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=Objects and Actions=
=Objects and Actions=
The whole Marauroa system is managed by two main entities, RPAction and RPObject and several helper classes like Attributes, RPSlot and RPClass
The whole Marauroa system is managed by two main entities, RPAction and RPObject and several helper classes like Attributes, RPSlot and RPClass
==Atributtes==


==Objects==
==Objects==
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Once the object is stored inside the avatar or another object, the only way of accessing it is through the object that contains our stored object.
Once the object is stored inside the avatar or another object, the only way of accessing it is through the object that contains our stored object.

As attributes, slots has also two special types:
* Slots names that start with ! are only sent to owner player.
* Slots names that start with # are not sent to players.


==Actions==
==Actions==
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The action_id is used to identify the action when a resulting response comes in a perception
The action_id is used to identify the action when a resulting response comes in a perception

Optional Actions Attributes: (Read "Actions Explained" for more details.)





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See Actions reply in Objects document to know exactly what is returned, but keep in mind that it depends of each particular game.
See Actions reply in Objects document to know exactly what is returned, but keep in mind that it depends of each particular game.


=Delta perception Algorithm=
=Delta<sup>2</sup> perception Algorithm=
The main idea behind the DPA is not to send ALL the objects to client, but only those that has been modified.
The main idea behind the DPA is not to send ALL the objects to client, but only those that has been modified.


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</pre>
</pre>


The next step on delta perception algorithm is pretty clear: delta^2 The idea is to send only what changes of the objects that changed. That why you save even more bandwidth, making perceptions around 20% of the delta perception size.
The next step on delta perception algorithm is pretty clear: delta<sup>2</sup> The idea is to send only what changes of the objects that changed. That why you save even more bandwidth, making perceptions around 20% of the original delta perception size.


The delta^2 algorithm is based on four containers:
The delta<sup>2</sup> algorithm is based on four containers:


* List of added objects
* List of added objects