Nathan Curtis 57421c8a58 There are many ways I could rant about this, but I'm going to try to keep it short and
informative (and clean ><)...

While testing the ability to go straight to someone in a game from My Whirled, I was getting 
decoding streaming problems (but only sometimes) when fetching the game data.  After many hours
of looking for the problem and swearing up and down that it was nothing but consistent, malicious 
bitrot, I've tracked it down to this.

In Underwhirled Drift (which is the game I was testing this on), I have a couple of property arrays
that get set when the game is first started up with this:

    _control.set(PLAYER_STATE, new Array(numPlayers));

This allows me to fill in the proper indices at a later time in random order.  This was working
fine for multi-player games, and after what I've discovered here, I think I can get away with 
something simpler, but that can wait for later.

When this was getting encoded, the expected effect would be to encode a TypedArray with a null
in each spot that is defined in the source array (numPlayers long).  In fact, it was creating an
empty, zero length TypedArray.  I'm not sure why - but that was confusing the system somewhere
along the line so that when that set of bytes was read back from the server on another client 
(for instance, when fetching the EZGameObject when trying to join an in-progress game).  Of course,
zero-length TypedArrays should go over the wire just fine, so I'm not entirely convinced that I've
tracked down the entire problem (or if that is in fact the issue, then it needs to be addressed).

The diffs here will cause the encoding and decoding to correctly pull nulls out of the array, and 
put them in the TypedArray.  The moral of this story is to watch out for this construct:

    for each (var obj :Object in arr) {
    }

...it may not always be doing what you would rightfully expect...


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4827 542714f4-19e9-0310-aa3c-eee0fc999fb1
2007-09-18 23:29:49 +00:00
2006-06-29 21:15:54 +00:00
2007-08-28 20:26:04 +00:00
2007-02-24 00:39:27 +00:00
2007-08-01 17:24:32 +00:00
2004-08-27 02:12:55 +00:00
2004-08-27 17:44:44 +00:00

The Narya library
-----------------

The Narya library provides various facilities for making networked
multiplayer games. It's various packages include:

  * geom, util, io - basic tools for doing networked I/O, data structure
    manipulation and some geometry math
  * resource - tools for bundling, deploying and managing media (images,
    sounds, etc.) with a game
  * media - a framework for doing "active" rendering in Java
  * media.image - tools for loading, caching, manipulating and displaying images
  * media.sound - tools for loading, caching, and playing audio
  * media.animation, media.sprite - works in concert with the active
    rendering system and provides tools for defining and manipulating
    sprites (graphical entities that follow paths) and animations
    (graphical entities that affect the display in other ways)
  * miso - a framework for defining and displaying isometrically rendered scenes
  * presents - a framework for distributing information among a server and
    networked clients
  * crowd - builds on the presents framework to create the notion of
    bodies and rooms and provides chat infrastructure
  * whirled - builds on the crowd framework and defines a scene graph with
    portals to move between scenes and provides hooks for distributing and
    updating scene data (for example isometric rendering information) over
    the network
  * cast - a framework for defining and using recolorable, composited
    characters with different poses and actions
  * parlor - builds upon the crowd framework to create the notion of a
    game with players and provides tools for making turn based games
  * puzzle - builds on the parlor and media frameworks to provide tools
    for implementing puzzle games in a networked environment
  * micasa - builds on the parlor framework to provide lobbies and
    matchmaking for multiplayer games 

Documentation is somewhat sparse at the moment, but inspection of the code
in the tests/ directory shows examples of use of many features of the
library.

Building
--------

Building the library is very simple. First ensure that the necessary third
party jar files are available either in the lib/ directory or in the
system wide jar file location specified in build.xml. See lib/README for a
list of the necessary third party jar files and how to get them.

The library is built using ant, a modern build tool available from The
Jakarta Project. If you aren't already using ant for other projects, it
can be found here:

  http://jakarta.apache.org/ant/

Invoke ant with any of the following targets:

  all: builds the distribution files and javadoc documentation
  compile: builds only the class files (dist/classes)
  javadoc: builds only the javadoc documentation (dist/docs)
  dist: builds the distribution jar files (dist/*.jar)

Distribution
------------

The Narya library is released under the LGPL. The most recent version of
the library is available here:

  http://www.threerings.net/code/narya/

Contribution
------------

Contributions to Narya are welcome. Control of the CVS repository is
presently in the hands of mdb@threerings.net, who should be emailed about
submissions. Soon we will be migrating to Subversion and making the
repository publicly accessible. For now, source releases are available at
the above website.

Contact Information
-------------------

Narya is actively developed by the scurvy dogs at Three Rings Design,
Inc. Contact Michael Bayne <mdb@threerings.net> with questions, comments
and other wordly endeavors.

$Id: README,v 1.1 2004/08/27 17:44:44 mdb Exp $
S
Description
Distributed application framework, good for MMOGs
Readme 24 MiB
Languages
Java 69.1%
ActionScript 26.6%
C++ 3.1%
Go Template 0.8%
HTML 0.2%
Other 0.1%