Merge branch 'master' of github.com:jeena/GGS-report
Conflicts: report.lyx
This commit is contained in:
commit
9c1af8e73b
2 changed files with 312 additions and 8107 deletions
448
report.lyx
448
report.lyx
|
@ -3219,8 +3219,7 @@ Erlang is not a very popular language for game development, therefore the
|
|||
interface to different virtual machines which would run the game code.
|
||||
This way a game developer can write the game in his favorite language while
|
||||
the server part still is written in Erlang and can benefit from all the
|
||||
advantages of the Erlang language.
|
||||
In this section, a few potential languages are given.
|
||||
advantages the Erlang language provides.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
|
@ -3229,20 +3228,21 @@ JavaScript
|
|||
|
||||
\begin_layout Standard
|
||||
JavaScript is a prime GDL candidate for the GGS.
|
||||
The language is very flexible, a general knowledge of the language is present
|
||||
in the computer science community, furthermore there are virtual machines
|
||||
readily available for JavaScript.
|
||||
The language is very flexible, and a large base of developers within the
|
||||
web community is using this language on the client side within the browser
|
||||
and therefore are used to it.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
JavaScript has gained a lot of popularity lately, it is used in large projects
|
||||
such as
|
||||
JavaScript, as a interpreted script language, has gained a lot of popularity
|
||||
in other fields of computer science lately.
|
||||
It is used as a server side language in large projects such as
|
||||
\emph on
|
||||
Riak
|
||||
\emph default
|
||||
|
||||
\begin_inset Foot
|
||||
status open
|
||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
|
||||
\begin_inset Flex URL
|
||||
|
@ -3260,7 +3260,7 @@ http://wiki.basho.com/An-Introduction-to-Riak.html
|
|||
|
||||
\end_inset
|
||||
|
||||
,
|
||||
or
|
||||
\emph on
|
||||
CouchDB
|
||||
\emph default
|
||||
|
@ -3315,22 +3315,17 @@ https://github.com/languages/
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Since the GGS is intended to be connected to several different GDL VMs the
|
||||
choice for the first language implemented for the GGS prototype seems not
|
||||
only to depend on the technical features of the GDL chosen, in this case
|
||||
JavaScript.
|
||||
A different, albeit still important non technical feature of JavaScript
|
||||
is the familiarity with the language of the members of the GGS development
|
||||
team.
|
||||
Apart from that there are virtual machines with bindings to Erlang readily
|
||||
available for JavaScript which are provided by organisations like Mozilla
|
||||
and companies like Google.
|
||||
In the end this choice was more or less arbitrary since the GGS is intended
|
||||
to be able to run several different GDL VMs, and one had to be the first.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The popularity of JavaScript in the programming community, in combination
|
||||
with the availability of several different JavaScript virtual machines
|
||||
was an important influence in choosing JavaScript as the main control language
|
||||
for our GGS prototype.
|
||||
\begin_inset ERT
|
||||
status collapsed
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
@ -3433,8 +3428,8 @@ Testing
|
|||
|
||||
\begin_layout Standard
|
||||
There are several ways in which the GGS can be tested.
|
||||
The most important aspect has been deemed to be the experience players
|
||||
have when using the GGS.
|
||||
The most important aspect is deemed to be the experience players have when
|
||||
using the GGS.
|
||||
To test the user experience of the GGS, a realistic usage scenario has
|
||||
to be set up.
|
||||
\end_layout
|
||||
|
@ -3442,21 +3437,21 @@ There are several ways in which the GGS can be tested.
|
|||
\begin_layout Standard
|
||||
The GGS is intended to be used for powering games which have many concurrent
|
||||
players.
|
||||
The players does not need to participate in the same instance of the game,
|
||||
games such as chess are prime candidates for the GGS.
|
||||
The players do not need to participate in the same instance of the game,
|
||||
games such as chess are possible candidates for the testing sessions.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
When developing the GGS, two main categories of games exhibiting different
|
||||
performance requirements were identified; real-time games and turn-based
|
||||
games.
|
||||
The real-time games were deemed more demanding than the turn based games.
|
||||
Tests were carried out using a real time game, since this is the more demanding
|
||||
The real-time games are deemed more demanding than the turn based games.
|
||||
Tests are carried out using a real time game, since this is the more demanding
|
||||
type of games.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The real time game chosen for testing the GGS is
|
||||
The real time game chosen for testing of the GGS is
|
||||
\emph on
|
||||
Pong
|
||||
\emph default
|
||||
|
@ -3481,7 +3476,7 @@ bots
|
|||
\emph default
|
||||
for testing his generic hazard-gaming server.
|
||||
Lidholt describes how his server, capable of running several different
|
||||
casino games are tested using artificial players, so called bots.
|
||||
casino games is tested using artificial players, so called bots.
|
||||
Performance is measured in
|
||||
\begin_inset Quotes eld
|
||||
\end_inset
|
||||
|
@ -3494,7 +3489,7 @@ number of clients
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Similar tests were performed on the GGS, and the results of these tests
|
||||
Similar tests have been performed on the GGS, and the results of these tests
|
||||
are visible in chapter
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand ref
|
||||
|
@ -3508,7 +3503,7 @@ reference "chap:Results-and-discussion"
|
|||
Due to lack of hardware, not enough player processes could be started in
|
||||
this way.
|
||||
The bots were rewritten in Erlang, and due to Erlang's light weigh threads,
|
||||
enough processes could be created to test successfully the server.
|
||||
enough processes could have been created to test the server successfully.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
|
@ -5950,7 +5945,7 @@ name "sub:Supervisor-structure"
|
|||
\begin_inset Float figure
|
||||
wide false
|
||||
sideways false
|
||||
status collapsed
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
\begin_inset Note Note
|
||||
|
@ -6011,6 +6006,12 @@ end{centering}
|
|||
\begin_inset Caption
|
||||
|
||||
\begin_layout Plain Layout
|
||||
\begin_inset CommandInset label
|
||||
LatexCommand label
|
||||
name "fig:The-supervisor-structure"
|
||||
|
||||
\end_inset
|
||||
|
||||
The supervisor structure of GGS
|
||||
\end_layout
|
||||
|
||||
|
@ -6038,6 +6039,8 @@ key "Savor:1997:HSA:851010.856089"
|
|||
.
|
||||
When a process misbehaves, the supervisor takes some action to restore
|
||||
the process to a functional state.
|
||||
In the case of the GGS, a process misbehaving most commonly triggers a
|
||||
restart of the faulting process.
|
||||
|
||||
\end_layout
|
||||
|
||||
|
@ -6048,18 +6051,17 @@ There are several approaches to supervisor design in general (when not just
|
|||
process(es) it supervises, and let the supervisor makes decisions based
|
||||
on this state.
|
||||
The supervisor has a specification of how the process it supervises should
|
||||
function, and this is how it makes decisions.
|
||||
function, this is how it makes decisions.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
In Erlang, there is a simple version of supervisors.
|
||||
It does not inspect the state of the processes being supervised.
|
||||
We do have a specification of how the supervised processes should behave,
|
||||
but on a higher level.
|
||||
The specification describes things such as how many times in a given interval
|
||||
a child process may crash, which processes need restarting when crashes
|
||||
occur, and so forth.
|
||||
No state of the processes being supervised is inspected.
|
||||
There is, however a specification of how the supervised processes should
|
||||
behave, but on a higher level.
|
||||
The specification describes things such as how many times in a given interval a child process may crash, which processes need restarting when
|
||||
crashes occur, etc.
|
||||
|
||||
\end_layout
|
||||
|
||||
|
@ -6073,8 +6075,9 @@ When the linking of processes to monitor exit behavior is coupled with the
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
In the GGS, the system is separated into two large supervised parts.
|
||||
We try to restart a crashing child separately, if this fails too many
|
||||
In the GGS, the system has been separated into two large supervised parts.
|
||||
An attempt to restart a crashing child separately is made, if this fails
|
||||
too many
|
||||
\begin_inset Foot
|
||||
status collapsed
|
||||
|
||||
|
@ -6093,26 +6096,33 @@ too many
|
|||
|
||||
\end_inset
|
||||
|
||||
times, we restart the nearest supervisor of this child.
|
||||
times, the nearest supervisor of this child is restarted.
|
||||
This ensures separation of the subsystems so that a crash is as isolated
|
||||
as possible.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The graphic above shows our two subsystems, the coordinator subsystem and
|
||||
the dispatcher subsystem.
|
||||
Figure
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand vref
|
||||
reference "fig:The-supervisor-structure"
|
||||
|
||||
\end_inset
|
||||
|
||||
shows our two subsystems, the coordinator subsystem and the dispatcher
|
||||
subsystem.
|
||||
Since these two systems perform very different tasks they have been separated.
|
||||
Each subsystem has one worker process, the coordinator or the dispatcher.
|
||||
The worker process keeps a state which should not be lost on a crash.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
We have chosen to let faulty processes crash easily when they receive bad
|
||||
data, or if something unexpected happens.
|
||||
The alternative to crashing would have been to try to fix this faulty data,
|
||||
or to foresee the unexpected events.
|
||||
We chose not to do this because it is so simple to monitor and restart
|
||||
processes, and so difficult to try to mend broken states.
|
||||
A choice has been made to let faulty processes crash very easily when they
|
||||
receive bad data, or something unexpected happens.
|
||||
The alternative to crashing would have been to try to fix this faulty
|
||||
data, or to foresee the unexpected events.
|
||||
This was not chosen since it is so simple to monitor and restart processes,
|
||||
and so difficult to try to mend broken states.
|
||||
This approach is something widely deployed in the Erlang world, and developers
|
||||
are often encouraged to “Let it crash”.
|
||||
\end_layout
|
||||
|
@ -6120,9 +6130,9 @@ We have chosen to let faulty processes crash easily when they receive bad
|
|||
\begin_layout Standard
|
||||
To prevent any data loss, the good state of the worker processes are stored
|
||||
in their respective backup processes.
|
||||
When a worker process (re)starts, it asks the backup process for any previous
|
||||
state, if there is any that state is loaded in to the worker and it proceeds
|
||||
where it left off.
|
||||
When a worker process (re)starts, the backup process is queried for any
|
||||
previous state, if there is any, that state is loaded in to the worker
|
||||
and it proceeds where it left off.
|
||||
If on the other hand no state is available, a special message is delivered
|
||||
instead, making the worker creates a new state, this is what happens when
|
||||
the workers are first created.
|
||||
|
@ -6151,6 +6161,12 @@ reference "fig:redundancy"
|
|||
depicts the redundancy built in to the coordinator process.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
This type of redundancy is only implemented in the coordinator process,
|
||||
similar configurations should however be possible for all modules of the
|
||||
GGS.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Float figure
|
||||
wide false
|
||||
|
@ -6238,24 +6254,24 @@ name "sub:Hot-code-replacement"
|
|||
\begin_layout Standard
|
||||
Hot code replacement is a technique used to update systems while they are
|
||||
running.
|
||||
The main use of hot code replacement are in critical systems that require
|
||||
The main use of hot code replacement is in critical systems that require
|
||||
low downtime, such as telecom systems.
|
||||
By using hot code replacement, systems can be able to achieve as high uptime
|
||||
as possible and thus improving the reliability of the system.
|
||||
Code replacement is a feature that exist in Erlang which means that with
|
||||
Code replacement is a feature that exists in Erlang which means that with
|
||||
some work it could be implemented into the GGS.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Software testing
|
||||
Testing
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
In order to make sure the GGS prototype adheres to the specification set
|
||||
In order to make sure the GGS prototype adheres to the specification set,
|
||||
two different approaches to software testing are used.
|
||||
For simpler testing the GGS prototype uses unit tests.
|
||||
Modules are tested on a high level, making sure each function in the module
|
||||
tested functiions according to specification.
|
||||
tested functions according to specification.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
|
@ -6285,9 +6301,6 @@ Unit testing is a way to check if the functionality adheres to the specification
|
|||
In most cases whole functions.
|
||||
Unit testing is good, not only for revealing software bugs, but also to
|
||||
state that a feature is working according to the specification.
|
||||
Unit testing is a common way to test software and has proven useful within
|
||||
the GGS when functions take complicated arguments.
|
||||
In these cases it is easy to set up a scenario that should work.
|
||||
|
||||
\end_layout
|
||||
|
||||
|
@ -6300,19 +6313,10 @@ Unit testing is a useful way to create regression tests.
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Erlang provides a module for unit testing called eunit.
|
||||
Eunit, being a part of OTP, is rich in functionality and well documented
|
||||
yet it doesn't allow any means of testing asynchronous behaviours as opposed
|
||||
to other means of software testing.
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
Eunit, being a part of OTP, is rich in functionality and well documented,
|
||||
it doesn't however allow any means of testing asynchronous behaviours as
|
||||
opposed to other means of software testing.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
|
@ -6320,7 +6324,7 @@ Automated test case generation
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The problem of writing software tests manually, is that it takes a lot of
|
||||
The problem of writing software tests manually is that it takes a lot of
|
||||
time.
|
||||
There exists other ways to test software that address this problem by generatin
|
||||
g test cases with certain properties.
|
||||
|
@ -6410,8 +6414,8 @@ Typical communication
|
|||
This case study describes the flow through the GGS when a typical command
|
||||
is encountered.
|
||||
Below is a case study where a chat client sends a message to change the
|
||||
nick of a user.
|
||||
The actual code performing the change of a nick in JavaScript is discussed
|
||||
nick name of a user.
|
||||
The actual code performing the change of a nick name in JavaScript is discussed
|
||||
in section
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand ref
|
||||
|
@ -6458,7 +6462,8 @@ The protocol parser sends this Erlang touple back to the player process.
|
|||
\end_layout
|
||||
|
||||
\begin_layout Enumerate
|
||||
The player process checks if it is a Server-Command or a Game-Command.
|
||||
The player process checks if the command is is a Server-Command or a Game-Comman
|
||||
d.
|
||||
In our example it is a Game-Command and it sends the message to the table
|
||||
process.
|
||||
\end_layout
|
||||
|
@ -6470,31 +6475,21 @@ The table process sends it to its own Game VM process.
|
|||
\begin_layout Enumerate
|
||||
The game VM process calls the function
|
||||
\emph on
|
||||
playerCommand(
|
||||
\begin_inset Quotes eld
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt playerCommand(278d5 ..
|
||||
49, nick, Peter)}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
278d5002-77d6-11e0-b772-af884def5349
|
||||
\begin_inset Quotes erd
|
||||
\end_inset
|
||||
|
||||
,
|
||||
\begin_inset Quotes eld
|
||||
\end_inset
|
||||
|
||||
nick
|
||||
\begin_inset Quotes erd
|
||||
\end_inset
|
||||
|
||||
,
|
||||
\begin_inset Quotes eld
|
||||
\end_inset
|
||||
|
||||
Peter
|
||||
\begin_inset Quotes erd
|
||||
\end_inset
|
||||
|
||||
)
|
||||
\emph default
|
||||
within the JavaScript VM.
|
||||
\end_layout
|
||||
|
@ -6515,25 +6510,64 @@ reference "sec:Example-of-a-GGS-app"
|
|||
|
||||
we see that the GGS-functions
|
||||
\emph on
|
||||
GGS.localStorage.setItem(key, value)
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt GGS.localStorage.setItem(key, value)}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
and
|
||||
\emph on
|
||||
GGS.localStorage(key)
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt GGS.localStorage(key)}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
are used.
|
||||
Both are callbacks coupled to the database module functions.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Enumerate
|
||||
Data is being read from and written to the database and handed over to the
|
||||
JSVM via the database process.
|
||||
Data is read from and written to the database and handed over to the JSVM
|
||||
via the database process.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Enumerate
|
||||
In the example the
|
||||
\emph on
|
||||
GGS.sendCommandToAll()
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt GGS.sendCommandToAll()}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
is being called then which is a callback to a function of the table module
|
||||
which iterates through its player list and sends the command to every player.
|
||||
|
@ -6687,12 +6721,38 @@ The game VM process executes the source code within the JavaScript VM.
|
|||
|
||||
\begin_layout Enumerate
|
||||
The JavaScript VM evaluates the source code - which has to implement the
|
||||
playerCommand() function - within the context of the game.
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt playerCommand()}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
function - within the context of the game.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Enumerate
|
||||
The game is at this point fully initialized and can be used by all clients
|
||||
with help of the playerCommand() function.
|
||||
with help of the
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt playerCommand()}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
function.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Enumerate
|
||||
|
@ -6735,8 +6795,8 @@ Clients disconnect
|
|||
\end_layout
|
||||
|
||||
\begin_layout Enumerate
|
||||
When the last client disconnects the table process terminates and with it
|
||||
the game context and database content (not implemented in the prototype).
|
||||
When the last client disconnects, the table process terminates and with
|
||||
it the game context and database content (not implemented in the prototype).
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
|
@ -6766,12 +6826,38 @@ Game-Command
|
|||
from a client, it is passed along to the game VM through a function called
|
||||
|
||||
\emph on
|
||||
playerCommand
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt playerCommand}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
which is the entry point for each game and has to be implemented by the
|
||||
developer; one can think of it like the
|
||||
developer; it can be seen as the
|
||||
\emph on
|
||||
main()
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt main()}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
function of a C or Java program
|
||||
\emph on
|
||||
|
@ -6780,7 +6866,20 @@ main()
|
|||
\emph default
|
||||
Typically the
|
||||
\emph on
|
||||
playerCommand
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt playerCommand}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
function contains conditional constructs which decide the next action to
|
||||
take.
|
||||
|
@ -6793,7 +6892,20 @@ reference "alg:A-concrete-example"
|
|||
|
||||
an example of the
|
||||
\emph on
|
||||
playerCommand
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt playerCommand}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
function can be seen.
|
||||
\end_layout
|
||||
|
@ -6808,24 +6920,46 @@ reference "alg:A-concrete-example"
|
|||
|
||||
the
|
||||
\emph on
|
||||
playerCommand
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt playerCommand}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
function accepts two different commands.
|
||||
The first command is a command which allows chat clients connected to the
|
||||
chat server to change nicknames, which are used when chatting.
|
||||
In order to change the nickname, a client must send a Game-Command
|
||||
\begin_inset Quotes eld
|
||||
\end_inset
|
||||
|
||||
\noun on
|
||||
nick
|
||||
\begin_inset Quotes erd
|
||||
\noun default
|
||||
with the actual new nick name as a argument.
|
||||
When a message arrives to the GGS which has the form corresponding to the
|
||||
nick name change, the
|
||||
\emph on
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt playerCommand}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
with the actual new nickname as a argument.
|
||||
When a message arrives to the GGS which has the form corresponding to the
|
||||
nickname change, the
|
||||
\emph on
|
||||
playerCommand
|
||||
|
||||
\emph default
|
||||
function is called with the parameters
|
||||
\emph on
|
||||
|
@ -6841,26 +6975,61 @@ args
|
|||
\begin_layout Standard
|
||||
The
|
||||
\emph on
|
||||
playerCommand
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt playerCommand}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
function is responsible for calling the helper functions responsibly for
|
||||
carrying out the actions of each message received.
|
||||
|
||||
\emph on
|
||||
changeNick
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt changeNick}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
is a function which is called when the
|
||||
\begin_inset Quotes eld
|
||||
\end_inset
|
||||
|
||||
\noun on
|
||||
nick
|
||||
\begin_inset Quotes erd
|
||||
\end_inset
|
||||
|
||||
\noun default
|
||||
message is received.
|
||||
The
|
||||
\emph on
|
||||
changeNick
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt changeNick}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
function uses a feature of the GGS called localstorage (see section
|
||||
\begin_inset CommandInset ref
|
||||
|
@ -6884,12 +7053,19 @@ reference "sub:The-database-module"
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Access to the localStorage is provided through the
|
||||
Access to the
|
||||
\noun on
|
||||
localStorage
|
||||
\noun default
|
||||
is provided through the
|
||||
\emph on
|
||||
GGS object
|
||||
\noun on
|
||||
GGS
|
||||
\noun default
|
||||
|
||||
\emph default
|
||||
, which also can be used to communicate with the rest of the system from
|
||||
the GDL.
|
||||
object, which also can be used to communicate with the rest of the system
|
||||
from the GDL.
|
||||
Implementation specifics of the GGS object are provided in
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand ref
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue