Initial revision of cocktail multiplayer networked gaming platform. (Far
from complete.) git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2 542714f4-19e9-0310-aa3c-eee0fc999fb1
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Cher Mk3 Design -*- outline -*-
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* Why Cher?
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The basic function of this layer is to allow the sharing (Cher-ing) of
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information among different nodes in the network. Plus, I don't think Cher
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has ever had a software system named after her and it's high time. Imagine
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Cher as the social lubricant that allows the party goers to communicate.
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* Client components
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** DObjectManager
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Manages object proxies; converts value change requests into events,
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forwards them via the iomgr; dispatches events on incoming queue; reaps
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proxies when last subscriber goes away
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** UI (AWT/Swing)
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Standard AWT/Swing UI
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** UI (Controller)?
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Provides a paradigm of controllers and commands; code can post commands
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back to the controller queue for later execution; UI elements structured
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to automatically generate commands; will probably opt not to use this in
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favor of Swing's built-in paradigms
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** I/O Manager
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*** Reader
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Reads incoming data from the socket; decodes messages; posts events to
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domgr queue; notifies object subscription penders (this should be done
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asychronously)
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*** Writer
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Encodes object subscription and event forwarding requests; writes them to
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the outgoing socket
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** Client object
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Informs exo-client about connection state changes; provides interface to
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connection + authentication (logon) and disconnection (logoff); provides
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access to omgr and client dobj
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