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}}


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== E ==
== 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. So they for example useful for chat messages.
; 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 ==
== F ==
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; 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.
; 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 message 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 internal. The page on [[NetworkDesign|network design]] explains the inner works.
; 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 ==
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; 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 ==
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[[Category:Marauroa]]
[[Category:Marauroa]]
{{#breadcrumbs: [[Marauroa]] | [[Marauroa|Overview]] | [[Marauroa Glossary|Glossary]] }}