9e7b10b31c
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@373 542714f4-19e9-0310-aa3c-eee0fc999fb1
125 lines
5.3 KiB
Plaintext
125 lines
5.3 KiB
Plaintext
Parlor Design -*- mode: outline -*-
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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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* Technical design
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What follows is a class by class breakdown of the Parlor services, each
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with a brief description of the class's functionality and role in
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implementing the services. Package names are listed relative to the base
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Parlor package.
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** data.GameObject
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Maintains the public shared state of a game and provides a means by which
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the game manager can broadcast information to all of the players and
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observers of a game.
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** server.GameManager
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Primarily responsible for all game management on the server. Handles
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updates to the game state, manages game flow, keeps track of players.
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** data.GameConfig
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Used when configuring a game before creating it. Contains all the
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configuration options for a particular game, is populated on the client
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and delivered with a game creation request.
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** server.ParlorManager
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Manages the game managers. Provides information like all publicly visible,
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in progress games of a particular type.
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** client.ParlorService
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Provides the client interface to the various game services, like:
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- Sending an invitation to another player
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- Sending a game creation request
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** server.ParlorProvider
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Provides the server implementation of the various game services that
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aren't handled by a game manager (generally those that take place before a
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game has started):
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- Delivering an invitation to another player
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- Handling a game creation request
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** client.ParlorDirector
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Handles the creation of games on the client side. As the server notifies a
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client when there presence is required for a game in which they are a
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participant, the game director is the entity listening for those
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notifications and it dispatches the necessary information to the client
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entity that is responsible for creating the user interface for a
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particular game and participating in the game on the client side.
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* Notes
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Where does the panel/view, controller stuff fit in? Should it be in its
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own package and used by the Parlor services or provided directly?
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Update ParlorManager to check access control related things before
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accepting and delivering an invitation.
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How to prune stale invitations since invitations are not set up to be tied
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to a location (in which case we could use occupant added/removed to
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trigger invite cleanup)?
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