From bc133fa0f2dd8061c4421e614f084854cde14e64 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jonatan=20P=C3=A5lsson?= Date: Tue, 10 May 2011 14:15:09 +0200 Subject: [PATCH] Added some capitalizations & some grammar checking --- report.lyx | 115 ++++++++++++++++++++--------------------------------- 1 file changed, 43 insertions(+), 72 deletions(-) diff --git a/report.lyx b/report.lyx index f1aaacd..ff4a64f 100644 --- a/report.lyx +++ b/report.lyx @@ -6587,7 +6587,8 @@ Typical communication \begin_layout Standard This case study describes the flow through the GGS when a typical command is encountered. - Consider a chat client sending the message to change the nick of a user. + 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 in section \begin_inset CommandInset ref @@ -6599,19 +6600,23 @@ reference "sec:Example-of-a-GGS-app" . All communication between modules is asynchronous, nothing is blocking, which is very important in concurrent systems. - It is probably much easier to follow the steps by following them on + To follow the example more easily, looking at the graphic in section \begin_inset CommandInset ref LatexCommand vref reference "fig:The-layout-of" \end_inset -. + is recommended. \end_layout \begin_layout Enumerate -The client packages a Game-Command into a package which conforms to the - protocol structure the GGS is using and sends it over the network. +The client packages a Game-Command into a +\emph on +GGS protocol packet +\emph default + which conforms to the protocol structure the GGS is using and sends it + over the network. \end_layout \begin_layout Enumerate @@ -6762,13 +6767,9 @@ The dispatcher process couples the TCP connection to the newly created player \begin_layout Enumerate The client sends a message with a -\begin_inset Quotes eld -\end_inset - +\noun on hello -\begin_inset Quotes erd -\end_inset - +\noun default Server-Command to initiate a handshake. \end_layout @@ -6778,13 +6779,9 @@ The player module parses the message with help of the protocol module. \begin_layout Enumerate If the message was just a plain -\begin_inset Quotes eld -\end_inset - +\noun on hello -\begin_inset Quotes erd -\end_inset - +\noun default , without a table token, then the player process asks the coordinator process to create a new table process and add this player process to this newly created table. @@ -6799,13 +6796,9 @@ During the creation of a new table the table process creates a new game \begin_layout Enumerate The player process answers to the client with a -\begin_inset Quotes eld -\end_inset - +\noun on hello -\begin_inset Quotes erd -\end_inset - +\noun default Client-Command and passes on the clients player token along with the informatio n about if it should define a game - because it is the first client to connect to this table - or not and the table token it was assigned to. @@ -6816,67 +6809,54 @@ Defining a game \end_layout \begin_layout Standard -Because of the generic nature of the GGS it is the clients job to load up - the source code of the game it would like to play. +The generic nature of the GGS leaves it up to the client to define which + game should be run. + The definition is done in the GDL, in this example, the GDL is JavaScript. It is possible to alter the GGS prototype so that only the server maintainer - is able to install new games on the server but this way the GGS is much - more generic. + is able to install new games on the server however the current implementation + of the GGS is much more generic. \end_layout \begin_layout Standard The first client which connects to a table is responsible to provide the JavaScript server source code. To do so there is a -\begin_inset Quotes eld -\end_inset - +\noun on define -\begin_inset Quotes erd -\end_inset - +\noun default Server-Command. \end_layout \begin_layout Enumerate If during the handshake with the -\begin_inset Quotes eld -\end_inset - +\noun on hello -\begin_inset Quotes erd -\end_inset - - command the client gets the task of providing the server source code then - it sends a -\begin_inset Quotes eld -\end_inset - +\noun default + command the client is assigned the task of providing the server source + code then the client must send a +\noun on define -\begin_inset Quotes erd -\end_inset - +\noun default Server-Command message with the source code as its parameter. + Only the first client will get the information about the need of defining + a game during the handshake. \end_layout \begin_layout Enumerate -The player process parses, once again with help of the protocoll module, - the message. +The player process parses the message, with help of the protocol module. \end_layout \begin_layout Enumerate -The player process sends the source code to its table process as a -\begin_inset Quotes eld -\end_inset - +The player process sends the source code to the table process assigned to + the player as a +\noun on define -\begin_inset Quotes erd -\end_inset - +\noun default message. \end_layout \begin_layout Enumerate -The table process forwards it to the game VM process. +The table process forwards the source code to the game VM process. \end_layout \begin_layout Enumerate @@ -6885,12 +6865,12 @@ 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 games context. + playerCommand() function - within the context of the game. \end_layout \begin_layout Enumerate -Now the game is fully initialized and can be used by all clients with help - of the playerCommand() function. +The game is at this point fully initialized and can be used by all clients + with help of the playerCommand() function. \end_layout \begin_layout Enumerate @@ -6900,23 +6880,14 @@ The table process saves the source code in the database for backup reasons \begin_layout Enumerate The player process sends a -\begin_inset Quotes eld -\end_inset - +\noun on defined -\begin_inset Quotes erd -\end_inset - +\noun default Client-Command to the client. This way the client is notified that everything went well and it can start the game. \end_layout -\begin_layout Standard -If it is not the first client on the table, it will get a define=false during - the handshake and is not obligated to send the server source code. -\end_layout - \begin_layout Subsubsection Life cycle \end_layout @@ -6943,7 +6914,7 @@ Clients disconnect \begin_layout Enumerate When the last client disconnects the table process terminates and with it - the game context and database content (not implemented yet). + the game context and database content (not implemented in the prototype). \end_layout \begin_layout Subsection