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The classic game of falling blocks, but with online multiplayer

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catris

This is a Tetris clone for multiple players that connect to a server with netcat or a web interface. You can play it here: https://catris.net/

Screenshot

My server is in Europe, so the game may be very laggy if you're not in Europe. Please create an issue if this is a problem for you.

Architecture

I bought catris.net from namecheap and connected it to a Linode server that has:

  • nginx (configuration is in catris-nginx-site, serves files from web-ui/)
  • the rust program (binary copied to server with scp, started and stopped with catris.service)
  • HTTPS setup done with LetsEncrypt and certbot

The rust program listens on two TCP ports, 54321 for websocket connections and 12345 for plain TCP connections (e.g. netcat). When a client connects, the server auto-detects what kind of terminal is used by sending special escape sequences that terminals respond to automatically. Currently ANSI-compatible terminals and VT52-compatible terminals are supported.

The javascript code in web-ui/ behaves like an ANSI-compatible terminal. This makes the rust code simpler and the javascript code more complicated, which is good because the javascript code is very simple and short compared to the rust program.

When running locally, the javascript code in web-ui/ connects a websocket to port 54321. On catris.net, it instead connects to port 443 (the default https port), and nginx proxies the connection to port 54321 on the server. In fact, in catris.net the server listens to websocket connections only on localhost. This has several advantages:

  • You can play catris if you have a firewall that only allows port 443 out.
  • The rust program doesn't need special privileges to listen on port 443.
  • I don't have to configure the rust code to look at the certificate files, because nginx does that.
  • If there is a security bug in the websocket libraries I use (unlikely in rust), it may be impossible to exploit through nginx because nginx parses and validates the structure of each request.
  • This seems to be a common design that many people are familiar with.

High-level overview of the rust code

When the rust program starts, main() starts listening for connections. After a client connects, it mostly doesn't matter whether they use a websocket connection or a plain TCP connection, as connection.rs abstracts the differences away.

The purpose of ip_tracker.rs is to limit the number of simultaneous connections for each IP address and to log IPs that spam the server with many connections. This way most IP addresses are stored only in RAM (which is needed anyway), and not written to disk, as many users don't want me to know their IP address. The IP address passed to ip_tracker.rs is determined in connection.rs: it uses a header named X-Real-IP (set in the nginx configuration) for proxied websocket connections, and otherwise uses the IP that the connection to the rust program came from. To keep track of how many clients are currently connected from each IP, ip_tracker.rs also returns a token object that is dropped when a client disconnects.

Next a Client object is created. It is possible to receive and (indirectly) send through a Client object. Specifically, connection.rs provides a method to receive a single key press, and the Client object re-exposes it. For sending, the Client has a RenderData. Instead of sending bytes with connection.rs, you usually set the RenderData's RenderBuffer to what you want the user to see, and then fire a Notify which causes a task in main.rs to actually send screen updates. Only the changes are sent, the entire screen isn't redrawn every time.

Next:

  • We ask the client's name.
  • We ask whether the client wants to create a lobby or join an existing lobby.
  • If the client wants to join an existing lobby, we ask its ID and join it.
  • In the lobby, the client chooses a game.
  • The client plays the game, using ingame_ui.rs to keep the RenderBuffer up to date.

Each item in the above list is a function in views.rs. These functions take the Client as an argument, and send and receive through it.

Clients own their lobbies: a lobby is dropped automatically when all of its clients disconnect. The lobby also knows about what clients it has, but it only contains ClientInfo objects, not actual Client objects. Unlike Client objects, the ClientInfo objects can't be used to send or receive; they are purely information for game logic and other clients.

A lobby owns GameWrappers, which take care of the timing and async aspects of a game. Each GameWrapper has an underlying Game object from game_logic/game.rs, and like the rest of the game_logic/ folder, it's purely game logic without any async or IO. For example, there are several async functions in game_wrapper.rs that call methods of Game repeatedly to e.g. move the blocks down or decrement counters on bombs.

Inside the game_logic/ folder, the Game object has Players, and each Player has a FallingBlock. Falling blocks and landed squares use SquareContent objects, which usually define the color of a square, but they can also be a special bomb or drill square.

When a player's block lands, the player gets a new block. The block fails to land if it doesn't fit within the visible part of the game. When that happens, the player has to wait 30 seconds before they can continue playing. During that time, the player has a counter instead of a FallingBlock. The game ends when all players are waiting simultaneously.

When the game ends, the GameWrapper records the game results by calling a function in high_scores.rs, and sets the GameWrapper's status so that views.rs notices it and displays the high scores. When the client is done with looking at high scores, they go back to choosing a game.

Development

You need to install rust (the compiler, not the game). Just google for some instructions. I'm on a Debian-based linux distro, so I first tried sudo apt install cargo, but it was too old and I had to use rustup instead. You might have better luck with your distro's package manager if you're reading this a few years after I wrote this or if you're using a different distro.

Once you have rust, you can start the server as you would expect:

$ git clone https://github.com/Akuli/catris
$ cd catris
$ cargo r

When the server is running, you can connect to it with netcat:

$ stty raw; nc localhost 12345; stty cooked

If you want to develop the web UI, you need to run a web server in a separate terminal. You need to have Python installed for this (or you could use some other web server instead). If you're on Windows, use py instead of python3.

$ cd catris/web-ui
$ python3 -m http.server

You can then open http://localhost:8000/ in your web browser.

Other commands (these also run on GitHub Actions):

  • Formatter: cargo fmt
  • Linter: cargo clippy
  • Using xterm as a VT52 terminal emulator: xterm -ti vt52 -tn vt52

Deploying

These instructions are mostly for me. If you want to run catris in a local network, see local-playing.md. If you run a bigger catris server, please let me know by creating an issue :)

$ your_favorite_editor Cargo.toml   # Edit version number
$ ./deploy1.sh  # Safe
$ ./deploy2.sh  # Interrupts ongoing games

Currently I run ./deploy2.sh when nobody is currently playing. If in the future there is always someone playing, use /home/catris/catris_motd.txt to clearly announce the update beforehand.

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