Hangman over QUIC
For the last two months I have been on a contract to enhance Quinn, the popular Rust implementation of the QUIC protocol. I hope to write one or two articles about my work at a later moment1, but today I want to offer you a partial (and runnable!) introduction to QUIC by implementing the hangman game over the network. You can find the code here.
A tiny bit of context
If you have never heard of QUIC before, you can think of it as an alternative to TCP with better performance on at least two fronts:
- Handshake: QUIC establishes encrypted connections with less latency than TCP, because it requires one round-trip less (the TLS handshake is integrated in the QUIC handshake).
- Multiplexing: QUIC has native support for multiple independent streams of data, whereas TCP is prone to head-of-line blocking in a multiplexing scenario.
Because of these and other benefits, QUIC is used as the transport protocol in HTTP/3 (which accounts for more than 25% of HTTP connections!2). The current version of QUIC was standardized in May 20213, so if you are interested in learning more about it, be careful to check the date of your sources! Substantial changes were made throughout the years and there are a few misleading articles out there that are no longer correct in their claims.
Aside: why hangman?
Why not? We need to implement something in order to see QUIC in action. And, since writing an HTTP/3 library is kind of overkill for this blog post, I thought we should settle on something simple and familiar like the hangman game. Besides, I have a confession to make: at some point in my life I picked up the strange habit of implementing hangman when trying out networking libraries4. I can’t do anything about it now…
Aside: hangman 101
In case you are not acquainted with it, hangman is a word-guessing game usually played between two players with paper and pencil (that made it popular in school, before smartphones were a thing). Here is how it goes:
- One player thinks of a word and writes a series of dashes on a piece of paper, representing each letter.
- The other player guesses letters, one at a time, by stating them out loud.
- If the guessed letter is in the word, the first player writes it in the corresponding blanks. If the guessed letter is not in the word, the second player loses a life.
- The game continues until the word is completely guessed (the second player wins), or makes a wrong guess while having no lives left (the second player loses).
Networked hangman
In our networked scenario, the server picks a word and the user tries to guess it by repeatedly suggesting a letter. There is a hard limit of 5 wrong guesses (or lives), meaning that the player loses at the 6th wrong guess. Below follows the basic flow of a game.
Game setup, after the QUIC connection is established:
- Server: I see you want to play a game of hangman! I just picked a random word for you, it’s length is 6.
Game loop:
- Client: does the word contain the letter ‘a’?
- Server (if it does): sure it does, at indices 0, 3 and 5.
- Server (if it doesn’t): nope, try again…
The game ends when the client has guessed the word, or when it has made a wrong guess and there are no lives left. In both cases, the connection is terminated.
Aside: what about multiplexing?
Since we are using QUIC, it would be great to use its native multiplexing capabilities… For that purpose, we will let the server regularly send an up-to-date count of online players in a dedicated data stream.
Aside: a suitable word list
Where should the server get its random words from? Animal names, of course! I found this gist and cleaned it up for our purposes to keep only animal names that are at least 5 characters long and contain no spaces5. I also removed duplicates and transformed the characters to lowercase, as you can see from the resulting file in the repository.
Hangman over QUIC
Let us return to the description of a networked hangman, and map that to QUIC terms. The ones relevant to our problem are few and reasonably self-explanatory, so I will mention them en passant and do a recap afterwards.
During game setup, when a new player connects, the server will open two unidirectional streams (from the server to the player). In the first one, the server will send the length of the word (a single byte), closing the stream right afterwards. In the second one, the server will repeatedly send the current player count (a 4-byte integer), and so the stream will remain open during the whole connection.
After game setup we come to the game loop. For each guess the client will open a bidirectional stream. The client will send the guess (the ASCII code of the letter), and the server will respond with the indexes where the letter was found (a list of bytes, prefixed by its length). If the list of indexes is empty, the client knows the guess was wrong. The server will also close the stream, since the next guess will be using a new one.
Internally, the client and the server keep track of how far the game is, and will automatically terminate the connection when the game ends. If a client fails to terminate the connection, the server will (never trust the client!)
A QUIC recap
From the description above, we can draw a few conclusions:
- The usual way to exchange data in QUIC is through streams, which can be unidirectional or bidirectional.
- Creating streams is cheap. More specifically, the unidirectional stream used to transmit the word’s length is being created, transmitted and closed in a single QUIC datagram. The player’s guess is transmitted also in a single QUIC datagram, which at the same time opens the bidirectional stream. The server’s response is transmitted in a single datagram as well, which at the same time closes the stream.
Aside: HTTP/3
Can you already see the consequences this has for HTTP/3? It means you can very cheaply create QUIC streams to download the different resources needed to display a website! And since they are fully independent of each other, packet loss in one of the streams will not block other streams from progressing (which is currently an issue with TCP-based HTTP/2).
Closing words
There is much more to QUIC, as you will discover if you decide to go down the rabbit hole. The protocol has come quite far since the first time I heard of it, when it was still a working draft!
From the perspective of a user, the protocol feels like a powerful tool that I might reach to in the future, instead of defaulting to TCP. From the perspective of an implementer, studying the RFCs and working together with the Quinn maintainers was an experience I’d love to repeat!
Discuss on HN.
Interested in working together? Check out the Consulting page and get in touch!
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I implemented the DPLPMTUD feature described in RFC 9000, and the ACK Frequency proposal described in this QUIC WG draft. You can check out the open and closed PRs on Quinn’s repository, if you want to dive into the technical details. ↩︎
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As reported by w3techs and Cloudflare Radar. ↩︎
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This article, by an important contributor to QUIC, summarizes the standardisation process in the following terms: “QUIC has been one of the IETF’s most high-profile activities in recent years. Starting as an experiment at Google, QUIC was developed through a collaborative and iterative standardization process at the IETF after almost five years, 26 face-to-face meetings, 1,749 issues, and many thousands of emails.” ↩︎
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Here is the last hangman implementation I wrote before the QUIC one, when learning Elixir. ↩︎
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ChatGPT turns out to be a pretty user-friendly interface to grep. Here is my prompt: “I have a multi-line text file that I want to filter. I want to keep only lines which are at least 5 characters long and have no spaces. Please tell me which commands I should run to achieve this goal, using Ubuntu.” ↩︎