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1 Network brainstorming
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1. We propose that the representation for the state of the game at a given
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time be stored on the server side. Access to the model would be managed
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by the server, who ensures consistency of the data, especially since we
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expect that the operations to the model are going to be numerous. To
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this end, we propose that all the operations that change the state of the
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game will be provided by an API.
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2. In our opinion, it would be best that a decision upon the language all the
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modules are going to communicate in is made as soon as possible. At the
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moment, the first possibility is to just use low-level sockets for the net-
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working part - it does not matter what language do we use. Otherwise, we
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propose to use a socket implementation that provides wrappers for the languages
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which are going to be used in the project.
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3. We think we should use map preloading when players go to another room.
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4. Debate on whether to use a TCP based protocol or UDP - it depends on
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the size of the game state- if it is too big, better use TCP on just the
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modifications to the game state
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5. maybe use another protocol for file transfer...
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6. providing a REST API for WEB will make our lives better!
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7. Create a big peer to peer network and only a web server.
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8. Maybe include a copy of the server locally, this brings two benefits:
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1. transparent testing if the server and the client are coded in the same
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language.
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2. the ability to play alone or on a local network.
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9. Need to decide what will we do when the game disconnects? |
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