PROTOCOL.md

changeset 184
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183:39aa77b7188b 184:93c81539b702
95 95
96 ### Continuing a Game 96 ### Continuing a Game
97 97
98 When the server wants to continue a game, they SHALL send a `NETCODE_PGNDATA` 98 When the server wants to continue a game, they SHALL send a `NETCODE_PGNDATA`
99 message. The payload of this message is as follows: 99 message. The payload of this message is as follows:
100 * the same two BYTES and three WORDS as in `NETCODE_GAMEINFO`, followed by 100 * the same two BYTEs and three WORDs as in `NETCODE_GAMEINFO`, followed by
101 * 101 * one WORD for the number `n` of moves that will follow
102 * the `n` MOVEs that have been played already
103
104 The server SHOULD NOT send a game that cannot be continued because it already
105 has reached a checkmate, stalemate, or forced draw position.
102 106
103 ### Clock Setup 107 ### Clock Setup
104 108
105 For clock synchronization, the following rules SHALL be applied: 109 For clock synchronization, the following rules SHALL be applied:
106 110
107 * the clock of each player starts after their first move 111 * the clock of each player starts after their first move
108 * the _increment_ is added _after_ a move, except… 112 * the _increment_ is added _after_ a move, except…
109 * … when the initial clock is zero, then the clock starts with the increment 113 * … when the initial clock is zero, then the clock starts with the increment
110 * when the used time for a move is less than the delay, the move costs no time 114 * when the used time for a move is less than the delay, the move costs no time
111 * the delay is always subtracted from the actual move time 115 * the delay is always subtracted from the actual move time
116
117 ## Playing the Game
118
119 TODO: describe
112 120
113 ## Message Code Table 121 ## Message Code Table
114 122
115 The following table shows the definitions of the network codes. 123 The following table shows the definitions of the network codes.
116 124

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