mirror of https://github.com/nealey/vail.git
Document the protocol
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@ -12,3 +12,7 @@ through an Arduino micro running a keyer program.
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This program is on github as [vail-adapter](https://github.com/nealey/vail-adapter),
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or [in Arduino Create](https://create.arduino.cc/editor/neale/f94bb765-47bd-4bc4-9cbf-b978f7124bdc).
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More Documentation
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-------
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* [Vail Protocol](docs/protocol.md)
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@ -0,0 +1,94 @@
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The Vail Protocol
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=============
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Vail messages can be encoded with JSON or marshaled into a "binary" format.
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Go Definition
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--------------------
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```go
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type Message struct {
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// Timestamp of this message. Milliseconds since epoch.
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Timestamp int64
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// Message timing in milliseconds.
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// Timings alternate between tone and silence.
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// For example, `A` could be sent as [80, 80, 240]
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Duration []uint16
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}
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```
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JSON
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-------
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JSON-encoded Vail messages are a direct encoding of the struct:
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```json
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{
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"Timestamp": 1702846980,
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"Duration": [80, 80, 240]
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}
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```
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This represents a transmission at Sun 17 Dec 2023 09:03:00 PM UTC, consisting of an 80ms tone, an 80ms silence, and a 240ms tone.
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Binary Marshalling
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---------------------
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The binary marshalled version of a Vail message is encoded big-endian:
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00 00 00 00 65 7f 62 04 00 50 00 50 00 f0
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Is decoded as:
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* Timestamp (int64): `00 00 00 00 65 7f 62 04` = 1702846980
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* Duration ([]uint16):
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* `00 50` = 80
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* `00 50` = 80
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* `00 f0` = 240
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This represents a transmission at Sun 17 Dec 2023 09:03:00 PM UTC, consisting of an 80ms tone, an 80ms silence, and a 240ms tone.
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WebSockets
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==========
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The reference Vail server accepts WebSockets communications to the path `/chat`,
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with the channel sent as the 'repeater' query parameter.
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For instance, the "Example" channel is
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wss://vail.woozle.org/chat?repeater=Example
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The WebSockets subprotocol may be either:
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* `json.vail.woozle.org` for JSON packets
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* `binary.vail.woozle.org` for binary marshalled packets
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Practical Considerations
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==================
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I am a network protocol designer:
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Vail was designed to contend with
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Internet latency and jitter.
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It relies heavily on an accurate Real-Time Clock on each client.
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Playback Delay
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------------------
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Clients should implement a delay on playback of all recieved messages,
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to allow for network latency and jitter.
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I have found that a 2-second delay is usually enough, but people on very high-latency links may need a larger delay.
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If the timestamp + delay on a recieved packet is after the current time of day,
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it may be appropriate to increase the delay.
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Clock skew
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---------------
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On connecting,
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clients will recieve a packet with no Durations.
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Clients should use this timestamp
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to estimate skew between the client and server's clock.
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