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imported>Kymara
Perceptions: We don't use UDP, delivery is guaranteed, we don't get out of sync.
imported>Hendrik Brummermann
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In a first attempt, we send clients back an action that was the result of their action. However, this made the code really hard because we had to update two different things, perceptions and actions. Instead the solution appears intuitively: Why not join action reply and perceptions.
In a first attempt, we send clients back an action that was the result of their action. However, this made the code really hard because we had to update two different things, perceptions and actions. Instead the solution appears intuitively: Why not join action reply and perceptions.


So the action reply is stored inside each object (that executed the action ) with a set of attributes that determine the action return status and the attributes. This way of doing replys makes it a bit harder on RPManager but it simplifys the creation of new clients alot.
So the action reply is stored inside each object (that executed the action ) with a set of attributes that determine the action return status and the attributes. This way of doing replies makes it a bit harder on RPManager but it simplifies the creation of new clients a lot.


See Actions reply in the Objects documentation to know exactly what is returned. However, keep in mind that the return result depends of each particular game.
See Actions reply in the Objects documentation to know exactly what is returned. However, keep in mind that the return result depends of each particular game.
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[[Category:Marauroa]]
[[Category:Marauroa]]
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