85 lines
4.5 KiB
Markdown
85 lines
4.5 KiB
Markdown
# Server-Side Networking — How It All Fits Together
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This doc is meant to give a solid mixed-level understanding of how our server-side networking works. No deep dives — just a clear picture of what's happening under the hood when a client connects and sends a command.
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> **Note:** This is v1. Annotations and Reflection-based dispatching are on the roadmap but not covered here yet.
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> **Disclamer:** This document has been written by Claude. I modified certain parts and verified its contents for correctness.
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## Our Protocol at a Glance
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Our protocol is inspired by **POP3** - a classic, text-based protocol that communicates over a raw TCP connection. The idea is simple: the client sends a command as a plain-text string, and the server responds with either a success or an error.
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A typical exchange looks something like this:
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```
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Client → GET_DELTA SINCE=42
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Server → +OK
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PLAYER_FOLDED playerId=3
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POT 240
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NEXT_TURN playerId=1
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.
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```
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Responses start with `+OK` on success or `-ERR` when something goes wrong. Commands are short, uppercase strings - sometimes followed by arguments.
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We don't use HTTP, there's no JSON body, no headers. Just a raw socket, a text stream, and a clearly defined set of commands.
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## Core Components & Their Roles
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Here's a quick rundown of the main building blocks:
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### `NetworkManager`
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This is the entry point. It binds to a specific port and listens for incoming TCP connections.
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Once a client connects, it creates a `Session` adds it to the `SessionManager` and goes back to waiting. Its not the responsibility of the `NetworkManager` to recieve and send data from and to each connected client.
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### `Session`
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Every client that connects has its own `Session` instance running on its own thread. This component owns the lifecycle of that connection: it reads incoming data, passes it along for processing, and writes responses back.
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### `SessionId`
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The `SessionId` is used to uniquely identify each session. Essentially its a wrapper arround the UUID type.
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### `SessionManager`
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The `SessionManager` stores all currently active sessions. It allows for the retrieval of a specific session by its id.
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### `ProtocolParser`
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Raw text (encapsulated in a `RawRequest`) coming off the socket isn't immediately useful — the `ProtocolParser` turns it with the help of the `Tokenizer` into a `PrimitiveRequest`.
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### `RawRequest`
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The `RawRequest` object is created after a message has been recieved.
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It holds both a reference to the `Session` that recieved the message and the message itself.
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### `PrimitiveRequest`
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The `PrimitiveRequest` object is created by the `ProtocolParser` after the content of the `RawRequest` has been tokenized by the `Tokenizer`.
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The command is stored in its own attribute and the arguments are accessible as a dictionary.
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### `Tokenizer`
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The job of the `tokenizer` is it, to take the raw string and turn it into tokens.
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For example, the command `CHAT_LOBBY GAME=12 MESSAGE='All-in?'` will be decoded as `"CHAT_LOBBY", "GAME", "=", "12", "MESSAGE", "=", "All-in?"`.
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It is unaware about the meaning.
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### `CommandParser` (per command)
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Takes in the `PrimitiveRequest` and checks if all required fields are provided with the correct value.
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Creates a command specific `Request` object containing command arguments in a structured manner.
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### `Request` (per command)
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Has fields common along each implementation such as a reference to the `Session` that recieved the request.
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Furthermore each implementation has fields unique to each command. For example, the `ChatLobbyRequest` has fields for the game and the message.
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### `CommandRouter`
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By identifying the type of class of the `Request`, the `CommandRouter` routes the request to the matching `CommandHandler`.
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### `CommandHandler` (per command)
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Each supported command has its own handler — a small, focused class that contains the logic for that specific command. They have access to the domain, containing inner parts of the game itself.
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### `Response` (per response)
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The interface has two sub-interfaces for either failed `ErrorResponse` or successfull `SuccessResponse` execution of commands.
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Each step has exactly one responsibility. Increasing the ability to test and extend different components later on.
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## Concurrency - Handling Multiple Clients
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Every incoming connection spawns a new **Thread**. This means multiple clients can be served simultaneously without blocking each other.
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As each `Session` runs entirely on its own thread, there's no shared mutable state between sessions, with exception of the `SessionManager` and other key components explained later.
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