The JSON protocol takes the binary stream protocol of KGS and converts it into a JSON protocol based on HTTP requests. All requests are sent to a servlet named "access"; POST requests submit upstream (client-to-server) messages, and GET requests fetch downstream (server-to-client) messages. All messages have a "type" value that indicates their content and meaning. You start the process by posting a LOGIN message, then immediately after the POST completes you need to post a GET request to hear the server's response. Once a GET response returns a LOGIN_SUCCESS message, it is safe to start posting more upstream requests. When a GET requests completes, post another request; you should always have a GET request active so you can get downstream messages from the server as soon as they are available. GET requests will time out after 1 minute and return an empty object. That's fine, this is to make sure that the requests don't time out, so just post another GET. As long as you get a status code 200 from your GET, all is well. Once you get a LOGOUT messages in your GET, then you are disconnected and should no longer post GET requests. A non-200 status code also indicates that you are logged out; you should always get your LOGOUT first, but if there is a networking error or some such you may get the non-200 status codes instead.
An extremely simple "example client" that shows how to use the GET/POST protocol is provided in this webapp. It's more of a protocol test than an example client, but it demonstrates the sysetem.
A lot of the data up and down is marked as belonging to a channel. Rooms, games, challenges, private conversations, even user archives and user details are all channels. Every channel has an integer channelId; all messages that travel in a channel must have the channelId contained within them. Channel IDs are always positive, so they may range from 1 through 231-1.
String constants in the protocol are a mix of ALL_CAPS and camelCase. Sorry. Constants that are from Java enums in the server code are all caps; constants that are from SQL database values are camel case. You must always use the exact right case for all constants.
The message names are fairly irregular. Originally I intended all messages names to begin with the object that they manipulate (e.g., ROOM_JOIN, GAME_LOAD), but I did not follow that very consistently. I also intended to have upstream and downstream messages to always have different names, with a lot of xxx_REQUEST upstream messages answered by xxx_SUCCESS downstream messages, but in some cases I got careless there also so there are upstream and downstream messages with the same name. I apologize for that.
Has this webapp been well tested? Heck no! It's probably completely riddled with bugs. The only testing I have done so far is to use the example client to log in, join a game, chat a bit, etc. I will be as fast as I can in fixing any problems found and putting up a new version of the webapp. Please report any problems to me at email@example.com.