Messages from the client to the server and vise versa should take the following form dictionary
- time: the lamport stamp from the client and the log entry number # This allows both sides to keep track of who knows what
- action: the action # strike_left, strike_right, block_left, block_right, hit_left, hit_right, stuned
- name: the name of the client this is for or from # Starts as None, then given name by server so can be 'red' or 'blue'
- alive: the boolean Lets the player know if they are still alive # server can ignor, player checks if they are still alive
- game: a boolean to track if the game is active # Starts False but becomes True when second player enters and upon recive of False when local state is True means the game has ended
- log: a series of player Log Number, Name, and Move
I am thinking we may want to assume multiple copies of messages may make it to the server since they might so we should be ready for redundancy
Also, I have it so a hit is slightly differant from a strike. If red strikes left at blue, and is not blocked, blue is hit right. So a strike should be followed by a hit or a stunned action depending.