Initial overview of Parlor services.
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Parlor Design -*- mode: outline -*-
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* Notes
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* Overview
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The Parlor package intends to provide a framework that supports the
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implementation of simple networked games. These may be turn based, puzzle,
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party, or other types of games that involve one or more players acting out
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a fairly uncomplicated game mechanic.
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It builds upon the Cocktail package also provided by the <?> platform. The
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Cocktail package is used to provide a basic network environment where
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clients can share information with the server and with one another. It
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allows the Parlor services to largely concentrate on requirements specific
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to implementing simple online games.
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The services provided are divided into the following components:
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** Game configuration and creation
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Games are likely to have a variety of configuration options that need be
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negotiated before the game starts and then communicated to the game
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management code. Additionally, players must be brought together via some
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sort of matchmaking mechanism that is apporpriate for the particular game.
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This component aims to provide the following services:
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- A simple invitation mechanism: one player invites another to play a
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game.
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- A table-based matchmaking mechanism: one player creates a table with a
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game configured in a specific way and other players "sit down" at that
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table to join the game.
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- A room-based, party game creation mechanism: one player configures the
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game and creates a room in which the game is taking place. Other players
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enter that room and either enter the game immediately or participate
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when the next "round" begins.
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- An extensible game configuration mechanism: an object model and user
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interface for setting game configuration parameters and communicating
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them to the game manager.
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** Game state management
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Once the game has begun, a means is needed to share the public game state
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with the players of the game and to communicate private game state if and
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when necessary. This component uses the Cocktail distributed object
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services to share information among the players and provide channels of
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communication between the game manager and the players.
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** Game flow management
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Many games share a common order of events or flow. Turn based games, for
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example, tend to progress by each player taking the action appropriate for
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their turn after which the turn proceeds to the next player. This
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component aims to extract, as much as possible, the commonalities among
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game flows and implement them in extensible manager classes that reduce
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game implementation to the authoring only of code specific to the game in
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question.
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** Rating calculation and tracking
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Rating calculation and tracking are popular components of most online
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games. The Parlor services will incorporate hooks for calculating ratings
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adjustments for players when a game's outcome has been decided and will
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provide a framework for storing those ratings persistently.
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** Player availability management
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A plague of online gameplay is that any of the players may disconnect from
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the game server at any time, or simply stop responding. The Parlor
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services aim to provide common facilities for handling disappeared or
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unresponsive players in whatever way is most appropriate for each
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particular game.
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