GameDesign: Difference between revisions
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{{Navigation for Marauroa Top|Internals}}
{{Navigation for Marauroa Developers}}
= 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.
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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.
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Postcondition: The state MUST be NULL or STATE_LOGIN_COMPLETE
and a we have created a PlayerEntry for this player with
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== Choose character stage ==
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Process C2S ChooseCharacter ( STATE_LOGIN_COMPLETE )
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== Logout stage ==
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== Perception confirmation stage ==
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== Transfer confirmation stage ==
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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
* <i>clientid</i><br>
Clientid is the field
* <i>source</i><br>
Source is the IPv4 address of the client
* <i>timestamp</i><br>
Timestamp is used to determine if a client has timed out
* <i>storedTimestamp</i><br>
storeTimestamp is used to determine when
* <i>username</i><br>
Username is filled in at runtime with a Login event.
* <i>choosenCharacter</i><br>
choosenCharacter is filled in at runtime with a ChooseCharacter event.
* <i>state</i><br>
State is a number expressing the state in which the player is. There are four states:
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
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>
The Perception counter is used
*perception Previous RPObject<br>
Perception previous RPObject is the RPObject that was sent on the last perception
*perception Out of Sync<br>
This flag indicates
▲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==
Each client MUST have a session id to
To make 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.
==Synchronization between Game and RP Managers==
Why bother with
So we
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).
[[Marauroa]]
▲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.
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