Client Object: Difference between revisions
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== Example Implementation == |
== 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] |
[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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Latest revision as of 20:17, 27 September 2011
This article describes a future concept. It may still have some open issues and it was not decided, yet, whether to implement it in this way.
Proposal
- Instead of having custom client objects in a per application basis define one that can be enhanced via plugins.
- Specify Client Object implementation on ini file
Reason
- Not all applications need existing attributes like x and y
- Those should be handled via plugins
- Standardize approach
Example Implementation
Discussion
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. --Hendrik Brummermann 18:07, 14 May 2011 (CEST)
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.--Javydreamercsw 22:17, 27 September 2011 (CEST)