Network Working Group C. Jennings Internet-Draft cisco Intended status: Standards Track R. Logan Expires: 5 September 2022 Cisco 4 March 2022 Game State over Real Time Protocol draft-jennings-dispatch-game-state-over-rtp-00 Abstract This specification defines an Real Time Protocol (RTP) payload to send game moves and the state of game objects over RTP. This is useful for games as well collaboration systems that use augment or virtual reality. RTP provide a way to synchronize game state between players with robust technique for recovery from network packet loss while still having low latency. Status of This Memo This Internet-Draft is submitted in full conformance with the provisions of BCP 78 and BCP 79. Internet-Drafts are working documents of the Internet Engineering Task Force (IETF). Note that other groups may also distribute working documents as Internet-Drafts. The list of current Internet- Drafts is at https://datatracker.ietf.org/drafts/current/. Internet-Drafts are draft documents valid for a maximum of six months and may be updated, replaced, or obsoleted by other documents at any time. It is inappropriate to use Internet-Drafts as reference material or to cite them other than as "work in progress." This Internet-Draft will expire on 5 September 2022. Copyright Notice Copyright (c) 2022 IETF Trust and the persons identified as the document authors. All rights reserved. This document is subject to BCP 78 and the IETF Trust's Legal Provisions Relating to IETF Documents (https://trustee.ietf.org/ license-info) in effect on the date of publication of this document. Please review these documents carefully, as they describe your rights and restrictions with respect to this document. Code Components Jennings & Logan Expires 5 September 2022 [Page 1] Internet-Draft Game State over RTP March 2022 extracted from this document must include Revised BSD License text as described in Section 4.e of the Trust Legal Provisions and are provided without warranty as described in the Revised BSD License. Table of Contents 1. Overview . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2. Goals: . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 3. Primitives . . . . . . . . . . . . . . . . . . . . . . . . . 4 3.1. Location . . . . . . . . . . . . . . . . . . . . . . . . 4 3.2. Scale . . . . . . . . . . . . . . . . . . . . . . . . . . 4 3.3. Normal . . . . . . . . . . . . . . . . . . . . . . . . . 5 3.4. TextureUV . . . . . . . . . . . . . . . . . . . . . . . . 5 3.5. Rotation . . . . . . . . . . . . . . . . . . . . . . . . 5 3.6. Child Transform . . . . . . . . . . . . . . . . . . . . . 6 3.7. Texture URL . . . . . . . . . . . . . . . . . . . . . . . 6 3.8. Mesh URL . . . . . . . . . . . . . . . . . . . . . . . . 6 3.9. Texture Stream . . . . . . . . . . . . . . . . . . . . . 6 3.10. Timestamp . . . . . . . . . . . . . . . . . . . . . . . . 6 4. Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 4.1. Common Objects . . . . . . . . . . . . . . . . . . . . . 7 4.1.1. Generic Game Object . . . . . . . . . . . . . . . . . 7 4.1.2. Player Head . . . . . . . . . . . . . . . . . . . . . 7 4.1.3. Mesh . . . . . . . . . . . . . . . . . . . . . . . . 8 4.1.4. External Mesh . . . . . . . . . . . . . . . . . . . . 8 4.1.5. Player Hand . . . . . . . . . . . . . . . . . . . . . 9 5. Encoding . . . . . . . . . . . . . . . . . . . . . . . . . . 10 5.1. Tag . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 5.2. Float . . . . . . . . . . . . . . . . . . . . . . . . . . 11 5.3. Boolean . . . . . . . . . . . . . . . . . . . . . . . . . 11 5.4. Integer . . . . . . . . . . . . . . . . . . . . . . . . . 11 5.5. String . . . . . . . . . . . . . . . . . . . . . . . . . 12 5.6. Blob . . . . . . . . . . . . . . . . . . . . . . . . . . 12 6. Full Intra Request . . . . . . . . . . . . . . . . . . . . . 12 7. IANA . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 8. RTP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 8.1. Game State Tag Registry . . . . . . . . . . . . . . . . . 12 9. Security . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Appendix A. Acknowledgments . . . . . . . . . . . . . . . . . . 13 Appendix B. Implementations . . . . . . . . . . . . . . . . . . 14 Appendix C. Test Vectors . . . . . . . . . . . . . . . . . . . . 14 C.1. Head Location . . . . . . . . . . . . . . . . . . . . . . 14 Appendix D. Encode API . . . . . . . . . . . . . . . . . . . . . 15 Appendix E. Decode API . . . . . . . . . . . . . . . . . . . . . 15 Appendix F. EBNF . . . . . . . . . . . . . . . . . . . . . . . . 16 Authors' Addresses . . . . . . . . . . . . . . . . . . . . . . . 19 Jennings & Logan Expires 5 September 2022 [Page 2] Internet-Draft Game State over RTP March 2022 1. Overview Many real time applications, such as games, want to to share state about 3D objects across the network. This specification allows an application to define objects with state, and the current values of that state over RTP. The conceptual model is each RTP sender has a small number of objects with state that needs to be synchronized to the other side. The current values are periodically sent over RTP. They MAY be sent when the values change, but they MUST also be sent periodically so that any lost updates are eventually received and state is consistent between the sender and receiver. The state sent can include a time stamp and rate change estimates that allow the receiver to estimate the current state values even at a point in the future. An application that receives a state update can apply it immediately (often called immediate based), wait a fixed delay and then apply state changes (often called delay based), or apply a predicted value based on overwriting any previous predictions (often called rollback based). In many cases the state does not have any units but if does, SI units SHOULD be used. Unless otherwise defined by the application, the default coordinate system SHOULD be a left handed coordinate system where Y points up and X points to the right. Applications can define their own objects or use some of the predefined common objects. Each object is identified by a type and identifier number to uniquely identify the object within the scope of that sender's RTP stream. Multiple updates and objects can be combined in a single RTP packet so that they are guaranteed to be fate shared and either atomically delivered at the same time or not delivered at all to the receiver. The objects are defined as a series of primitives that define common types. The objects and updates to state are encoded with Tag Length Value (TLV) style encoding so that receivers can skip objects they do not understand. The Objects in an single RTP packet MUST be processed in order. This allows a sender to write state in an old format followed by a new format, allowing the new format to override values in the old format. This allows for easy upgrade of the protocol with backwards compatibility. 2. Goals: * Support 2D and 3D * Support delay and rollback based synchronization Jennings & Logan Expires 5 September 2022 [Page 3] Internet-Draft Game State over RTP March 2022 * Relatively compact, simple encoding * Extensible for applications to send custom data * Support for forward and backwards compatibility 3. Primitives This section defines primitives that are useful in defining objects. The definition are in W3C style EBNF [https://www.w3.org/TR/2010/REC- xquery-20101214/#EBNFNotation (https://www.w3.org/TR/2010/REC-xquery- 20101214/#EBNFNotation)]. 3.1. Location Loc1 ::= Float32 /* x */ Float32 /* y */ Float32 /* z */ Loc1 is simply a 3D location of a point stored in Float32; Loc2 ::= Float32 /* x */ Float32 /* y */ Float32 /* z */ Float16 /* vx */ Float16 /* vy */ Float16 /* vz */ Loc2 has a location as Float32 followed by the rate of change in location per second as Float16. 3.2. Scale Scale1 ::= Float16 /* all dimensions */ Scale1 will scale the object in all dimensions equally. Scale2 ::= Float32 /* x */ Float32 /* y */ Float32 /* z */ Float16 /* vx */ Float16 /* vy */ Float16 /* vz */ Scale2 has a scale in each axis as Float32 followed by the rate of change in the scale per second as Float16. Jennings & Logan Expires 5 September 2022 [Page 4] Internet-Draft Game State over RTP March 2022 3.3. Normal Norm1 ::= Float16 /* nx */ Float16 /* ny */ Float16 /* nz */ Normal vector for a point. 3.4. TextureUV TextureUV1 ::= VarUInt /* u */ VarUInt /* v */ Location in texture map for a point. 3.5. Rotation Rot1 ::= Float16 /* i */ Float16 /* j */ Float16 /* k */ The non-real parts of a normalized rotation quaternion. The real part can be computed based on how it is normalized. Rot2 ::= Float16 /* s.i */ Float16 /* s.j */ Float16 /* s.k */ Float16 /* e.i */ Float16 /* e.j */ Float16 /* e.k */ Rot2 defines the s, the current rotation, and e, an estimated value of the rotation in one second. The rotation e is chosen such that rotation of the object will follow a rotation along the great circle path from s to e with an constant angular rotation rate such that it would reach e in 1 second. This representation of rate of change of the rotation allows the receiver to use an algorithm such as SLERP [https://en.wikipedia.org/wiki/Slerp (https://en.wikipedia.org/wiki/ Slerp)] to estimate the current rotation for the object for short periods of time into the future. The representation cannot represent something that is rotating faster than one revolution ever 2 seconds. Jennings & Logan Expires 5 September 2022 [Page 5] Internet-Draft Game State over RTP March 2022 Open Issue: Would there be a better way to represent angular velocity? 3.6. Child Transform Transform1 ::= Float16 /* tx */ Float16 /* ty */ Float16 /* tz */ Defines a linear translation of a child object from a base object. 3.7. Texture URL TextureUrl1 ::= String URL of image with texture map. JPEG images SHOULD be supported. 3.8. Mesh URL MeshUrl1 ::= String URL of external mesh. Open Issue: Any mandatory to implements mesh formats? 3.9. Texture Stream In some cases it is desirable to provide a separate RTP video stream which might have the texture used be the frame from the video stream with the corresponding time to the game object that uses the texture map. To do this there needs to be a way to identity the other RTP video stream. One way to do that is use the "Payload Type" value used for the RTP packets for that video stream. TextureRtpPT1 ::= UInt8 /* pt */ RTP "Payload Type" value of RTP video stream to use as a texture map. Open Issue: Is there a better way to identity video stream? 3.10. Timestamp Time1 ::= UInt16 /* time in ms */ Jennings & Logan Expires 5 September 2022 [Page 6] Internet-Draft Game State over RTP March 2022 Lower 16 bits of number in milliseconds since 00:00:00 UTC on 1 January 1970, not counting leap seconds. The assumption is these timestamps are accurate to about the level of an NTP synchronized clock. In C++20 this can be found with: duration_cast( system_clock::now().time_since_epoch() ).count() % 65536 4. Objects All objects must start with a unique tag that defines the object type, a VarUInt length, a VarUInt objectID, and the data for object. Applications can reserve tags for objects in the registry defined in the IANA section. Objects can be made extensible by adding a section that contains optional tag, length, value tuples. 4.1. Common Objects 4.1.1. Generic Game Object It is common to need to describe the location, rotation, scale, and parent for objects in a scene. Object1 ::= tagObject1 Length ObjectID Time1 Loc1 Rot1 Scale1 ( tagParent1 Length ObjectID )? /* Optional Parent */ Object1 contains a simple 3D location, rotation, scale and an optional ID of a parent object. Object2 ::= tagObject2 Length ObjectID Time1 Loc2 Rot2 Scale2 ( tagParent1 Length ObjectID )? /* Optional Parent */ Object2 has the same information but with the ability to scale differently in each dimension and derivatives that describe how all the parameters change over time. 4.1.2. Player Head Head1 ::= tagHead1 Length ObjectID Time1 Loc2 Rot2 ( tagHeadIpd Length Float16 /* IPD */ )? Jennings & Logan Expires 5 September 2022 [Page 7] Internet-Draft Game State over RTP March 2022 Defines location and rotation of head with optional interpupillary distance (IPD). 4.1.3. Mesh Object with the following variable length arrays: Mesh1 ::= tagMesh1 Length ObjectID ( TextureUrl1 | TextureRtpPT1 ) VarUInt /* num Vertexes */ Loc1+ /* vertexes */ VarUInt /* numNormals */ Norm1* /* normals */ VarUInt /* numTextureCoord */ TextureUV1* /* textureCoord */ VarUInt /* numTrianglesIndex */ VarUInt+ /* trianglesIndex */ The vertex is an array of at least 3 locations that defines the vertex of a triangle mesh. The normals array can either be empty or the same size as the vertex and defines the normal for each vertex. The uv array must be empty or the same size as vertex array and have the u,v coordinate in the texture map for the vertex. The texture can be defined by a URL that may refer to some local resource or a resource retrieved over the network. Alternatively, the texture can reference a local RTP video stream, in which case the most recently received frame of video is used as the texture and texture updates with new frames of video. The triangles array can be of a different size from the vertex array. Each entry defines one triangle in the mesh and contains the index of the three vertexes in the vertexes array. Vertexes MUST be in counter clockwise order. An important limitation to note is that objects cannot span RTP packets so the Mesh needs to be small enough that it size is less that the MTU. A typical limit might be as low as 50 triangles. 4.1.4. External Mesh The Mesh2 object allows a mesh to be loaded from an external URL and then moved, rotated, and scaled. An optional texture map may be used. Jennings & Logan Expires 5 September 2022 [Page 8] Internet-Draft Game State over RTP March 2022 Mesh2::= tagMesh2 Length ObjectID Loc2 Rot2 Scale2 MeshUrl1 ( TextureUrl1 | TextureRtpPT1 )? /* Optional Texture Map */ ( tagParent1 Length ObjectID )? /* Optional Parent */ 4.1.5. Player Hand Hand1 ::= tagHand1 Length ObjectID Time1 Boolean /* left */ Loc2 Rot2 The Hand1 identifies a location and rotation of a hand. The left is true for the left hand, false for a right hand. Hand2 ::= tagHand2 Length ObjectID Time1 Boolean /* left */ Loc2 Rot2 Transform1 /* wrist */ Transform1 /* thumbTip */ Transform1 /* thumbIP */ Transform1 /* thumbMCP */ Transform1 /* thumbCMC */ Transform1 /* indexTip */ Transform1 /* indexDIP */ Transform1 /* indexPIP */ Transform1 /* indexMCP */ Transform1 /* indexCMC */ Transform1 /* middleTip */ Transform1 /* middleDIP */ Transform1 /* middlePIP */ Transform1 /* middleMCP */ Transform1 /* middleCMC */ Transform1 /* ringTip */ Transform1 /* ringDIP */ Transform1 /* ringPIP */ Transform1 /* ringMCP */ Transform1 /* ringCMC */ Transform1 /* pinkyTip */ Transform1 /* pinkyDIP */ Transform1 /* pinkyPIP */ Transform1 /* pinkyMCP */ Transform1 /* pinkyCMC */ Hand2 represents a wired skeletal hand. The boolean is true for the left hand. The location should represent the location of the palm and rotation is from the palm facing the x axis. Jennings & Logan Expires 5 September 2022 [Page 9] Internet-Draft Game State over RTP March 2022 The transform points represent the relative location to the main joints in the fingers from the hand location. The location of the wrist is followed by finger joints. The fingers are ordered by thumb, index, middle, ring, then pinky. The joints are ordered by tip of finger (TIP), distal interphalangeal joint (DIP), proximal interphalangeal joint (PIP), metacarpophalangeal joint (MCP), then carpometacarpal joint (CMC). Note the thumb has no middle phalange so the PIP and DIP joint just become the interphalangeal joint (IP). Note: The Microsoft documentation calls the MCP "knuckle" for the fingers and PIP "middle joint" and the CMC is called "Metacarpal", which is very confusing since this is not the metacarpophalangeal joint. The MCP for the thumb gets called "proximal", not knuckle, and the IP is "middle". Names of the joints are explained in [https://en.wikipedia.org/wiki/ Interphalangeal_joints_of_the_hand (https://en.wikipedia.org/wiki/ Interphalangeal_joints_of_the_hand)] This is about 175 bytes, so at a 5Hz update rate this will be around 10 Kbps. [TODO: Check.] 5. Encoding Each RTP payload will contain one or more objects. An object cannot be split across two RTP packets. The general design is that if the decoder has not been coded to understand a given object type, the decode can skip over the object to the next object but will not be able to provide any information and the internal format of the data. The objects are defined such that they always start with a tag that indicates the type followed by a length of the object (so it can be skipped). Any optional or variable parts of the object also use tags so that the decoder can always be implemented as a LL(1) parser. In general, network byte order encoding is used on the wire. A length field is encoded to represent the number of bytes following the length field and does not include the size of the length field or information before it. 5.1. Tag Constant values of tags can be found in the IANA section. They are encoded as VarUInt. Jennings & Logan Expires 5 September 2022 [Page 10] Internet-Draft Game State over RTP March 2022 5.2. Float Float16, Float32, and Float64 are encoded as IEEE 754 half, single, and double precisions respectively. The half precision are often useful for things where only a few significant digits are needed such as normals. The internal representation of them will often be single precession (four bytes) in memory but they can be reduced to two bytes when encoded on the wire. Note there is an example decode for a single precision float at [https://datatracker.ietf.org/doc/html/rfc7049#appendix-D (https://datatracker.ietf.org/doc/html/rfc7049#appendix-D)] 5.3. Boolean Encoded as byte with 0 for false or 1 for true. 5.4. Integer UInt8, Int8, UInt16, Int16, UInt32, Int32, UInt16, Int64 encoded as 1, 2, 4, or 8 bytes. VarInt is encoded as: * Top bits of first byte is 0, then 7 bit signed integer (-64 to 63) * Top bits of first byte is 10, then 6+8 bit signed integer (-8192 to 8191) * Top bits of first byte is 110, then 5+16 bit signed integer (1,048,576 to 1,048,575) * Top bits of first byte is 1110,0001 then next 4 bytes 32 bit signed integer * Top bits of first byte is 1110,0010 then next 8 bytes 64 bit signed integer VarUInt is encoded as: * Top bits of first byte is 0, then 7 bit unsigned integer * Top bits of first byte is 10, then 6+8 bit unsigned integer * Top bits of first byte is 110, then 5+16 bit unsigned integer Jennings & Logan Expires 5 September 2022 [Page 11] Internet-Draft Game State over RTP March 2022 * Top bits of first byte is 1110,0001 then next 4 bytes 32 bit unsigned integer * Top bits of first byte is 1110,0010 then next 8 bytes 64 bit unsigned integer 5.5. String Strings are encoded as a VarUInt length in bytes (not characters) followed by a UTF-8 representation of the string. 5.6. Blob Blobs are encoded as a VarUInt length in bytes followed by the binary data that goes in the blob. 6. Full Intra Request RTP supports a Full Intra Request (FIR) Feedback Control feedback messages. When an RTP sender receives a FIR, it SHOULD send a copy of all the relevant game state. 7. IANA 8. RTP This section can be split out a separate payload draft we need some extra work. The media type is application/gamestate. There are no optional or required parameters. The RTP marker bit is not used. The RTP clock MUST be 90 kHz. Multiple Objects as defined in this specification can be concatenated into one RTP payload. TODO: The SDP MAY include an objectTags type that indicates the tag values of all the supported objects types. TODO: define storage format as well as RTP payload format details. 8.1. Game State Tag Registry The specification defines a new IANA registry for tag values. All values MUST be greater than zero. Jennings & Logan Expires 5 September 2022 [Page 12] Internet-Draft Game State over RTP March 2022 Values 1-127 are assigned by "IETF Review" as defined in [RFC8126], and should only be used when size is critical, the object is small, and will be used frequently. Values 127-16383 are assigned by "Specification Required" as defined in [RFC8126]. Values 16384 to 2,097,151 are "First Come First Served" as defined in [RFC8126]. Initial assignments are: +=============+=======+ | TagName | Value | +=============+=======+ | tagInvalid | 0 | +-------------+-------+ | tagHead1 | 1 | +-------------+-------+ | tagHand1 | 2 | +-------------+-------+ | tagObject1 | 3 | +-------------+-------+ | tagParent1 | 4 | +-------------+-------+ | tagMesh1 | 128 | +-------------+-------+ | tagHand2 | 129 | +-------------+-------+ | tagHeadIPD1 | 130 | +-------------+-------+ | tagObject2 | 131 | +-------------+-------+ | tagMesh2 | 132 | +-------------+-------+ Table 1 9. Security Like most things in RTP, the data can be personal identifying information. For example, the Hand2 type of data when generated by tracking a persons hand might identify that user. Appendix A. Acknowledgments Thanks to Paul Jones for comments and writing an implementation. Jennings & Logan Expires 5 September 2022 [Page 13] Internet-Draft Game State over RTP March 2022 Appendix B. Implementations A C++ open source implementation is available at: TODO. Appendix C. Test Vectors C.1. Head Location Head Location type 1 with head at location 1.1, 0.2, 30.0, no rotation (so quaternion 0, 0, 0, 1) and not rotating, an objectID of 4, a time of 5 ms after epoch and an IPD of 0.056. Jennings & Logan Expires 5 September 2022 [Page 14] Internet-Draft Game State over RTP March 2022 +=========+=========+=======+============+ | Field | Type | Value | Hex | +=========+=========+=======+============+ | head1 | Tag | 1 | 0x01 | +---------+---------+-------+------------+ | len | VarInt | 33 | 0x21 | +---------+---------+-------+------------+ | objID | VarInt | 0 | 0x00 | +---------+---------+-------+------------+ | time | UInt16 | 5 | 0x0500 | +---------+---------+-------+------------+ | loc.x | Float32 | 1.1 | 0x3F8CCCCD | +---------+---------+-------+------------+ | loc.y | Float32 | 0.2 | 0x3E4CCCCD | +---------+---------+-------+------------+ | loc.z | Float32 | 30.0 | 0x41F00000 | +---------+---------+-------+------------+ | loc.vx | Float16 | 0.0 | 0x0000 | +---------+---------+-------+------------+ | loc.vy | Float16 | 0.0 | 0x0000 | +---------+---------+-------+------------+ | loc.vz | Float16 | 0.0 | 0x0000 | +---------+---------+-------+------------+ | rot.s.i | Float16 | 0.0 | 0x0000 | +---------+---------+-------+------------+ | rot.s.j | Float16 | 0.0 | 0x0000 | +---------+---------+-------+------------+ | rot.s.k | Float16 | 0.0 | 0x0000 | +---------+---------+-------+------------+ | rot.e.i | Float16 | 0.0 | 0x0000 | +---------+---------+-------+------------+ | rot.e.j | Float16 | 0.0 | 0x0000 | +---------+---------+-------+------------+ | rot.e.k | Float16 | 0.0 | 0x0000 | +---------+---------+-------+------------+ Table 2 Appendix D. Encode API API that take a high level representation of each object where types are all float or int and returns a memory buffer. Appendix E. Decode API API that takes binary data and set up objects and updates the objects and returns object ids that were updated. Jennings & Logan Expires 5 September 2022 [Page 15] Internet-Draft Game State over RTP March 2022 For each object, an API to get the predicted values at a given time. Appendix F. EBNF Head1 ::= tagHead1 Length ObjectID Time1 Loc2 Rot2 ( tagHeadIpd Length Float16 /* IPD */ )? Mesh1 ::= tagMesh1 Length ObjectID ( TextureUrl1 | TextureRtpPT1 ) VarUInt /* num Vertexes */ Loc1+ /* vertexes */ VarUInt /* numNormals */ Norm1* /* normals */ VarUInt /* numTextureCoord */ TextureUV1* /* textureCoord */ VarUInt /* numTrianglesIndex */ VarUInt+ /* trianglesIndex */ Mesh2::= tagMesh2 Length ObjectID Loc2 Rot2 Scale2 MeshUrl1 ( TextureUrl1 | TextureRtpPT1 )? /* Optional Texture Map */ ( tagParent1 Length ObjectID )? /* Optional Parent */ Object1 ::= tagObject1 Length ObjectID Time1 Loc1 Rot1 Scale1 ( tagParent1 Length ObjectID )? /* Optional Parent */ Object2 ::= tagObject2 Length ObjectID Time1 Loc2 Rot2 Scale2 ( tagParent1 Length ObjectID )? /* Optional Parent */ Hand1 ::= tagHand1 Length ObjectID Time1 Boolean /* left */ Loc2 Rot2 Hand2 ::= tagHand2 Length ObjectID Time1 Boolean /* left */ Loc2 Rot2 Transform1 /* wrist */ Transform1 /* thumbTip */ Transform1 /* thumbIP */ Transform1 /* thumbMCP */ Transform1 /* thumbCMC */ Jennings & Logan Expires 5 September 2022 [Page 16] Internet-Draft Game State over RTP March 2022 Transform1 /* indexTip */ Transform1 /* indexDIP */ Transform1 /* indexPIP */ Transform1 /* indexMCP */ Transform1 /* indexCMC */ Transform1 /* middleTip */ Transform1 /* middleDIP */ Transform1 /* middlePIP */ Transform1 /* middleMCP */ Transform1 /* middleCMC */ Transform1 /* ringTip */ Transform1 /* ringDIP */ Transform1 /* ringPIP */ Transform1 /* ringMCP */ Transform1 /* ringCMC */ Transform1 /* pinkyTip */ Transform1 /* pinkyDIP */ Transform1 /* pinkyPIP */ Transform1 /* pinkyMCP */ Transform1 /* pinkyCMC */ Tag ::= VarUInt tagInvalid ::= #x00 tagHead1 ::= #x01 tagHand1 ::= #x02 tagObject1 ::= #x03 tagParent1 ::= #x04 tagMesh1 ::= #x80 #x00 tagHand2 ::= #x80 #x01 tagHeadIpd ::= #x80 #x02 tagMesh2 ::= #x80 #x04 tagObject2 ::= #x80 #x03 ObjectID ::= VarUInt Length ::= VarUInt Loc1 ::= Float32 /* x */ Float32 /* y */ Float32 /* z */ Loc2 ::= Float32 /* x */ Float32 /* y */ Float32 /* z */ Float16 /* vx */ Jennings & Logan Expires 5 September 2022 [Page 17] Internet-Draft Game State over RTP March 2022 Float16 /* vy */ Float16 /* vz */ Scale1 ::= Float16 /* all dimensions */ Scale2 ::= Float32 /* x */ Float32 /* y */ Float32 /* z */ Float16 /* vx */ Float16 /* vy */ Float16 /* vz */ Norm1 ::= Float16 /* x */ Float16 /* y */ Float16 /* z */ TextureUV1 ::= VarUInt /* u */ VarUInt /* v */ Rot1 ::= Float16 /* i */ Float16 /* j */ Float16 /* k */ /* w computed based on quaternion is normalized */ Rot2 ::= Float16 /* s.i */ Float16 /* s.j */ Float16 /* s.k */ Float16 /* e.i */ Float16 /* e.j */ Float16 /* e.k */ Transform1 ::= Float16 /* tx */ Float16 /* ty */ Float16 /* tz */ TextureUrl1 ::= String MeshUrl1 ::= String TextureRtpPT1 ::= UInt8 /* pt */ Jennings & Logan Expires 5 September 2022 [Page 18] Internet-Draft Game State over RTP March 2022 Time1 ::= UInt16 /* time in ms */ Tag ::= VarUInt Boolean ::= #x00 | #x01 String ::= VarUInt byte* Blob ::= VarUInt byte* Float16 ::= byte byte Float32 ::= byte byte byte byte Float64 ::= byte byte byte byte byte byte byte byte Int8 ::= byte Int16 ::= byte byte Int32 ::= byte byte byte byte Int64 ::= byte byte byte byte byte byte byte byte UInt8 ::= byte UInt16 ::= byte byte UInt32 ::= byte byte byte byte UInt64 ::= byte byte byte byte byte byte byte byte VarUInt ::= ( [#x0-#x7F] ) | ( [#x80-#x87] byte ) | ( [#x88-#x8B] byte byte ) | ( #xE1 UInt32 ) | ( #xE2 UInt64 ) VarInt ::= ( [#x0-#x7F] ) | ( [#x80-#x87] byte ) | ( [#x88-#x8B] byte byte ) | ( #xE1 Int32 ) | ( #xE2 Int64 ) byte ::= [#x00-#xFF] Authors' Addresses Cullen Jennings cisco Canada Email: fluffy@iii.ca Jennings & Logan Expires 5 September 2022 [Page 19] Internet-Draft Game State over RTP March 2022 Rich Logan Cisco United Kingdom Email: rilogan@cisco.com Jennings & Logan Expires 5 September 2022 [Page 20]