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Here is the protocol, of sorts, that servers must follow if they are to

communicate with the online trade system. It is modified slightly from


the protocol used by Netplay 2.0, with some unnecessary features
removed. The protocol is independent of any particular implementation of it.
It does assume the following, though:
Communication protocol: TCP
Character encoding: Unicode UTF-8
Below is a list of commands that a user can send to the server. All
commands must include a newline character (0x0A) at the end. This
also applies to any data that the server sends as well. The data stream,
then, essentially becomes a series of lines of text.
-------------------
<register>name=A pass=B email=C</register>
Adds the user with name A, password B, and e-mail address C to the
server's list of registered users. When the server receives this command,
it must send one of the following:
<register>complete</register> - the user was added successfully.
<register>failed</register> - the user couldn't be added, mainly because
the user already exists.
The server may require accounts added to it to be validated by e-mail first.
-------------------
<authentication>X</authentication>
Verifies that the server supports this protocol. X is the "game code"
for this game. If the server supports the game code X, it must send
"<auth>success</auth>" to the sender. Otherwise, it must send
"<auth>fail</auth>" to the sender and closes the connection.
(It is equivalent to Netplay's "authenfication" command, but with
correct spelling.)
-------------------
<name>request</name>
When the server receives this request, it must return "<name>X</name>"
to the sender, where X is the logged-in user's username.
-------------------
<character>retrieve_online_lite</character>
Retrieves a list of all online users. It is similar to Netplay 2.0's
retrieve_online command, but modified for this protocol. When the
server receives this command, it must send data consisting of:
<character>retrieve_online_lite num=X</character> [+ newline]
where X is the number of online users. Then, for each online user:
<character>X|Y</character> [+ newline]
where X is the user's ID, and Y is the user's name.
-------------------
<login>name=A pass=B</login>
Represents a request to connect to the server with A as the username
and B as the password. The server can return one of the following:
<login>allow id=X</login> - The connection succeeded and the
connected user's ID becomes equal to X. The client can use this ID
to retrieve additional information about the connected user. The server
must now add the user to the list of online users and send the response
"<start>id=X</start>" to all users, where X is the user's ID.
<login>need_validation</login> - The connection failed because the
account is awaiting validation by e-mail.
<login>wrongpass</login> - The connection failed because the password
is incorrect.
<login>loggedin</login> - The user is already logged in.
<login>unavail</login> - The user does not exist.
-----------------
<close></close>
Closes the connection to the server. If the user is logged in, the server
sends the response "<close>id=X</close>" to all users, where X is the
ID of the logged-in user, then the server removes the user
from the list of online users before closing the connection. This is a
modified version of Netplay's "close" command in that it removes the
parameter for the logged in user.
-----------------
<data>msgid=A recipient=C data=D</data>
Represents a block of data as a context-specific message to be sent to
another player. A is the message ID, C is the recipient's ID, and D
represents data of any size, in Base 64 encoding (without
whitespace or newline characters).
When the server receives this command, it must send it to the client
indicated in _recipient_, but only if the sender is logged in. Otherwise it
sends to the sender:
<result>missing</result> -- if the recipient can't be found or is no longer
online
<result>not_connected</result> -- if the sender is not logged in.
The response that the server sends to the recipient has the following form:
<data>msgid=A sender=B recipient=C data=D</data>
B here is the sender's ID.
When the recipient receives this command, it must send a <result>
command with the parameter "ack" or "nack" (using the sender, B,
as the parameter for _recipient_). In making its decision on whether to
accept the message, the recipient may check the sender's ID and the
data block attached to it.
-----------------
<result>ack recipient=B data=C</result>
Represents a response to a message. B is the recipient's ID, and
C represents data of any size, in Base 64 encoding (without
whitespace or newline characters).
When the server receives this command, it must send it to the client
indicated in _recipient_, but only if the sender is logged in. The
response that the server sends to the recipient has the following form:
<result>ack sender=B recipient=C data=D</result>
B here is the sender's ID.
This "result" command has the parameter "ack", meaning acknowledge,
indicating that the recipient has responded to the message successfully.
-----------------
<result>nack recipient=B data=C</result>
Similar to above, but the parameter is "nack", meaning negative
acknowledge. This response is sent by the recipient when the message
is invalid or inappropriate for the current situation, such as receiving
a request to trade when the player is already trading with another
player.
---------------
Liveness Checks
The server may occasionally ping clients to check for their liveness
by sending a single newline character without any content. Clients
must ignore these liveness checks when they receive them.
---------------
Input Validation
Because these characters have special meaning in the protocol, clients
should ensure that names, passwords, and e-mail addresses don't
include the following characters: | \ / < > " ; = as well as carriage
return (0x0D), newline (0x0A), and null (0x00).

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