More notes.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@362 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
+50
-8
@@ -1,9 +1,6 @@
|
||||
Parlor Design -*- mode: outline -*-
|
||||
|
||||
* Notes
|
||||
|
||||
* Overview
|
||||
|
||||
The Parlor package intends to provide a framework that supports the
|
||||
implementation of simple networked games. These may be turn based, puzzle,
|
||||
party, or other types of games that involve one or more players acting out
|
||||
@@ -18,7 +15,6 @@ to implementing simple online games.
|
||||
The services provided are divided into the following components:
|
||||
|
||||
** Game configuration and creation
|
||||
|
||||
Games are likely to have a variety of configuration options that need be
|
||||
negotiated before the game starts and then communicated to the game
|
||||
management code. Additionally, players must be brought together via some
|
||||
@@ -42,7 +38,6 @@ This component aims to provide the following services:
|
||||
them to the game manager.
|
||||
|
||||
** Game state management
|
||||
|
||||
Once the game has begun, a means is needed to share the public game state
|
||||
with the players of the game and to communicate private game state if and
|
||||
when necessary. This component uses the Cocktail distributed object
|
||||
@@ -50,7 +45,6 @@ services to share information among the players and provide channels of
|
||||
communication between the game manager and the players.
|
||||
|
||||
** Game flow management
|
||||
|
||||
Many games share a common order of events or flow. Turn based games, for
|
||||
example, tend to progress by each player taking the action appropriate for
|
||||
their turn after which the turn proceeds to the next player. This
|
||||
@@ -60,16 +54,64 @@ game implementation to the authoring only of code specific to the game in
|
||||
question.
|
||||
|
||||
** Rating calculation and tracking
|
||||
|
||||
Rating calculation and tracking are popular components of most online
|
||||
games. The Parlor services will incorporate hooks for calculating ratings
|
||||
adjustments for players when a game's outcome has been decided and will
|
||||
provide a framework for storing those ratings persistently.
|
||||
|
||||
** Player availability management
|
||||
|
||||
A plague of online gameplay is that any of the players may disconnect from
|
||||
the game server at any time, or simply stop responding. The Parlor
|
||||
services aim to provide common facilities for handling disappeared or
|
||||
unresponsive players in whatever way is most appropriate for each
|
||||
particular game.
|
||||
|
||||
* Technical design
|
||||
What follows is a class by class breakdown of the Parlor services, each
|
||||
with a brief description of the class's functionality and role in
|
||||
implementing the services. Package names are listed relative to the base
|
||||
Parlor package.
|
||||
|
||||
** data.GameObject
|
||||
Maintains the public shared state of a game and provides a means by which
|
||||
the game manager can broadcast information to all of the players and
|
||||
observers of a game.
|
||||
|
||||
** server.GameManager
|
||||
Primarily responsible for all game management on the server. Handles
|
||||
updates to the game state, manages game flow, keeps track of players.
|
||||
|
||||
** data.GameConfig
|
||||
Used when configuring a game before creating it. Contains all the
|
||||
configuration options for a particular game, is populated on the client
|
||||
and delivered with a game creation request.
|
||||
|
||||
** server.ParlorManager
|
||||
Manages the game managers. Provides information like all publicly visible,
|
||||
in progress games of a particular type.
|
||||
|
||||
** client.ParlorService
|
||||
Provides the client interface to the various game services, like:
|
||||
|
||||
- Sending an invitation to another player
|
||||
- Sending a game creation request
|
||||
|
||||
** server.ParlorProvider
|
||||
Provides the server implementation of the various game services that
|
||||
aren't handled by a game manager (generally those that take place before a
|
||||
game has started):
|
||||
|
||||
- Delivering an invitation to another player
|
||||
- Handling a game creation request
|
||||
|
||||
** client.ParlorDirector
|
||||
Handles the creation of games on the client side. As the server notifies a
|
||||
client when there presence is required for a game in which they are a
|
||||
participant, the game director is the entity listening for those
|
||||
notifications and it dispatches the necessary information to the client
|
||||
entity that is responsible for creating the user interface for a
|
||||
particular game and participating in the game on the client side.
|
||||
|
||||
* Notes
|
||||
Where does the panel/view, controller stuff fit in? Should it be in its
|
||||
own package and used by the Parlor services or provided directly?
|
||||
|
||||
Reference in New Issue
Block a user