Marauroa Glossary: Difference between revisions

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{{Navigation for Marauroa Top}}
{{Navigation for Marauroa Top|General}}
{{Navigation for Marauroa General}}
{{Navigation for Marauroa General}}


__NOTOC__
<div class="toc" style="text-align: center">
[[#A|A]] &nbsp;&nbsp;|&nbsp;&nbsp; [[#D|D]] &nbsp;&nbsp;|&nbsp;&nbsp; [[#E|E]] &nbsp;&nbsp;|&nbsp;&nbsp; [[#F|F]] &nbsp;&nbsp;|&nbsp;&nbsp; [[#G|G]] &nbsp;&nbsp;|&nbsp;&nbsp; [[#M|M]] &nbsp;&nbsp;|&nbsp;&nbsp; [[#O|O]] &nbsp;&nbsp;|&nbsp;&nbsp;[[#P|P]] &nbsp;&nbsp;|&nbsp;&nbsp; [[#R|R]] &nbsp;&nbsp;|&nbsp;&nbsp; [[#S|S]] &nbsp;&nbsp;|&nbsp;&nbsp; [[#W|W]] &nbsp;&nbsp;|&nbsp;&nbsp; [[#Z|Z]]
</div>




== A ==
== A ==


; Action : An action is a command sent from the client to the server. For example "move to the right".
; Action : An action is a command sent from the client to the server. For example "move to the right".

; Arianne : [[Main Page|Arianne]] is the umbrella project currently developing [[Marauroa]], [[Stendhal]] and [[Marboard]].

== D ==

; DAO : [[High Level Database Access|Data Access Object]]

== E ==

; Event : Events are sent from the server to the clients to denote a stateless one time event. They are handled by the class RPEvents and always belong to an RPObject. The normal visibility rules apply. Unlike changed attributes events are ''fire and forget''. For example, they are useful for chat messages.

== F ==

; FAQ :
:* [[FAQ|Arianne FAQ]]
:* [[StendhalFAQ|Stendhal FAQ]]


== G ==
== G ==


; GenerateINI : see [[#S|server.ini]]
; GenerateINI : see [[#S|server.ini]]

== M ==

; Marboard : [[Marboard]] is an early prototype of an easy to use vector graphics program allowing live collaboration over the Internet. While it is not ready for production use yet, it is a good proof that Marauroa is suitable for serious applications, too.

; Message : The low level network communication between client and server is message based. There are for example messages for login attempts and confirmation or rejection of the login. Actions from the client to the server and perceptions from the server to the client are transmitted using messages, too. As a developer using Marauroa to code your own game, you will not see those messages as they are only used internally. The page on [[NetworkDesign|network design]] explains the inner workings.


== O ==
== O ==


; object : todo
; Object : todo


== P ==
== P ==


; Perception : Perceptions are information about the zone and its content sent from the server to the clients. Marauroa uses a delta^2 algorithm to keep the size of the network traffic down.
; Perception : Perceptions are information about the zone and its content sent from the server to the clients. Marauroa uses a delta^2 algorithm to keep the size of the network traffic down.

; Protocol version : The version of the protocol used for the client server communication. ([http://arianne.git.sourceforge.net/git/gitweb.cgi?p=arianne/marauroa.git;a=blob;f=src/marauroa/common/net/NetConst.java Details])


== R ==
== R ==


; RPAction : see [[#A|action]]
; RPAction : see [[#A|action]]
; RPEvent : see [[#E|event]]
; RPObject : see [[#O|object]]
; RPObject : see [[#O|object]]
; RPSlot : see [[#S|slot]]
; RPWorld : see [[#W|world]]
; RPWorld : see [[#W|world]]
; RPZone : see [[#Z|zone]]
; RPZone : see [[#Z|zone]]
Line 28: Line 62:


; server.ini : server.ini is the [[Configuration file server.ini|configuration file]] of the Marauroa server. It contains both game specific configuration information for the engine and administration related information for example how to reach the database. Most games (and even marauroa itself) provide a [[InitialStepsWithMarauroa|GenerateINI]] program to generate a stub.
; server.ini : server.ini is the [[Configuration file server.ini|configuration file]] of the Marauroa server. It contains both game specific configuration information for the engine and administration related information for example how to reach the database. Most games (and even marauroa itself) provide a [[InitialStepsWithMarauroa|GenerateINI]] program to generate a stub.

; Stendhal : [[Stendhal]] is the most active game developed using Marauroa. It is a fully fledged and completely free multiplayer online adventures game (MMORPG) featuring a new, rich and expanding world.

; Slot : RPObjects and RPEvents can have slots that in turn contain RPObjects. For example in Stendhal players have a bag-slot that contains items.

; SQL : [[Low Level Database Access]]


== W ==
== W ==


; World : The world contains a number of [[#Z|zones]].
; world : todo


== Z ==
== Z ==


; Zone : A zone is an area that contains objects and players. Clients are informed about changes that occur in the zone they are in. Note: A zone can be a real area like Semos Village, Semos City or a virtual one like a chat room.
; zone : todo


[[Category:Marauroa]]
[[Category:Marauroa]]
{{#breadcrumbs: [[Marauroa]] | [[Marauroa|Overview]] | [[Marauroa Glossary|Glossary]] }}

Latest revision as of 12:10, 1 February 2012




A   |   D   |   E   |   F   |   G   |   M   |   O   |  P   |   R   |   S   |   W   |   Z


A

Action
An action is a command sent from the client to the server. For example "move to the right".
Arianne
Arianne is the umbrella project currently developing Marauroa, Stendhal and Marboard.

D

DAO
Data Access Object

E

Event
Events are sent from the server to the clients to denote a stateless one time event. They are handled by the class RPEvents and always belong to an RPObject. The normal visibility rules apply. Unlike changed attributes events are fire and forget. For example, they are useful for chat messages.

F

FAQ

G

GenerateINI
see server.ini

M

Marboard
Marboard is an early prototype of an easy to use vector graphics program allowing live collaboration over the Internet. While it is not ready for production use yet, it is a good proof that Marauroa is suitable for serious applications, too.
Message
The low level network communication between client and server is message based. There are for example messages for login attempts and confirmation or rejection of the login. Actions from the client to the server and perceptions from the server to the client are transmitted using messages, too. As a developer using Marauroa to code your own game, you will not see those messages as they are only used internally. The page on network design explains the inner workings.

O

Object
todo

P

Perception
Perceptions are information about the zone and its content sent from the server to the clients. Marauroa uses a delta^2 algorithm to keep the size of the network traffic down.
Protocol version
The version of the protocol used for the client server communication. (Details)

R

RPAction
see action
RPEvent
see event
RPObject
see object
RPSlot
see slot
RPWorld
see world
RPZone
see zone

S

server.ini
server.ini is the configuration file of the Marauroa server. It contains both game specific configuration information for the engine and administration related information for example how to reach the database. Most games (and even marauroa itself) provide a GenerateINI program to generate a stub.
Stendhal
Stendhal is the most active game developed using Marauroa. It is a fully fledged and completely free multiplayer online adventures game (MMORPG) featuring a new, rich and expanding world.
Slot
RPObjects and RPEvents can have slots that in turn contain RPObjects. For example in Stendhal players have a bag-slot that contains items.
SQL
Low Level Database Access

W

World
The world contains a number of zones.

Z

Zone
A zone is an area that contains objects and players. Clients are informed about changes that occur in the zone they are in. Note: A zone can be a real area like Semos Village, Semos City or a virtual one like a chat room.

{{#breadcrumbs: Marauroa | Overview | Glossary }}