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{{Navigation for Marauroa Top|Internals}}
{{Navigation for Marauroa Developers}}


= Basic idea behind GameManager =
= Basic idea behind GameManager =
The idea behind the Game Manager is to handle all the "business logic". This Manager decides how to reply to each individual message.
The idea behind the Game Manager is to handle all the "business logic". This Manager decides how to reply to each individual message.
Line 16: Line 20:
</pre>
</pre>


So let's define the reply to each message. Before explaining how to process eahc message, let's clarify that the best way of modelling this system is using finite automates, (finite state machine) where, based on the input, we change the state we are currently in and produce an output.
So let's define the reply to each message. First, let's clarify that the best way of modelling this system is using finite automates, (a finite state machine) where, based on the input, we change the state we are currently in and produce an output.
== Login stage ==
<b>NOTE</b>: This stage has been split in 3 to allow proper secure login.
<b>NOTE</b>: Explain here how secure login works.


<pre>
<pre>
Line 51: Line 58:


Postcondition: The state MUST be NULL or STATE_LOGIN_COMPLETE
Postcondition: The state MUST be NULL or STATE_LOGIN_COMPLETE
and a we have created a PlayerEntry for this player with an unique correct clientid.
and a we have created a PlayerEntry for this player with a unique clientid.


</pre>
</pre>

== Choose character stage ==
<pre>
<pre>
Process C2S ChooseCharacter ( STATE_LOGIN_COMPLETE )
Process C2S ChooseCharacter ( STATE_LOGIN_COMPLETE )
Line 76: Line 85:


</pre>
</pre>

== Logout stage ==
<pre>
<pre>


Line 98: Line 109:


</pre>
</pre>

== Perception confirmation stage ==
<pre>
<pre>


Line 109: Line 122:


</pre>
</pre>

== Transfer confirmation stage ==
<pre>
<pre>


Line 124: Line 139:
Postcondition: The state is STATE_LOGIN_BEGIN and the content waiting for player is clear.
Postcondition: The state is STATE_LOGIN_BEGIN and the content waiting for player is clear.
</pre>
</pre>

= Basic idea behind Database storage =
==Database Tables and Relationships ==

The database table relationship schema is:
<pre>
Table PLAYER
{
PK(username)
password
}

Table CHARACTERS
{
PK(character)
content
}

Table LOGIN_EVENT
{
PK(id)
address
timedate
result
}

Table STATISTICS
(
PK(timedate)

bytes_send
bytes_recv

players_login
players_logout
players_timeout
players_online
)

Table RPOBJECT
(
PK(id)
slot_id
)

Table RPATTRIBUTE
(
PK(object_id)
PK(name)
value
)

Table RPSLOT
(
object_id
name
PK(slot_id)
)
</pre>

Relationships:
<pre>
Relationship PLAYER_CHARACTERS
{
PK(player_username)
PK(characters_character)
}

Relationship PLAYER_LOGIN_EVENT
{
PK(player_username)
PK(login_event_id)
}
</pre>
Translate this to SQL easily and you have the SQL schema of Marauroa


== JDBC Database HOWTO==
JDBC technology is an API that lets you access virtually any tabular data source from the Java programming language. It provides cross-DBMS connectivity to a wide range of SQL databases, and now, with the new JDBC API, it also provides access to other tabular data sources, such as spreadsheets or flat files.

JDBCPlayerDatabase is anyway not database independent; on the Player table we are using AUTOINCREMENT that is a unique keyword of MySQL that is not part of the SQL standard.

You need to download MySQL Connector/J in order to get it to run. <br>
http://www.mysql.com/downloads/api-jdbc-stable.html

To configure Marauroa to work with a JDBC source we need to modify the configuration of the JDBC Connection.

So open the configuration file marauroad.ini ''(or any other)'' and edit the next fields
<pre>
marauroa_DATABASE=JDBCPlayerDatabase

jdbc_class=com.mysql.jdbc.Driver
jdbc_url=jdbc:mysql://localhost/marauroa
jdbc_user=marauroa_dbuser
jdbc_pwd=marauroa_dbpwd
</pre>

jdbc_class is the field that says what Driver to use. Please refer to your software manual to see the multiple options.

jdbc_url points to the type and source of the information, for MySQL the string must be as follow:

jdbc:mysql://ip:database_name/

jdbc_user is the username for the database and jdbc_pwd is the password for that username in the database.

Then simply save the changes and ready.

Before using the application with the database, you need to create the database itself. So in case of MySQL just open MySQL and write:
<pre>
create database marauroa;
grant all on marauroa.* to marauroa_dbuser@localhost identified by 'marauroa_dbpwd';
</pre>

The rest of code is handled by the server itself, and will create the tables if they don't exits.


=PlayerContainer Explained=
=PlayerContainer Explained=
PlayerContainer is the data structure that contains all of the needed info about the players to keep the game running.
PlayerContainer is the data structure that contains all of the information about the players while the game is running.


It consists of a list of RuntimePlayerEntry objects, and is heavily linked with the PlayerDatabase, so we can hide the complexity to GameManager. By making PlayerDatabase hidden by PlayerContainer we achieve the illusion that managing the runtime behavior we modify automatically the permanent one.
It consists of a list of RuntimePlayerEntry objects and is heavily linked with the PlayerDatabase, so we can hide the complexity to GameManager. By making PlayerDatabase hidden by PlayerContainer we achieve the illusion that managing the runtime behavior we modify automatically the permanent one.


RuntimePlayerEntry is the structure that contains the information of the player while it is online. <br>RuntimePlayerEntry contains:
RuntimePlayerEntry is the structure that contains the information about the player while it is online. <br>RuntimePlayerEntry contains:
* clientid<br>
* <i>clientid</i><br>
Clientid is the field in charge of indexing players in the server. See the document about clientid generation to understand what they are and how they are generated.
Clientid is the field that indexes players in the server. See the documentation about clientid generation to understand what they are and how they are generated.
* source<br>
* <i>source</i><br>
Source is the IPv4 address of the client, so that we can determine if the message is really coming from client or another person trying to impersonate it.
Source is the IPv4 address of the client. This is used to determine if the message is really coming from the client or another person trying to impersonate it.
* timestamp<br>
* <i>timestamp</i><br>
Timestamp is used to determine if a client has timed out and as such, it is only wasting resources on the server. As you know, UDP is not a delivery-guaranteed protocol, so we need to check ourselves for dead clients. Take care that it only indicates that the player timed out, it doesn't apply any kind of measures over them.
Timestamp is used to determine if a client has timed out in which case it is only wasting resources on the server. As you may already know, UDP is not a delivery-guaranteed protocol, so we need to check for dead clients ourselves. Note that this only indicates that the player timed out and it doesn't apply any kind of measures on them.
* storedTimestamp<br>
* <i>storedTimestamp</i><br>
storeTimestamp is used to determine when it was the last time that this player was stored on database, as storing for each change will be very CPU consuming so we cached it and store each 5 minutes.
storeTimestamp is used to determine when the player was last stored in the database. We don't store each time the player info changes as this would obviously be very CPU time consuming. Instead we cached the changes and store them only every 5 minutes.
* username<br>
* <i>username</i><br>
Username is filled in at runtime with a Login event so that we are able to use the database from PlayerContainer, This way by knowing the clientid we can also know the username.
Username is filled in at runtime with a Login event. If we store the username here we are able to use the database from PlayerContainer thus by knowing the clientid we can also now know the username without having to look to the actual database.
* choosenCharacter<br>
* <i>choosenCharacter</i><br>
choosenCharacter is filled in at runtime with a ChooseCharacter event so that we are able to use the database from PlayerContainer, This way by knowing the clientid we can also know the choosenCharacter.
choosenCharacter is filled in at runtime with a ChooseCharacter event. If we store the information here we are able to use the database from PlayerContainer and hence by knowing the clientid we also know the choosenCharacter without having to refer to the actual database.
* state<br>
* <i>state</i><br>
State is a number expressing the state in which the player is. There are four states:
State is a number expressing the state in which the player is. There are four states:
**Have to login
*Have to login
**Login Complete
*Login Complete
**Game begin
*Game begin
**Logout
*Logout
When we create the entry it is by default Have to login. Once you have logged in correctly, we change state to Login Complete, and once you have chosen a Character we change it to game begin. The logout state is trivial :)


When we create the entity, by default, the state is <b>Have to login</b>. Once you have logged in correctly, the state changes to <b>Login Complete</b> and once the player has chosen a Character it changes to <b>game begin</b>. The logout state is pretty trivial :)
The main idea is that some operations are only allowed in one state, so we can more easily control it with the state property.

The idea is that some operations are only allowed in certain states, so the state property stores which state they are in to make validating actions easier. ( To read about Perceptions, [[RolePlayingDesign#Perceptions | click here]] )


*perception counter<br>
*perception counter<br>
Perception counter is used for having a incremental counter of the perceptions send, so that client can see if it gets out of sync.
The Perception counter is used to keep an incremental count of the perceptions sent so that the client can see if it gets out of sync.
*perception Previous RPObject<br>
*perception Previous RPObject<br>
Perception previous RPObject is the RPObject that was sent on the last perception, so we can track * changes on our RPObject without disturbing the rest of the system.
Perception previous RPObject is the RPObject that was sent on the last perception. Using this we can track changes to a RPObject without disturbing the rest of the system.
*perception Out of Sync<br>
*perception Out of Sync<br>
This flag indicates if the player notified us that it was out of sync, so we can re sync it as soon as possible.
This flag indicates to the server if the player has become out of sync. This allows us to re-sync it as soon as possible.


Hence, all we need to operate PlayerDatabase is a username and choosenCharacter. So using PlayerEntryContainer we can fully operate it.

As you can see all we need to operate PlayerDatabase is a username and choosenCharacter. So using PlayerEntryContainer we can fully operate it.


==ClientID generation==
==ClientID generation==
Each client MUST have a session id to avoid another player to impersonate it. sessionid must be a short or int to make harder for an attacker to guess it.
Each client MUST have a session id to prevent another player impersonating it. sessionid must be of short or int size to make guessing the ID much harder.

To make it even more secure, clientids are generated randomly for each player with the only condition that two different players MUST have two different clientids.


To make it really fun, clientids are generated randomly for each player with the unique condition that two different players MUST have two different clientids.
Home


==Synchronization between Game and RP Managers==
==Synchronization between Game and RP Managers==
Why bother with it? Well, imagine that a player logs out when the perception is being built, it will no longer be accessible for the RP Manager, when it really expects the object to be there. Or a removed player that is removed too by RP Manager. That is a really serious problem, as it will make the server fail.
Why bother with this? Well, imagine that a player logs out while the perception is being built, it will no longer be accessible by the RP Manager when it expects the object to be there, or if RPManager tries to remove a player which has already been removed, these situations are very serious as they will probably make the server fail.

So we need to synchronize game and RP manager.

The idea is that they request to a central mutex access to the PlayerEntryContainer, and that mutex is the one that decide how the access is done.

We need to differentiate between the two types of accesses, read access and write access. We can have without problems two readers accessing in parallel, but we can only have one write at the same time modifying the stuff.

Whatever action we choose in GameManager they are Write actions, as the modify the state of the PlayerContainer, but in RP we have two parts, one that build the perceptions that is read only and one that removes idle players that is write, so we must apply two different locks there.

=Actions and Objects=
The whole Marauroa system is managed by two main entities, RPAction and RPObject
==Actions==
To express the willing of a client to do something it must send the server a MessageC2SAction message.

An action is composed of several attributes, an attributed is similar to a variable that has a name and contains a value.

There are optional and mandatory attributes. If a mandatory attribute is not found, the message is skipped by the RPServerManager.

Mandatory Actions Attributes are action_id and type.

The action_id is used to identify the action when a resulting response comes in a perception

Optional Actions Attributes: (Read "Actions Explained" for more details.)

==Objects==
The containers of information of the whole Marauroa server are RPObjects. An object is composed of several attributes, an attribute is similar to a variable that has a name and contains a value and also it is composed of Slots. A Slot is a container or array of containers that the object has to host other objects inside it.

Mandatory Object Attributes: id, type and zoneid

id is an unique identification for the Object and zoneid is the identification for the zone where the object resides and type is the type of the object aka class, so that you can share attributes for all the instances of the class.

An id is only unique inside the zone which contains that object.

Also engine give special treatment to two types of attributes:
- Attributes that begin with ! are completely hidden for all the users but the owner of the object.
- Attributes that begin with # are completely hidden for all the users.

===Slots===
As you know Objects can contain inside another object much like you have the keys inside your pocket. The goal of Slots is to provide a richer game play while reducing the number of object in the zone.

To have these objects inside, we need our hoster object to have slots to place them. One slot can only handle one single object.

For example a avatar can have:
- left hand
- right hand
- backpack
- left pocket
- right pocket

and we can store objects on these slots.

Once the object is stored inside the avatar or another object, the only way of accessing it is through the object that contains our stored object.


= How Perceptions and Actions work =
Actions are sent from client to server in order to make their character to do an action. In order for the client to know the result of the action Server need to send it to client. How?

On a first try, we used to send client back an action that was the result, but make code really hard because we had to update to different things, perceptions and actions, so the idea appeared 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 working make a bit harder to RPManager but it simplify a lot the creation of new clients.

See Actions reply in Objects document to know exactly what is returned, but keep in mind that it depends of each particular game.

=RPManager=
Last updated: 2003/11/23

The goal of RP Manager is to handle the whole RP game. This means mainly:
- run RPActions from clients
- manage RPWorld
- control triggers for events
- control AI

As you see this is a HUGE class that is complex. So the idea is to split this behavior into smaller subclasses.

RPManager provides a simple interface to the GameManager for using it:
- addRPAction
- addRPObject
- removeRPObject
- hasRPObject

addRPAction simply queues an action for that player to be executed on the next turn.

addRPObject, removeRPObject and hasRPObject is a interface to manage RPWorld.

The main outline of RPManager could be:

forever
{
Procced through every action in this turn
Build Perception
Remove timed out players

Wait for Turn completion.
Go to Next Turn
}
As this part of Marauroa is subject still to development, there are still not many details.

RPScheduler is the class that handles actions to be queued for each player. All the complexity of Action management should be handled here.

RuleProcessor is a wrapper class for hide actions code. All the actions code MUST be here, this class also acts as a Action code loader, as some actions are not part of Marauroa, but scripts.
Home
4.g Delta perception Algorithm
Last updated: 2004/04/27

The main idea behind the DPA is not to send ALL the objects to client, but only those that has been modified.

Imagine that we have 1000 objects, and only O1 and O505 are active objects that are modified each turn. Ok?

Traditional method:

- Get objects that our player should see ( 1000 objects )
- Send them to player ( 1000 objects )
- Next turn
- Get objects that our player should see ( 1000 objects )
- Send them to player
- Next turn
...
I hope you see the problem..., we are sending again objects that never changed.

The delta perception algorithm:

- Get objects that our player should see ( 1000 objects )
- Reduce the list to the modified ones ( 1000 objects )
- Store also the objects that are not longer visible ( 0 objects )
- Send them to player ( 1000 objects )
- Next turn
- Get objects that our player should see ( 1000 objects )
- Reduce the list to the modified ones ( 2 objects )
- Store also the objects that are not longer visible ( 0 objects )
- Send them to player ( 2 objects )
- Next turn
...
The next step on delta perception algorithm is pretty clear: delta^2 The idea is to send only what changes of the objects that changed. That why you save even more bandwidth, making perceptions around 20% of the delta perception size.

The delta^2 algorithm is based on four containers:

- List of added objects
- List of modified added attributes of objects
- List of modified deleted attributes of objects
- List of deleted objects
An area really related to DPA is RPZone

In order to get the Delta perception algorithm to work correctly you have to play with several parameters:

- RP Turn Duration
- Relation between TOTAL perception and DELTA perception
- Know your game :)
Well, as you should know, MPEG adds a full frame each X number of frames, so it can be used as synchronization in case the file get corrupted. The idea is that if you fail to continue decompressing data, you can always omit things until the next full frame and then when you synced. The idea here is the same, we send a perception on each turn and every X turns we send a full perception so that clients can synchronize, as UDP is not a secure transport and you can also have new clients joining.

So the point is to adjust turn duration and relation so that the maximum time a client is out of sync is around 20-30 seconds. Of course, depending of the type of game you may lower or increase this value.

To make perception works it is important to call the modify method on RPZone so this way objects modified are stored in the modified list. If you skip this part the perception system will only work in Total mode.
Home
4.h Zones and Worlds
Last updated: 2003/11/28

Objects must be stored somewhere, and we use Zones now to store them. A zone is just a container of Objects.

In order to improve the modifiability of the Marauroa platform we have made RPZone to be an interface so that if you want you can implement it as you think it is more efficient.

The actual Marauroa RP Zone consists of several data structures:
- a HashMap of
- a List of RPObject
- a Perception

The idea is to have already computed in the Zone the perception so saving LOTS of time that would be needed to generate it. All the data structures contain the same objects, but the hashmap is used to fast search of objects using its RPObject.ID, this is the most usual way for locating the object. List is used to improve the time required to build a total perception. And well, we used perception to pre-calculate the delta perception.

Actually the perception is the same for all the players on the Zone, on the future we could split the zone into several smaller areas each of them would have its own perception

In order to make perceptions work, you have to manually call modify method so that you notify the zone about changes in a character.
Home
4.i Action Reply in Objects
Last updated: 2003/11/28

NOTE: This section relates to an early specification of Gladiators and is no longer relevant as it refers to specification, but can help you to know how to make the basic steps to define a game.

As you have read in How Perceptions and Actions works, each Object includes the attributes that are result of the action execution. So for each action we will have:

Action Talk The attributes added to the object are:
- action_talk_text

The action_talk_text contains the text the character has been asked to say. This action is always one turn only, and can never fail.

Action Move The attributes added to the object are:
- action_move_destination
- action_move_speed
- action_move_status

The action_move_destination is the place where the object wants to go when the action ends, and it is as before a Position denoted by , action_move_speed is the assigned speed for the character by the RP. The action_move_status denotes if the action is complete, incomplete or failed. This action is completed when position=destination and fail if destination is unreachable.

Action Get The attributes added to the object are:
- action_get_status

The action_get_status denotes if the action is complete or failed This action is always one turn long.

Action Release The attributes added to the object are:
- action_release_status

The action_release_status denotes if the action is complete or failed This action is always one turn long.

Action Use The attributes added to the object are:
- action_use_status
- (Specific attributes depending on the object)

The action_use_status denotes if the action is complete, incomplete or failed. Usually this action modify attributes of the RPObject instead of adding new attributes.

Action UseWith The attributes added to the object are:
- action_usewith_status
- (Specific attributes depending on the object)

The action_usewith_status denotes if the action is complete, incomplete or failed. Usually this action modify attributes of the RPObject instead of adding new attributes.

Action Exchange The attributes added to the object are:
- action_exchange_status
- action_exchange_timeout

The action_exchange_status denotes if the action is complete, incomplete or failed. This action last several turns until both peers accept or the timeout elapses.

On every object that executed an action you will have a status_= that explains what happened with the action.
Home
4.j Attributes
Last updated: 2003/12/22

Attributes are the containers of information in Marauroa. They are designed to contains strings, because they are the most flexible.

We have also added support for List of Strings. They are encoded as: name=[value|...|value]

Try to keep the names as short as possible.
Home
4.k Classes of Objects Explained
Last updated: 2004/07/13

Classes of Objects are the basic way of structuring Marauroa data structures.

A class defines types of the attributes and its visibility and gives it an internal code that is used to speed up searchs and save bandwidth. You can base a class on another, this feature is known as inheritance.

The data types available are:
- Strings
- Short strings ( up to 255 bytes )
- Integers ( 4 bytes )
- Shorts ( 2 bytes )
- Byte ( 1 byte )
- Flag ( it is a binary attribute )

Attributes can also be visible if clients see them when they change, or invisible if clients can't see them.


2.d GameManager
Last updated: 2003/09/26

The main idea behind GameManager is to handle all the "business logic", so this Manager decides about every reply to each individual message.

The logic is something like this:

GameManager
{
NetworkManager read Message

switch(Message type)
{
case ...;
}
}
So let's define the reply to each message. Before explaining each message processing, let's clarify that the best way of modelling this system is using finite automates, where based on the input we change state and produce an output.

Process C2S Login ( STATE_BEGIN_LOGIN )
Precondition: The state MUST be NULL

Test if there is room for more players.
if there are not more room
{
reply S2C Login NACK( SERVER_FULL )
state = NULL
}

if check username, password in database is correct
{
create clientid
add PlayerEntry
notify database

reply S2C Login ACK

get characters list of the player
reply S2C CharacterList

state = STATE_LOGIN_COMPLETE
}
else
{
notify database

reply S2C Login NACK( LOGIN_INCORRECT )
state = NULL
}

Postcondition: The state MUST be NULL or STATE_LOGIN_COMPLETE
and a PlayerEntry for this player with an unique correct clientid.


Process C2S ChooseCharacter ( STATE_LOGIN_COMPLETE )
Precondition: The state MUST be STATE_LOGIN_COMPLETE

if exist in database character
{
add character to Player's PlayerEntry
add character to game
reply S2C Choose Character ACK

state = STATE_GAME_BEGIN
}
else
{
reply S2C Choose Character NACK
state = STATE_LOGIN_COMPLETE
}

Postcondition: The state MUST be STATE_GAME_BEGIN and the PlayerStructure
being completely filled now or state is STATE_LOGIN_COMPLETE


Process C2S Logout ( STATE_GAME_END )
Precondition: The state can be whatever but STATE_LOGIN_BEGIN

if( rpEngine allows player to logout )
{
reply S2C Logout ACK
state = NULL

store character in database
remove character from game
delete PlayerEntry
}
else
{
reply S2C Logout NACK
}

Postcondition: Either is the same that the input state or the state is

Process C2S Perception ACK
Precondition: The state must be STATE_LOGIN_BEGIN

notify that the player received the perception.

Postcondition: The state is STATE_LOGIN_BEGIN and Timestamp field in
PlayerContainer is updated.


!!! Database Tables and Relationships
Last updated: 2003/10/07

The database table relationship schema is:
<verbatim>
Tables:
---------

Table PLAYER
{
PK(username)
password
}

Table CHARACTERS
{
PK(character)
content
}

Table LOGIN_EVENT
{
PK(id)
address
timedate
result
}

Table STATISTICS
(
PK(timedate)

bytes_send
bytes_recv

players_login
players_logout
players_timeout
players_online
)

Table RPOBJECT
(
PK(id)
slot_id
)

Table RPATTRIBUTE
(
PK(object_id)
PK(name)
value
)

Table RPSLOT
(
object_id
name
PK(slot_id)
)


Relationships:
----------
Relationship PLAYER_CHARACTERS
{
PK(player_username)
PK(characters_character)
}

Relationship PLAYER_LOGIN_EVENT
{
PK(player_username)
PK(login_event_id)
}
</verbatim>
So we can translate this to SQL easily and we should create the following SQL Queries:
<verbatim>
CREATE TABLE player
(
id BIGINT PRIMARY KEY NOT NULL,
username VARCHAR(30) NOT NULL,
password VARCHAR(30) NOT NULL
);

CREATE TABLE characters
(
player_id BIGINT NOT NULL,
charname VARCHAR(30) NOT NULL,
contents VARCHAR(4096)

PRIMARY KEY(player_id,character)
);

CREATE TABLE loginEvent
(
player_id BIGINT NOT NULL,
address VARCHAR(20),
timedate TIMEDATE,
result TINYINT
);


CREATE TABLE statistics
(
timedate TIMESTAMP,

bytes_send INTEGER,
bytes_recv INTEGER,

players_login INTEGER,
players_logout INTEGER,
players_timeout INTEGER,
players_online INTEGER,

PRIMARY KEY(timedate)
);

CREATE TABLE rpobject
(
id INTEGER NOT NULL PRIMARY KEY,
slot_id INTEGER
);

CREATE TABLE rpattribute
(
object_id INTEGER NOT NULL,
name VARCHAR(64) NOT NULL,
value VARCHAR(255),
PRIMARY KEY(object_id,name)
);

CREATE TABLE rpslot
(
object_id INTEGER NOT NULL,
name VARCHAR(64) NOT NULL,
slot_id INTEGER AUTO_INCREMENT NOT NULL,

PRIMARY KEY(slot_id)
);
</verbatim>

!!! JDBC Database HOWTO
Last updated: 2003/10/23

JDBC technology is an API that lets you access virtually any tabular data source from the Java programming language. It provides cross-DBMS connectivity to a wide range of SQL databases, and now, with the new JDBC API, it also provides access to other tabular data sources, such as spreadsheets or flat files.

JDBCPlayerDatabase is anyway not database independent; on the Player table we are using AUTOINCREMENT that is a unique keyword of MySQL that is not part of the SQL standard.

You need to download MySQL Connector/J in order to get it to run. http://www.mysql.com/downloads/api-jdbc-stable.html.

To configure Marauroa to work with a JDBC source we need to modify the configuration of the JDBC Connection.

So open marauroad.ini file and edit the next fields
<verbatim>
marauroa_DATABASE=JDBCPlayerDatabase

jdbc_class=com.mysql.jdbc.Driver
jdbc_url=jdbc:mysql://localhost/marauroa
jdbc_user=marauroa_dbuser
jdbc_pwd=marauroa_dbpwd
</verbatim>
jdbc_class is the field that says what Driver to use. Please refer to your software manual to see the multiple options.

jdbc_url points to the type and source of the information, for MySQL the string must be as follow:

jdbc:mysql://[:]/

jdbc_user is the username for the database and jdbc_pwd is the password for that username in the database.

Then simply save the changes and ready.

Before using the application with the database, you need to create the database itself. So in case of MySQL just open MySQL and write:

<verbatim>
create database marauroa;
grant all on marauroa.* to marauroa_dbuser@localhost identified by 'marauroa_dbpwd';
</verbatim>

The rest of code is handled by the server itself, and will create the tables if they don't exits.

!!! Player Container Explained
Last updated: 2003/10/23

~PlayerContainer is the data structure that contains all of the needed info about the players to keep the game running.

It consists of a list of ~RuntimePlayerEntry objects, and is heavily linked with the ~PlayerDatabase, so we can hide the complexity to ~GameManager. By making ~PlayerDatabase hidden by ~PlayerContainer we achieve the illusion that managing the runtime behavior we modify automatically the permanent one.

~RuntimePlayerEntry is the structure that contains the information of the player while it is online. ~RuntimePlayerEntry contains:
clientid
Clientid is the field in charge of indexing players in the server. See the document about clientid generation to understand what they are and how they are generated.
source
Source is the IPv4 address of the client, so that we can determine if the message is really coming from client or another person trying to impersonate it.
timestamp
Timestamp is used to determine if a client has timed out and as such, it is only wasting resources on the server. As you know, UDP is not a delivery-guaranteed protocol, so we need to check ourselves for dead clients. Take care that it only indicates that the player timed out, it doesn't apply any kind of measures over them.
username
Username is filled in at runtime with a Login event so that we are able to use the database from ~PlayerContainer, This way by knowing the clientid we can also know the username.
choosenCharacter
choosenCharacter is filled in at runtime with a ~ChooseCharacter event so that we are able to use the database from ~PlayerContainer, This way by knowing the clientid we can also know the choosenCharacter.
state
State is a number expressing the state in which the player is. There are four states:
Have to login
Login Complete
Game begin
Logout
When we create the entry it is by default Have to login. Once you have logged in correctly, we change state to Login Complete, and once you have chosen a Character we change it to game begin. The logout state is trivial :)

The main idea is that some operations are only allowed in one state, so we can more easily control it with the state property.
perception counter
Perception counter is used for having a incremental counter of the perceptions send, so that client can see if it gets out of sync.
perception Previous RPObject
Perception previous RPObject is the RPObject that was sent on the last perception, so we can track changes on our RPObject without disturbing the rest of the system.
timestamp of the Last time it was stored
Timestamp of the Last time it was stored means the timestamp of the moment in which the object was stored at Database.

As you can see all we need to operate ~PlayerDatabase is a username and choosenCharacter. So using ~PlayerEntryContainer we can fully operate it.

!!! ClientID generation
Last updated: 2003/10/23

Each client MUST have a session id to avoid another player to impersonate it. sessionid must be a short or int to make harder for an attacker to guess it.

To make it really fun, clientids are generated randomly for each player with the unique condition that two different players MUST have two different clientids.
Home

!!! Synchronization between Game and RP Managers
Last updated: 2003/12/06

Why bother with it? Well, imagine that a player logs out when the perception is being built, it will no longer be accessible for the RP Manager, when it really expects the object to be there. Or a removed player that is removed too by RP Manager. That is a really serious problem, as it will make the server fail.

So we need to synchronize game and RP manager.

The idea is that they request to a central mutex access to the ~PlayerEntryContainer, and that mutex is the one that decide how the access is done.

We need to differentiate between the two types of accesses, read access and write access. We can have without problems two readers accessing in parallel, but we can only have one write at the same time modifying the stuff.

Whatever action we choose in ~GameManager they are Write actions, as the modify the state of the ~PlayerContainer, but in RP we have two parts, one that build the perceptions that is read only and one that removes idle players that is write, so we must apply two different locks there.
Home

!!! Persistent Objects ER
Last updated: ?

use marauroa;

<verbatim>
drop table rpobject;
drop table rpattribute;
drop table rpslot;
drop table RPObjectInRPSlot;

CREATE TABLE rpattribute (
object_id int(11) NOT NULL default '0',
name varchar(64) NOT NULL default '',
value varchar(255) default NULL,
PRIMARY KEY (object_id,name)
) TYPE=InnoDB;


So we must synchronize the Game and RP Managers.


The idea behind the solution is that the each manger requests access to the PlayerEntryContainer via a central mutex (a mutex is a syncronisation element attached to a resource, which can be owned by one task at any point in time. If the mutex is owned already when a task tries to access the object protected by it then the mutex will inform the task that it doesn't have access at this point in time to the object).
CREATE TABLE rpslot (
object_id int(11) NOT NULL default '0',
name varchar(64) NOT NULL default '',
slot_id int(11) NOT NULL auto_increment,
PRIMARY KEY (slot_id)
) TYPE=InnoDB;


There are two types of accesses, read accesses and write accesses. Note that two readers can access an object in parallel but only one write can happen at the same time.
In GameManager there are only Write actions, as this manager only modifies the state of the PlayerContainer. However, in the RP manager we have both Reads, when we build the perceptions, and Writes when the manager removes idle players. Hence here we have two different locks.


[[Marauroa]]
CREATE TABLE rpobject (
id int(11) NOT NULL default '0',
slot_id int(11) default NULL,
PRIMARY KEY (id)
) TYPE=InnoDB;

Latest revision as of 02:49, 24 November 2010



Basic idea behind GameManager

The idea behind the Game Manager is to handle all the "business logic". This Manager decides how to reply to each individual message.

GameManager

The logic is similar to this:

GameManager
  {
  NetworkManager read Message

  switch(Message type)
    {
    case ...;
    }
  }

So let's define the reply to each message. First, let's clarify that the best way of modelling this system is using finite automates, (a finite state machine) where, based on the input, we change the state we are currently in and produce an output.

Login stage

NOTE: This stage has been split in 3 to allow proper secure login. NOTE: Explain here how secure login works.

Process C2S Login ( STATE_BEGIN_LOGIN )
  Precondition: The state MUST be NULL

  Test if there is room for more players.
  if there is no more room
    {
    reply S2C Login NACK( SERVER_FULL )
    state = NULL
    }

  if check username, password in database is correct
    {
    create clientid
    add PlayerEntry
    notify database

    reply S2C Login ACK

    get characters list of the player
    reply S2C CharacterList

    state = STATE_LOGIN_COMPLETE
    }
  else
    {
    notify database

    reply S2C Login NACK( LOGIN_INCORRECT )
    state = NULL
    }

  Postcondition: The state MUST be NULL or STATE_LOGIN_COMPLETE
    and a we have created a PlayerEntry for this player with a unique clientid.

Choose character stage

Process C2S ChooseCharacter ( STATE_LOGIN_COMPLETE )
  Precondition: The state MUST be STATE_LOGIN_COMPLETE

  if character exists in database
    {
    add character to Player's PlayerEntry
    add character to game
    reply S2C Choose Character ACK

    state = STATE_GAME_BEGIN
    }
  else
    {
    reply S2C Choose Character NACK
    state = STATE_LOGIN_COMPLETE
    }

  Postcondition: The state MUST be STATE_GAME_BEGIN and the PlayerStructure
    should be completely filled or if the character choise was wrong the state is STATE_LOGIN_COMPLETE

Logout stage


Process C2S Logout ( STATE_GAME_END )
  Precondition: The state can be anything but STATE_LOGIN_BEGIN

  if( rpEngine allows player to logout )
    {
    reply S2C Logout ACK
    state = NULL

    store character in database
    remove character from game
    delete PlayerEntry
    }
  else
    {
    reply S2C Logout NACK
    }

  Postcondition: Either the same as the input state or the state currently in

Perception confirmation stage


Process C2S Perception ACK
  Precondition: The state must be STATE_LOGIN_BEGIN

  notify that the player received the perception.

  Postcondition: The state is STATE_LOGIN_BEGIN and Timestamp field in
  PlayerContainer is updated.

Transfer confirmation stage


Process C2S Transfer ACK
  Precondition: The state must be STATE_LOGIN_BEGIN

  foreach content waiting for this player
    {
    if client acked it 
      {
      send content to client
      } 
    }

  Postcondition: The state is STATE_LOGIN_BEGIN and the content waiting for player is clear.

PlayerContainer Explained

PlayerContainer is the data structure that contains all of the information about the players while the game is running.

It consists of a list of RuntimePlayerEntry objects and is heavily linked with the PlayerDatabase, so we can hide the complexity to GameManager. By making PlayerDatabase hidden by PlayerContainer we achieve the illusion that managing the runtime behavior we modify automatically the permanent one.

RuntimePlayerEntry is the structure that contains the information about the player while it is online.
RuntimePlayerEntry contains:

  • clientid

Clientid is the field that indexes players in the server. See the documentation about clientid generation to understand what they are and how they are generated.

  • source

Source is the IPv4 address of the client. This is used to determine if the message is really coming from the client or another person trying to impersonate it.

  • timestamp

Timestamp is used to determine if a client has timed out in which case it is only wasting resources on the server. As you may already know, UDP is not a delivery-guaranteed protocol, so we need to check for dead clients ourselves. Note that this only indicates that the player timed out and it doesn't apply any kind of measures on them.

  • storedTimestamp

storeTimestamp is used to determine when the player was last stored in the database. We don't store each time the player info changes as this would obviously be very CPU time consuming. Instead we cached the changes and store them only every 5 minutes.

  • username

Username is filled in at runtime with a Login event. If we store the username here we are able to use the database from PlayerContainer thus by knowing the clientid we can also now know the username without having to look to the actual database.

  • choosenCharacter

choosenCharacter is filled in at runtime with a ChooseCharacter event. If we store the information here we are able to use the database from PlayerContainer and hence by knowing the clientid we also know the choosenCharacter without having to refer to the actual database.

  • state

State is a number expressing the state in which the player is. There are four states:

  • Have to login
  • Login Complete
  • Game begin
  • Logout

When we create the entity, by default, the state is Have to login. Once you have logged in correctly, the state changes to Login Complete and once the player has chosen a Character it changes to game begin. The logout state is pretty trivial :)

The idea is that some operations are only allowed in certain states, so the state property stores which state they are in to make validating actions easier. ( To read about Perceptions, click here )

  • perception counter

The Perception counter is used to keep an incremental count of the perceptions sent so that the client can see if it gets out of sync.

  • perception Previous RPObject

Perception previous RPObject is the RPObject that was sent on the last perception. Using this we can track changes to a RPObject without disturbing the rest of the system.

  • perception Out of Sync

This flag indicates to the server if the player has become out of sync. This allows us to re-sync it as soon as possible.

Hence, all we need to operate PlayerDatabase is a username and choosenCharacter. So using PlayerEntryContainer we can fully operate it.

ClientID generation

Each client MUST have a session id to prevent another player impersonating it. sessionid must be of short or int size to make guessing the ID much harder.

To make it even more secure, clientids are generated randomly for each player with the only condition that two different players MUST have two different clientids.


Synchronization between Game and RP Managers

Why bother with this? Well, imagine that a player logs out while the perception is being built, it will no longer be accessible by the RP Manager when it expects the object to be there, or if RPManager tries to remove a player which has already been removed, these situations are very serious as they will probably make the server fail.

So we must synchronize the Game and RP Managers.

The idea behind the solution is that the each manger requests access to the PlayerEntryContainer via a central mutex (a mutex is a syncronisation element attached to a resource, which can be owned by one task at any point in time. If the mutex is owned already when a task tries to access the object protected by it then the mutex will inform the task that it doesn't have access at this point in time to the object).

There are two types of accesses, read accesses and write accesses. Note that two readers can access an object in parallel but only one write can happen at the same time. In GameManager there are only Write actions, as this manager only modifies the state of the PlayerContainer. However, in the RP manager we have both Reads, when we build the perceptions, and Writes when the manager removes idle players. Hence here we have two different locks.

Marauroa