Client Object: Difference between revisions
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{{Navigation for Marauroa Top|Internals}} |
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{{Navigation for Marauroa Developers}} |
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{{Future Concept}} |
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== Proposal == |
== Proposal == |
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*Instead of having custom client objects in a per application basis define one that can be enhanced via plugins. |
*Instead of having custom client objects in a per application basis define one that can be enhanced via plugins. |
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**Those should be handled via plugins |
**Those should be handled via plugins |
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*Standardize approach |
*Standardize approach |
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*Unused attributes (i.e. not all Marauroa Based applications need the x and y attributes) |
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== Example Implementation == |
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[http://simple-marauroa.svn.sourceforge.net/viewvc/simple-marauroa/trunk/Simple-Server/src/simple/server/core/entity/clientobject/ClientObject.java?revision=101&view=markup Client Object] |
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== Discussion == |
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I am strongly opposing putting such game specific attributes and logic into Marauroa. It might be a good idea to create a set of libraries that can help developing certain types of games by providing functionality that is typically used by a game of the respective type. But Marauroa should focus on client/server communication and database persistence. Marauroa does not even know about x and y as your wrongly claimed although most games have coordinates. So adding even more things such as grumpy, buddies, ignore in your code is out of scope for Marauroa. --[[User:Hendrik Brummermann|Hendrik Brummermann]] 18:07, 14 May 2011 (CEST) |
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I'm not saying that my example is the way to go, I'm saying it should be extensible enough. I use interfaces and define the client object at runtime loading by reflections like other objects are (i.e. world implementation). The same should be available for the client object.--[[User:Javydreamercsw|Javydreamercsw]] 22:17, 27 September 2011 (CEST) |
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