- Uses the C# bindings from the servicepoint library for communication with the display.
- Stack: .NET / C# / ASP.NET / AOT-compiled
- Both traditional JSON over HTTP APIs and real-time WebSocket communication
- runs all game logic
- sends image and text to the service point display
- sends image to clients
- The game has a dynamic update rate. Hundreds of updates per second on a laptop are expected.
- One frame is ~7KB, not including the text and player specific data
- maps can be loaded from png files containing black and white pixels or simple text files
- some values (like tank speed) can be configured but are fixed at run time
- By default, the backend also hosts the frontend
- Stack: React / Vite / TypeScript / plain CSS
- There is no server component dedicated to the frontend, everything is a single page after build
- Shows map rendered on server by setting canvas image data
- Sends user input to server
- real time communication via WebSockets, HTTP for the REST
- Client sends 2 byte messages.
- on or off:
0x01
or0x02
- input: Forward=
0x01
, Backward=0x02
, Left=0x03
, Right=0x04
, Shoot=0x05
- on or off:
- The server never sends any messages.
- same image for all clients
- server sends same format as for the service point display
- client responds with empty message to request the next frame
- image is rendered per player
- server sends same message as the observer WebSocket, but includes an additional 4 bits per set bit in the observer payload
- first bit: belongs to current player
- second bit: (reserved)
- third and fourth bit: type of something
- 00: wall
- 01: tank
- 10: bullet
- 11: (reserved)
- client responds with empty message to request the next frame