Marauroa Glossary: Difference between revisions
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imported>Hendrik Brummermann |
imported>Hendrik Brummermann |
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Revision as of 10:12, 27 February 2010
A
- Action
- An action is a command sent from the client to the server. For example "move to the right".
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.
G
- GenerateINI
- see server.ini
M
- 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 network design explains the inner works.
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.
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.
- slot
- todo
W
- world
- todo
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.