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+# Chatty
+The idea is the following:
+- tcp server that you can send messages to
+- history upon connecting
+- date of messages sent
+- authentication
+- encrypted communication (tls?)
+- client for reading the messages and sending them at the same time
+
+- rooms
+- encryption
+- authentication
+
+## client
+- wrapping messages
+- prompt
+- sending message
+
+## server
+- log messages
+- check if when sending and the client is offline (due to connection loss) what happens
+- timeout on recv?
+
+## common
+- handle messages that are too large
+- connect/disconnections messages
+- use IP address / domain
+- chat history
+
+## Protocol
+For now the protocol consists of sending Message type over the network, but in the future something
+more flexible might be required. Because it will make it easier to do things like:
+- request chat logs up to a certain point
+- connect to a specific room
+- connect/disconnect messages
+
+- The null terminator must be sent with the string.
+- The text can be arbitrary length
+- [ ] use char text[]; instead of char*
+
+- todo: compression?
+
+## Arena's
+1. There is an arena for the messages' texts (`msgTextArena`) and an arena for the messages
+ (`msgsArena`).
+2. The `Message.text` pointer will point to a text buffer entry in `msgTextArena`
+3. Good way to do this, if you have message `M`.
+```c
+M.text = ArenaPush(msgTextArena, M.text_len);
+```
+Notice, that this depends on knowing the text's length before allocating the memory.
+