Added info on coordinator module and table module
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report.lyx
320
report.lyx
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@ -81,6 +81,12 @@
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morestring=[b]',
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morestring=[b]"
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}
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\usepackage{float}
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\floatstyle{ruled}
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\newfloat{code}{thp}{lop}
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\floatname{code}{Code}
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\end_preamble
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\use_default_options true
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\maintain_unincluded_children false
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@ -3623,6 +3629,236 @@ name "sub:The-structure-of"
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\end_inset
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\end_layout
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\begin_layout Standard
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The GGS protocol is modelled after the HTTP protocol.
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The main reason for this is the familiarity many developers already have
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with HTTP due to its presence in internet software.
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Each GGS protocol packet contains a headers section.
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The headers section is followed by a data section.
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In the headers section, parameters concerning the packet is placed.
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In the data section, the actual data payload of the packet is placed.
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\end_layout
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\begin_layout Standard
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There is no requirement of any specific order of the parameters in the headers
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section, however the data section must always follow directly after the
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headers section.
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\end_layout
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\begin_layout Standard
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In the example below, line 1 contains a Game-Command parameter.
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This parameter is used to determine which game-specific command the client
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is trying to perform.
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The handling of this parameter is specific to each game, and can be anything.
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\end_layout
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\begin_layout Standard
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Line 2 specifies a game token.
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This is a UUID which is generated for each client upon authentication with
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the GGS.
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The GGS uses this token in case a client is disconnected and the new connection
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created when the client reconnects must be re-paired with the player object
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inside the GGS.
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The UUID is also used as a unique ID within GDL VMs.
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\end_layout
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\begin_layout Standard
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Line 3 specifies the content type of the payload of this particular packet.
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This parameter allows the GGS to invoke special parsers, should the data
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be encoded or encrypted.
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When encryption is employed, only the payload is encrypted, not the header
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section.
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This is a scheme which does not allow for strong encryption, but is deemed
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feasible for gaming purposes.
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\end_layout
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\begin_layout Standard
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Line 4 specifies the content length of the payload following immediately
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after the headers section.
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\end_layout
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\begin_layout Standard
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The parser of the GGS protocol implemented in the GGS prototype is designed
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as a finite state machine using the gen_fsm behaviour.
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When a full message has been parsed by the parser, the message is converted
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into the internal structure of the GGS messages, and sent in to the system
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from the protocol paser using message passing.
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\end_layout
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\begin_layout Standard
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\begin_inset Note Note
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status open
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\begin_layout Plain Layout
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Packet below is not an algorithm, but I don't know how to change that label..
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Standard
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\begin_inset Float algorithm
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wide false
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sideways false
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status open
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\begin_layout Plain Layout
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\begin_inset ERT
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status open
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\begin_layout Plain Layout
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\backslash
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lstset{
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\end_layout
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\begin_layout Plain Layout
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backgroundcolor=
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\backslash
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color{white},
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\end_layout
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\begin_layout Plain Layout
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extendedchars=true,
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\end_layout
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\begin_layout Plain Layout
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basicstyle=
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\backslash
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footnotesize
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\backslash
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ttfamily,
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\end_layout
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\begin_layout Plain Layout
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showstringspaces=false,
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\end_layout
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\begin_layout Plain Layout
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showspaces=false,
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\end_layout
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\begin_layout Plain Layout
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numbers=left,
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\end_layout
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\begin_layout Plain Layout
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numberstyle=
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\backslash
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footnotesize,
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\end_layout
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\begin_layout Plain Layout
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numbersep=9pt,
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\end_layout
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\begin_layout Plain Layout
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tabsize=2,
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\end_layout
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\begin_layout Plain Layout
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breaklines=true,
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\end_layout
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\begin_layout Plain Layout
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showtabs=false,
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\end_layout
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\begin_layout Plain Layout
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captionpos=b
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\end_layout
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\begin_layout Plain Layout
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}
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\end_layout
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\begin_layout Plain Layout
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\backslash
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begin{lstlisting}
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\end_layout
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\begin_layout Plain Layout
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Game-Command: chat
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\end_layout
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\begin_layout Plain Layout
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Token: e30174d4-185e-493b-a21a-832e2d9d7a1a
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\end_layout
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\begin_layout Plain Layout
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Content-Type: text
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\end_layout
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\begin_layout Plain Layout
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Content-Length: 18
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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Hello world, guys!
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\end_layout
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\begin_layout Plain Layout
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\backslash
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end{lstlisting}
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Plain Layout
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\begin_inset Caption
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\begin_layout Plain Layout
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\begin_inset CommandInset label
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LatexCommand label
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name "alg:A-sample-packet"
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\end_inset
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A sample packet sent from a client to the GGS during a chat session
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\end_layout
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\end_inset
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Standard
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@ -3650,10 +3886,94 @@ name "sub:The-coordinator-module"
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\end_layout
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\begin_layout Standard
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The coordinator module is responsible for keeping track of all players,
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their seats and tables.
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Players register with the coordinator process when first connecting to
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the server, and the coordinator places each player by their respective
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table.
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\end_layout
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\begin_layout Standard
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The coordinator keeps mappings between each player and table, therefore
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it is used to perform lookups on tables and players to find out which are
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connected.
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The connectivity of players and tables is important when sending messages
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to all participants in a game.
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A lookup in the coordinator process is performed prior to notifying all
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players in a game to ensure the message reaches all players.
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The lookup can be performed either using internal identification codes
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or using the UUID associated with each client and table.
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\end_layout
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\begin_layout Standard
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The coordinator process contains important state, therefore a backup process
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is kept at allt times.
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All good data processed by the coordinator is stored for safekeeping in
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the backup process as well.
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Data which is potentisally harmful is not stored in the backup process.
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\end_layout
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\begin_layout Standard
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Upon a crash, the coordinator process recovers the prior good state from
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the backup process and continues where it left off.
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A supervisor process monitors the coordinator process and restarts the
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process when it malfunctions.
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There is a window of time between the crash of the coordinator and the
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restarting of the coordinator, during this time, players can not be seated
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by new tables, and can not disconnect from the server.
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This window of time is very small, and the unavailability of the coordinator
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process should not be noticed by more than a short time lag for the clients.
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\end_layout
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\begin_layout Standard
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Moving back to the example of the chess club, the coordinator process can
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be seen as a judge, monitoring all moves of the players.
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At the same time as acting as a judge, the coordinator process is also
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a host in the chess club, seating players by their tables and offering
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services to the players.
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\end_layout
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\begin_layout Subsection
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The table module
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\end_layout
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\begin_layout Standard
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The table module is mostly a hub used for communication.
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New table processes are created by the coordinator on demand.
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The table module does not contain any business logic, however each process
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contains information concerning which players are seated by that particular
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table.
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\end_layout
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\begin_layout Standard
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The information about which players are seated by each table is used when
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notifying all players by a table of an action.
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Consider a game of chess, each player notifies the table of its actions,
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the table then notifies the rest of the participants of these actions after
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having had the actions processed by the game VM, where an action could
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be moving a playing piece.
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\end_layout
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\begin_layout Standard
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Each table is associated with a game VM.
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The actions sent to a table are processed by the game VM, this is where
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the game logic is implemented.
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\end_layout
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\begin_layout Standard
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After a crash in a table process, the entire table must be rebuilt and the
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players must be re-associated with the table.
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Data concerning players is kept in the coordinator process, and is restored
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from there.
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Data kept in the actual game is not automatically corrupted by the crash
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in a table, however the table must be re-associated with the game VM is
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was associated with prior to the crash of the table.
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The table process maps well into the setting of the real-worl chess clib
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scenario previously discussed.
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A table works in the same way in a real world setting as in the GGS setting.
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\end_layout
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\begin_layout Subsection
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The game virtual machine module
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\end_layout
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