lichat-protocol

1.4

The independent protocol part of Lichat.

About Lichat-Protocol

This system specifies and implements the protocol of the Lichat chat system. It offers both verbal and programmatical descriptions of the protocol. If you are working with a Common Lisp system, you can use this system straight-away to process Lichat messages.

Protocol Specification

1. Wire Format

The wire format is based on UTF-8 character streams on which objects are serialised in a secure, simplified s-expression format. The format is as follows:

WIREABLE ::= OBJECT | STRING | SYMBOL | NUMBER
OBJECT   ::= '(' WHITE* SYMBOL (WHITE+ KEYWORD WHITE+ EXPR)* WHITE* ')'
EXPR     ::= STRING | LIST | SYMBOL | NUMBER
STRING   ::= '"' ('\' ANY | !('"' | NULL))* '"'
LIST     ::= '(' WHITE* (EXPR (WHITE+ EXPR)*)? WHITE* ')'
SYMBOL   ::= KEYWORD | '#' ':' NAME | NAME ':' NAME
KEYWORD  ::= ':' NAME
NUMBER   ::= '0..9'+ ( '.' '0..9'*)? | '.' '0..9'*
NAME     ::= (('\' ANY) | !(TERMINAL | NULL))+
TERMINAL ::= ('0..9' | ':' | ' ' | '"' | '.' | '(' | ')')
WHITE    ::= U+0009 | U+000A | U+000B | U+000C | U+000D | U+0020
NULL     ::= U+0000
ANY      ::= !NULL

See to-wire, from-wire.

1.1 Symbols

Special care must be taken when reading and printing symbols. Symbols that come from the lichat-protocol package must be printed without the package name prefix. Symbols from the keyword package must be printed by their name only prefixed by a :. Symbols without a package must be printed by their name only and prefixed by a #:. Every other symbol must be prefixed by the symbol's package's name followed by a :. When a symbol is read, it is checked whether it exists in the corresponding package laid out by the previous rules. If it does not exist, the expression is not valid and an error must be generated, but only after the expression has been read to completion.

1.2 Objects

Only Common Lisp objects of type wireable can be serialised to the wire format. Special care must also be taken when wire-objects are read from the wire. An error must be generated if the object is malformed by either a non-symbol in the first place of its list, imbalanced key/value pairs in the tail, or non-keywords in the key position. An error must also be generated if the symbol at the first position does not name a class that is a subclass of wire-object. If it is a subclass of update, the keys (and values) named :id and :clock must also be present, lest an error be generated.

1.3 Null Characters

Null characters (U+0000) must not appear anywhere within a wireable. If a string were to contain null characters, they must be filtered out. If a symbol were to contain null characters, the message may not be put to the wire.

2. Server Objects

The server must keep track of a number of objects that are related to the current state of the chat system. The client may also keep track of some of these objects for its own convenience.

2.1 Connection

Each client is connected to the server through a connection object. Each connection in turn is tied to a user object. A user may have up to an implementation-dependant number of connections at the same time.

2.2 User

users represent participants on the chat network. A user has a globally unique name and a number of connections that can act as the user. Each user can be active in a number of channels, the maximal number of which is implementation-dependant. A user must always inhabit the primary channel. A user may have a profile object associated with it. When such a profile exists, the user is considered to be "registered." The server itself must also have an associated user object, the name of which is up to the specific server instance.

2.2.1 User Name Constraints

A user's name must be between 1 and 32 characters long, where each character must be from the Unicode general categories Letter, Mark, Number, Punctuation, and Symbol, or be a Space (U+0020). The name must not begin or end with with Spaces (U+0020).

2.3 Profile

The profile primarily exists to allow end-users to log in to a user through a password and thus secure the username from being taken by others. A profile has a maximal lifetime. If the user associated with the profile has not been used for longer than the profile's lifetime, the profile is deleted.

2.3.1 Password Constraints

A profile's password must be at least 6 characters long. It may contain any kind of character that is not Null (U+0000).

2.4 Channel

channels represent communication channels for users over which they can send messages to each other. A channel has a set of permission rules that constrain what kind of updates may be performed on the channel by whom. There are three types of channels that only differ in their naming scheme and their permissions.

2.4.1 Primary Channels

Exactly one of these must exist on any server, and it must be named the same as the server's user. All users that are currently connected to the server must inhabit this channel. The channel may not be used for sending messages by anyone except for system administrators or the server itself. The primary channel is also used for updates that are "channel-less," to check them for permissions.

2.4.2 Anonymous Channels

Anonymous channels must have a random name that is prefixed with an @. Their permissions must prevent users that are not already part of the channel from sending join, channels, users, or any other kind of update to it, thus essentially making it invisible safe for specially invited users.

2.4.3 Regular Channels

Any other channel is considered a "regular channel".

2.4.4 Channel Name Constraints

The names of channels are constrained in the same way as user names. See §2.2.1.

2.5 Permission Rules

A permission rule specifies the restrictions of an update type on who is allowed to perform the update on the channel. The structure is as follows:

RULE     ::= (type EXPR*)
EXPR     ::= COMPOUND | username | t | nil
COMPOUND ::= (not EXPR) | (or EXPR*) | (and EXPR*)

Where type is the name of an update class, and username is the name of a user object. t is the CL symbol T and indicates "anyone". nil is the CL symbol NIL and indicates "no one". The compound operators combine the expressions logically as sensible. The expressions within the rule are combined as by an or compound.

3. General Interaction

The client and the server communicate through update objects over a connection. Each such object that is issued from the client must contain a unique id. This is important as the ID is reused by the server in order to communicate replies. The client can then compare the ID of the incoming updates to find the response to an earlier request, as responses may be reordered or delayed. The server does not check the ID in any way-- uniqueness and avoidance of clashing is the responsibility of the client. Each update must also contain a clock slot that specifies the time of sending. This is used to calculate latency and potential connection problems.

When an update is sent to a channel, it is distributed to all the users currently in the channel. When an update is sent to a user, it is distributed to all the connections of the user. When an update is sent to a connection, it is serialised to the wire according to the above wire format specification. The actual underlying mechanism that transfers the characters of the wire format to the remote host is implementation-dependant.

3.1 Null Termination of Updates

Following each update that is put on the wire has to be a single null character (U+0000). This character can be used to distinguish individual updates on the wire and may serve as a marker to attempt and stabilise the stream in case of malformed updates or other problems that might occur on the lower level.

4. Connection

4.1 Connection Establishment

After the connection between a client and a server has been established through some implementation-dependant means, the client must send a connect update. The update will attempt to register the user on the server, as follows:

  1. If the server cannot sustain more connections, a too-many-connections update is returned and the connection is closed.
  2. If the update's version denotes a version that is not compatible to the version of the protocol on the server, an incompatible-version update is returned and the connection is closed.
  3. If the update's from field contains an invalid name, a bad-name update is returned and the connection is closed.
  4. If the update does not contain a password, and the from field denotes a username that is already taken by an active user or a registered user, an username-taken update is returned and the connection is closed.
  5. If the update does contain a password, and the from field denotes a username that is not registered, a no-such-profile update is returned and the connection is closed.
  6. If the update does contain a password, and the from field denotes a username that is registered, but whose password does not match the given one, an invalid-password update is returned and the connection is closed.
  7. If the server cannot sustain more connections for the requested user, a too-many-connections update is returned and the connection is closed.
  8. A user corresponding in name to the from field is created if it does not yet exist.
  9. The connection is tied to its corresponding user object.
  10. The server responds with a connect update of the same id as the one the client sent. The from field must correspond to the server's user object's name.
  11. If the user already existed, the server responds with join updates for each of the channels the user is currently inhabiting.
  12. If the user did not already exist, it is joined to the primary channel.

4.2 Connection Maintenance

If the clock of an update diverges too much from the one known by the server, the server may drop the connection after replying with a connection-unstable update.

The server must receive an update on a connection within at least a certain implementation-dependant interval that must be larger than 100 seconds. If this does not happen, the server may assume a disconnection and drop the client after replying with a connection-unstable update. If the server does not receive an update from the client within an interval of up to 60 seconds, the server must send a ping update to the client, to which the client must respond with a pong update. This is to ensure the stability of the connection.

If the client sends too many updates in too short a time interval, the server may start dropping updates, as long as it responds with a too-many-updates update when it starts doing so. This throttling may be sustained for an implementation-dependant length of time. The client might send occasional ping requests to figure out if the throttling has been lifted. The server may also close the connection if it deems the flooding too severe.

4.3 Connection Closure

A connection may be closed either due to a disconnect update request from the client, or due to problems on the server side. When the connection is closed, the server must act as follows:

  1. The server responds with a disconnect update, if it still can.
  2. The underlying connection between the client and the server is closed.
  3. The connection object is removed from the associated user object.
  4. If the user does not have any remaining connections, the user leaves all channels it inhabited.

The exceptional situation being during connection establishment. If the server decides to close the connection then, it may do so without responding with a disconnect update and may immediately close the underlying connection.

5. Client Interaction

5.1 General Update Checks

An update is always checked as follows:

  1. If the update is not at all recognisable and cannot be parsed, a malformed-update update is sent back and the request is dropped.
  2. If the update is too long (contains too many characters), a update-too-long update is sent back and the request is dropped.
  3. If the class of the update is not known or not a subclass of wire-object, an invalid-update update is sent back and the request is dropped.
  4. If the from, channel, or target fields contain an invalid name, a bad-name update is sent back and the request is dropped.
  5. If the from field does not match the name known to the server by the user associated to the connection, a username-mismatch update is sent back and the request is dropped.
  6. If the channel field denotes a channel that does not exist, but must, a no-such-channel update is sent back and the request is dropped.
  7. If the target field denotes a user that does not exist, a no-such-user update is sent back and the request is dropped.
  8. If the update is an operation that is not permitted on its target channel, or the primary channel if no target channel is applicable, an insufficient-permissions update is sent back and the request is dropped.

5.2 Profile Registration

When a user sends a register update, the server must act as follows:

  1. If the server disagrees with the attempted registration, a registration-rejected update is sent back and the request is dropped.
  2. If the profile does not yet exist, it is created.
  3. The password of the profile associated to the user is changed to match the one from the update.
  4. The profile must stay live until at least 30 days after the user associated with the profile has existed on the server.

Note that the server does not need to store the password verbatim, and is instead advised to only store and compare a hash of it.

5.3 Channel Creation & Management

Since a channel has only two bits of information associated with it, the management of channels is rather simple. Creating a new channel happens with the create update:

  1. The update is checked for permissions by the primary channel.
  2. If a channel of the channel name in the update already exists, the server responds with a channelname-taken update and drops the request.
  3. If the channel field is NIL, an anonymous channel is created, otherwise a regular channel is created.
  4. The user is automatically joined to the channel.
  5. The server responds with a join update to the user with the id being the same as the id of the create update.

From there on out the channel's permissions can be viewed or changed with the permissions update, if the channel allows you to do so. Note that the server must only update the channel's permissions, if the update's permissions field is not NIL.

See §2.5 for an explanation of the proper syntax of the permissions.

5.4 Channel Interaction

A user can interact with a channel in several ways.

5.4.1 Joining a Channel

Joining a channel happens with the join update, after which the server acts as follows:

  1. If the user is already in the named channel, an already-in-channel update is sent back and the request is dropped.
  2. The user is added to the channel's list of users.
  3. The user's join update is distributed to all users in the channel.
5.4.2 Leaving a Channel

Leaving a channel again happens with the leave update, after which the server acts as follows:

  1. If the user is not in the named channel, a not-in-channel update is sent back and the request is dropped.
  2. The user's leave update is distributed to all users in the channel.
  3. The user is removed from the channel's list of users.
5.4.3 Pulling a User

Another user can be pulled into the channel by the pull update, after which the server acts as follows:

  1. If the user is not in the named channel, a not-in-channel update is sent back and the request is dropped.
  2. If the target user is already in the named channel, an already-in-channel update is sent back and the request is dropped.
  3. The target user is added to the channel's list of users.
  4. A join update for the target user with the same id as the pull update is distributed to all users in the channel.
5.4.4 Kicking a User

Another user can be kicked from a channel by the kick update, after which the server acts as follows:

  1. If the user is not in the named channel, a not-in-channel update is sent back and the request is dropped.
  2. If the target user is not in the named channel, a not-in-channel update is sent back and the request is dropped.
  3. The user's kick update is distributed to all users in the channel.
  4. A leave update for the target user is distributed to all users in the channel.
  5. The target user is removed from the channel's list of users.
5.4.5 Sending a Message

Finally, a user can send a message to all other users in a channel with the message update, after which the server acts as follows:

  1. If the user is not in the named channel, a not-in-channel update is sent back and the request is dropped.
  2. The user's message update is distributed to all users in the channel.

5.5 Server Information Retrieval

The server can provide a client with several pieces of information about its current state.

5.5.1 Listing Public Channels

Retrieving a list of channels can be done with the channels update, after which the server acts as follows:

  1. For each channel known to the server, the server checks the update against the channel's permissions.
  2. If the permissions allow the update, the channel's name is recorded.
  3. A channels update with the same id as the request is sent back with the channels field set to the list of names of channels that were recorded.
5.5.2 Listing All Users of a Channel

The list of users currently in a channel can be retrieved by the users update, after which the server acts as follows:

  1. A list of the users in the channel is recorded.
  2. A users update with the same id as the request is sent back with the users field set to the list of names of users that were recorded.
5.5.3 Requesting Information About a User

Finally, information about a particular user can be retrieved by the user-info update, after which the server acts as follows:

  1. A user-info update with the same id as the request is sent back with the connections field set to the number of connections the user object has associated with it and with the registered field set to T if the user has a profile associated with it.

6. Protocol Extension

A server or client may provide extensions to the protocol in the following manners:

Each extension to the protocol should receive a unique name of the form producer-name where producer is an identifier for who wrote up the extension's protocol, and name should be a name for the extension itself. For each extension that a server and client support, they must include the unique name of it as a string in the connect update's extensions list.

7. Protocol Extensions

The extensions outlined in this section are not mandatory and a server or client may choose not to implement them.

7.1 Backfill (shirakumo-backfill)

A new update type called backfill is introduced, which is a channel-update. If the server receives such an update from a connection, it reacts as follows:

  1. If the user is not in the named channel, a not-in-channel update is sent back and the request is dropped.
  2. Following this, updates are sent back to the connection the update came from. These updates should include all updates that were distributed to users in the channel, spanning from now to an arbitrary point in time that is at most when the user of this connection last joined the channel. The fields of the updates must be the equal to the first time the update was sent out. The initial event of the user that requested the backfill joining the channel cannot be sent back.

The purpose of this extension is to allow users to catch up with the contents of a channel should they initiate a new connection which does not currently have access to all the past updates of the channel. In order to facilitate this, the server is forced to keep copies of the updates. The server is allowed to only keep updates for a certain duration, or only a certain number of total updates. In order to avoid spying, the server must not distribute updates that the user did not already receive previously through another connection. The server does not have to make any guarantee about the order in which the updates are sent back to the connection. The client on the other side is responsible for ordering them as appropriate according to the clock.

7.2 Data (shirakumo-data)

A new update type called data is introduced, which is a channel-update. Additionally, a new failure type called bad-content-type is introduced, which is an update-failure. If the server receives a data update from a connection, it reacts as follows:

  1. If the user is not in the named channel, a not-in-channel update is sent back and the request is dropped.
  2. If the update's content-type is not accepted by the server, a bad-content-type update is sent back and the request is dropped.
  3. The user's data update is distributed to all users in the channel.

The data update contains three slots, with the following intentions:

The purpose of this extension is to allow users to send binary data over channels. Particularly, the intention is to allow embedding of images, audio, video, and other media.

7.3 Emotes (shirakumo-emotes)

Two new update types called emotes and emote are introduced. If the server receives an emotes update from a connection, it reacts as follows:

  1. The server computes a set difference between the known emote names, and the names listed in the event's names slot. Emote names are case-insensitive.
  2. For each emote in the calculated set, the server sends back an emote update, where the name is set to the emote's name, and the payload is set to the base-64 encoded image representing the emote. The content-type must be set accordingly.

When the client receives an emote update from the server, it reacts as follows:

  1. The payload and content-type are associated with the name and persisted on the client. When the client sends an emotes event it to the server it should include the name of this emote in the names list.

The emotes update contains one slot, with the following intentions:

The emote update contains three slots, with the following intentions:

When the client sees a message update, every match of the regex :([^:]+): in the text where the group matched by the regex is the name of an emote from the known list of emotes, then the match of the regex should be displayed to the user by an image of the emote's image.

The purpose of this extension is to allow the server manager to configure emote images for the users to use, similar in functionality to what is often found on forums and other platforms.

7.4 Edit (shirakumo-edit)

A new update type called edit is introduced, which is a message. If the server receives an edit update it acts in the same way as a regular message event. No additional support from the server is required outside of recognising and accepting the type.

When the client sees an edit update, it should change the text of the message update with the same from and id fields to the one from the edit update. Ideally a user interface for Lichat should also include an indication that the previous message event has been changed, including perhaps even a history of all the potential edits of a message.

If the client receives an edit update whose id and from fields do not refer to any previous message update, the client should simply ignore the update.

See Also

System Information

1.4
Nicolas Hafner
Artistic

Definition Index