sh will take three arguments:

./play.sh (client|server) [hostname] [portnumber]

when run with the client argument, the code will connect to a war v.1 server at hostname:portnumber and execute the war v.1 protocol. When run with the server argument, it will listen for connections

Grading

We will run your client and server against a reference implementation for the server and clients. If at any time a client or server sends an incorrect message, your code should exit with a non-zero return value. For instance, in C you would use exit(1) for an error situation, and exit(0) for successful operation.

Any output to stdout or stderr will not be considered - feel free to send debugging output, the result of each war, etc, to the screen.

Due date

This assignment is due Friday, September 11. You need to implement both the client and the server for this assignment, so get started early.