Merge branch 'master' of github.com:jeena/GGS-report
This commit is contained in:
commit
dce11b2cc6
2 changed files with 382 additions and 278 deletions
354
report.lyx
354
report.lyx
|
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@ -2949,9 +2949,9 @@ Inside the GGS everything needs a unique identifier.
|
|||
When players communicate amongst each other or with tables, they need to
|
||||
be able to uniquely identify all of these resources.
|
||||
Within one machine, this is mostly not a problem.
|
||||
A simple systems a counter can be imagined, where each request for a new
|
||||
ID increments the previous identifier and returns the new identifier based
|
||||
on the old one; see algorithm
|
||||
A simple system with a counter can be imagined, where each request for
|
||||
a new ID increments the previous identifier and returns the new identifier
|
||||
based on the old one; see algorithm
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand ref
|
||||
reference "alg:A-simple-generator"
|
||||
|
|
@ -2974,8 +2974,8 @@ reference "alg:A-simple-generator"
|
|||
\begin_layout Standard
|
||||
The obvious solution to this problem is to ensure mutual exclusion by using
|
||||
some sort of a lock, which may work well in many concurrent systems.
|
||||
In a distributed system like the GGS however, this lock, along with the
|
||||
state, would have to be distributed.
|
||||
In a distributed system such as the GGS however, this lock, along with
|
||||
the state, would have to be distributed.
|
||||
If the lock is not distributed, no guaranties can be made that two nodes
|
||||
in the distributed system do not generate the same identifier.
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||||
\end_layout
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||||
|
|
@ -3036,7 +3036,11 @@ The generation of a UUID is accomplished by gathering several different
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|||
\emph on
|
||||
hashed
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||||
\emph default
|
||||
using an algorithm such as SHA-1.
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||||
|
||||
\begin_inset space ~
|
||||
\end_inset
|
||||
|
||||
using an algorithm such as SHA-1.
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||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
|
|
@ -3070,7 +3074,7 @@ reference "alg:A-simple-generator"
|
|||
|
||||
\end_inset
|
||||
|
||||
, even when mutual system-wide exclusion was implemented.
|
||||
, even when mutual system-wide exclusion is implemented.
|
||||
This is exactly the problem UUIDs solve.
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||||
\begin_inset ERT
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||||
status open
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||||
|
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@ -3170,14 +3174,14 @@ The GGS only supports languages running in a sandboxed environment.
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|||
Each game session is started in its own sandbox.
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||||
The sandboxing isolates the games in such a way that they cannot interfere
|
||||
with each other.
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||||
If sandboxing would not have been in place, one game could potentially
|
||||
modify the contents of a different game.
|
||||
If sandboxing was not in place, one game could potentially modify the contents
|
||||
of a different game.
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||||
A similar approach is taken with the persistent storage provided by the
|
||||
GGS.
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In the storage each game has its own namespace, much like a table in a
|
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relational database.
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||||
A game is not allowed to venture outside this namespace and can, because
|
||||
of that, not modify the persistent data of other games.
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||||
A game is not allowed to venture outside this namespace, and can because
|
||||
this not modify the persistent data of other games.
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||||
|
||||
\begin_inset ERT
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||||
status open
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||||
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@ -4344,8 +4348,8 @@ target "http://www.objectmentor.com/resources/articles/srp.pdf"
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|||
|
||||
are widely respected as good practices in the world of software engineering
|
||||
and development.
|
||||
By dividing the GGS up into modules each part of the GGS can be modified
|
||||
without damaging, or requiring changes in the rest of the system.
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||||
By dividing the GGS into modules each part of the GGS can be modified without
|
||||
damaging, or requiring changes in the rest of the system.
|
||||
Due to the hot code updates featured in Erlang, it is theoretically possible
|
||||
to update parts of the GGS while the system is running, this has however
|
||||
not been implemented in the prototype.
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||||
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@ -4411,6 +4415,31 @@ textbf{Object Oriented Programming}}{A programming paradigm focusing on
|
|||
The dispatcher module
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||||
\end_layout
|
||||
|
||||
\begin_layout Standard
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||||
\begin_inset Note Note
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||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
|
||||
The discussion of the modules is divided into the following parts:
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||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
What does the module do?
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
What happens when the module fails?
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
How does the module correspond to the real-world scenario of the chess club?
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||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The dispatcher module is the first module to have contact with a player.
|
||||
When a player connects to the GGS, the player is first greeted by the dispatche
|
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|
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@ -4419,7 +4448,7 @@ r module, which sets up an accepting socket for each player.
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|||
system when working with sockets.
|
||||
Operating system limits concerning the number of open files, or number
|
||||
of open sockets are handled here.
|
||||
The operating system limits can impose problems on the GGS, this is discussed
|
||||
The operating system limits can impose problems in the GGS, this is discussed
|
||||
more in detail in chapter
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand vref
|
||||
|
|
@ -4457,8 +4486,8 @@ Well..
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
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||||
Returning to scenario of the chess club, the dispatcher module is the doorman
|
||||
of the club.
|
||||
Returning to the scenario of the chess club, the dispatcher module is the
|
||||
doorman of the club.
|
||||
When a player enters the chess club, the player is greeted by the doorman,
|
||||
letting the player in to the club.
|
||||
The actual letting in to the club is in the GGS represented by the creation
|
||||
|
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@ -4470,8 +4499,8 @@ reference "sub:The-player-module"
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|||
\end_inset
|
||||
|
||||
.
|
||||
The newly created player process is handed, and granted rights to, the
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||||
socket of the newly connected player.
|
||||
The newly created player process is handed and granted rights to, the socket
|
||||
of the newly connected player.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
|
|
@ -4500,7 +4529,7 @@ reference "sub:The-protocol-parser"
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|||
|
||||
.
|
||||
Raw communication, without passing the data through a protocol parser is
|
||||
in theory possible, but is not useful.
|
||||
in theory possible, however it is not useful.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
|
|
@ -4546,8 +4575,8 @@ The window of time between the crash of the player process and the starting
|
|||
Since the connection changes owners for a short period of time, but is
|
||||
never dropped, the implications of a crash are only noticed, at worst,
|
||||
as choppy gameplay for the client.
|
||||
Note however that this crash recovery scheme is not implemented in the
|
||||
GGS prototype.
|
||||
Note however that this crash recovery scheme is only partly implemented
|
||||
in the GGS prototype.
|
||||
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
|
@ -4562,8 +4591,8 @@ Can we do this..? Seems a bit sneaky.
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Moving back to the real world example, the player process represent an actual
|
||||
person in the chess club.
|
||||
Moving back to the real world example, the player process represents an
|
||||
actual person in the chess club.
|
||||
When a person sits down at a table in the chess club, the person does so
|
||||
by requesting a seat from some coordinating person, and is then seated
|
||||
by the same coordinator.
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||||
|
|
@ -4868,38 +4897,38 @@ name "sub:The-coordinator-module"
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|||
The coordinator module is responsible for keeping track of all players,
|
||||
their seats and tables.
|
||||
Players register with the coordinator process when first connecting to
|
||||
the server, and the coordinator places each player by their respective
|
||||
the server and, the coordinator places each player by their respective
|
||||
table.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The coordinator keeps mappings between each player and table, therefore
|
||||
it is used to perform lookups on tables and players to find out which are
|
||||
connected.
|
||||
The coordinator keeps relations between each player and table, therefore
|
||||
it is used to perform lookups on tables and players to find out which ones
|
||||
that are connected.
|
||||
The connectivity of players and tables is important when sending messages
|
||||
to all participants in a game.
|
||||
A lookup in the coordinator process is performed prior to notifying all
|
||||
players in a game to ensure the message reaches all players.
|
||||
A lookup in the coordinator process is performed before notifying all players
|
||||
in a game to ensure the message reaches all players.
|
||||
The lookup can be performed either using internal identification codes
|
||||
or using the UUID associated with each client and table.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The coordinator process contains important state, therefore a backup process
|
||||
is kept at all times.
|
||||
The coordinator process contains an important state, therefore a backup
|
||||
process is kept at all times.
|
||||
All good data processed by the coordinator is stored for safekeeping in
|
||||
the backup process as well.
|
||||
Data which is potentially harmful is not stored in the backup process.
|
||||
Data which are potentially harmful is not stored in the backup process.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Upon a crash, the coordinator process recovers the prior good state from
|
||||
the backup process and continues where it left off.
|
||||
On a crash, the coordinator process recovers the prior good state from the
|
||||
backup process and continues where it left off.
|
||||
A supervisor process monitors the coordinator process and restarts the
|
||||
process when it malfunctions.
|
||||
There is a window of time between the crash of the coordinator and the
|
||||
restarting of the coordinator, during this time, players cannot be seated
|
||||
by new tables, and cannot disconnect from the server.
|
||||
by new tables and cannot disconnect from the server.
|
||||
This window of time is very small, and the unavailability of the coordinator
|
||||
process should not be noticed by more than a short time lag for the clients.
|
||||
\end_layout
|
||||
|
|
@ -4930,23 +4959,23 @@ The information about which players are seated by each table is used when
|
|||
Consider a game of chess, each player notifies the table of its actions,
|
||||
the table then notifies the rest of the participants of these actions after
|
||||
having had the actions processed by the game VM, where an action could
|
||||
be moving a playing piece.
|
||||
be moving a piece in the game.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Each table is associated with a game VM.
|
||||
The actions sent to a table are processed by the game VM, this is where
|
||||
The actions sent to a table is processed by the game VM, this is where
|
||||
the game logic is implemented.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
After a crash in a table process, the entire table must be rebuilt and the
|
||||
players must be re-associated with the table.
|
||||
Data concerning players is kept in the coordinator process, and is restored
|
||||
Data concerning players is kept in the coordinator process and is restored
|
||||
from there.
|
||||
Data kept in the actual game is not automatically corrupted by the crash
|
||||
in a table, however the table must be re-associated with the game VM is
|
||||
was associated with prior to the crash of the table.
|
||||
in a table, however the table must be re-associated with the game VM it
|
||||
was associated with before the crash of the table.
|
||||
The table process maps well into the setting of the real-world chess club
|
||||
scenario previously discussed.
|
||||
A table works in the same way in a real world setting as in the GGS setting.
|
||||
|
|
@ -4965,12 +4994,13 @@ This module holds the game logic of a game and is responsible for the VM
|
|||
\begin_layout Standard
|
||||
The game VM contains the state of the VM and a table token associated with
|
||||
a running game.
|
||||
GameVM is started by the table module.
|
||||
The table module hands over a token to the game VM during initialization.
|
||||
The game VM is started by the table module.
|
||||
The table module hands over a token used for identification to the game
|
||||
VM during initialization.
|
||||
During initialization a new VM instance and various objects associated
|
||||
to the VM instance will be created.
|
||||
Callbacks to Erlang are registered into the VM and then the source code
|
||||
of a game is loaded into the VM and the game is ready for startup.
|
||||
to the VM instance are created.
|
||||
Callbacks to Erlang are registered into the VM and the source code of a
|
||||
game is loaded into the VM, finally the game is ready for startup.
|
||||
The only means for a game to communicate with the VM is through usage of
|
||||
a provided interface.
|
||||
|
||||
|
|
@ -4981,12 +5011,12 @@ The VM itself makes it possible for the game developer to program in the
|
|||
programming language covered by the VM.
|
||||
In future releases, more game VMs will be added to support more programming
|
||||
languages.
|
||||
Because the game VM keeps track of the correct table, the game developer
|
||||
Since the game VM keeps track of the correct table, the game developer
|
||||
does not need to take this into consideration when programming a game.
|
||||
If a method within the game sends data to a player, it will be delivered
|
||||
to the player in the correct running game.
|
||||
If a method within the game sends data to a player, the data is delivered
|
||||
to the player in the correct game.
|
||||
The same game token is used to store the game state in the database.
|
||||
Therefore, no game states will be mixed up either.
|
||||
Therefore, no game states can be mixed up.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
|
|
@ -5003,7 +5033,7 @@ reference "sec:Communication-with-the-GDL-VM"
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The code which is run in the VM is uploaded to the GGS prior to each game.
|
||||
The code which is run in the VM is uploaded to the GGS before each game.
|
||||
Allowing the clients to upload code allows clients to run any game.
|
||||
\end_layout
|
||||
|
||||
|
|
@ -5019,7 +5049,7 @@ name "sub:The-database-module"
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Game data from all games on the GGS are stored in the database backend of
|
||||
Game data from all games on the GGS is stored in the database backend of
|
||||
the database module.
|
||||
\end_layout
|
||||
|
||||
|
|
@ -5027,10 +5057,10 @@ Game data from all games on the GGS are stored in the database backend of
|
|||
In the GGS prototype the database module is using a database management
|
||||
system called Mnesia.
|
||||
Mnesia ships with the standard Erlang distribution and is a key-value store
|
||||
type database.
|
||||
Mnesia is designed to handle the stress of telecoms systems, and has some
|
||||
features specifically tailored for telecoms which are not commonly found
|
||||
in other databases.
|
||||
type of database.
|
||||
Mnesia is designed to handle the stress of telecoms systems, therefore
|
||||
it has some features specifically tailored for telecoms which are not commonly
|
||||
found in other databases.
|
||||
Key features of the Mnesia database are:
|
||||
\end_layout
|
||||
|
||||
|
|
@ -5058,14 +5088,14 @@ key "667766"
|
|||
|
||||
\begin_layout Standard
|
||||
The features of Mnesia originally intended for telecoms prove very useful
|
||||
for the purposes of the GGS as well.
|
||||
The fault tolerance and speed of Mnesia are very valuable tools, the fast
|
||||
key/value lookups permit many lookups per second to the database.
|
||||
for the GGS as well.
|
||||
The fault tolerance and speed of Mnesia are valuable tools, the fast key/value
|
||||
lookups permit many lookups per second from the database.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Game data will not be lost when a game is stopped or has gone down for unknown
|
||||
reasons.
|
||||
Game data will not be lost when a game is stopped or has gone down for any
|
||||
reason.
|
||||
This makes it possible to continue a game just before the failure without
|
||||
having to start the game from the beginning.
|
||||
|
||||
|
|
@ -5094,16 +5124,36 @@ The GGS stores the game state in the distributed Mnesia database, from which
|
|||
\begin_layout Standard
|
||||
Each game is uniquely identified by a table token and the data of each game
|
||||
is stored within two different namespaces.
|
||||
The namespaces are named World and Localstorage.
|
||||
The World is used contain all game data related to the game state.
|
||||
The namespaces are named
|
||||
\noun on
|
||||
world
|
||||
\noun default
|
||||
and
|
||||
\noun on
|
||||
Localstorage
|
||||
\noun default
|
||||
.
|
||||
The
|
||||
\noun on
|
||||
World
|
||||
\noun default
|
||||
is used contain all game data related to the game state.
|
||||
This sort of game data may change during the runtime of the game.
|
||||
The Localstorage should contain data independent of the game state.
|
||||
The
|
||||
\noun on
|
||||
Localstorage
|
||||
\noun default
|
||||
contains data independent of the game state.
|
||||
Game resources, constants and global variables are all examples of data
|
||||
that could reside within the Localstorage.
|
||||
that reside within the
|
||||
\noun on
|
||||
Localstorage
|
||||
\noun default
|
||||
.
|
||||
To store a value within the database, not only is the table token and the
|
||||
name of the namespace required, but a unique key so that the value can
|
||||
name of the namespace required, but an unique key so that the value can
|
||||
be successfully retrieved or modified later.
|
||||
The key is fully decidable by the game developer.
|
||||
The key is decidable by the game developer.
|
||||
|
||||
\end_layout
|
||||
|
||||
|
|
@ -5112,8 +5162,8 @@ The interface of the database module is an implementation of the upcoming
|
|||
W3C Web Storage specification.
|
||||
Web Storage is intended for use in web browsers, providing a persistent
|
||||
storage on the local machine for web applications.
|
||||
The storage can be used to communicate in between browser windows (which
|
||||
is difficult when using cookies), and to store larger chunks of data
|
||||
The storage can be used to communicate among browser windows (which is
|
||||
difficult when using cookies), and to store larger chunks of data
|
||||
\begin_inset CommandInset citation
|
||||
LatexCommand citet
|
||||
key "webstorage:website"
|
||||
|
|
@ -5138,7 +5188,7 @@ name "sec:Communication-with-the-GDL-VM"
|
|||
|
||||
\begin_layout Standard
|
||||
A game launched on the GGS is run within a virtual machine.
|
||||
For each programming language supported, there is a virtual machine that
|
||||
For each programming language supported, there is a virtual machine which
|
||||
interprets the game.
|
||||
Furthermore an interface for communication between the GGS, the game and
|
||||
the players playing the game is present.
|
||||
|
|
@ -5151,51 +5201,64 @@ Callbacks written in Erlang are registered to the VM for the interface to
|
|||
the game state and send messages to the clients.
|
||||
The interface provides access to three objects called
|
||||
\emph on
|
||||
world, players
|
||||
\noun on
|
||||
world
|
||||
\noun default
|
||||
,
|
||||
\noun on
|
||||
players
|
||||
\emph default
|
||||
\noun default
|
||||
and
|
||||
\emph on
|
||||
\noun on
|
||||
localStorage
|
||||
\emph default
|
||||
\noun default
|
||||
.
|
||||
The game state is safely stored in a database and retrieved for manipulation
|
||||
by a call for the world object.
|
||||
Interaction with the players is done by using the
|
||||
\emph on
|
||||
GGS.sendCommand(player_id, command, args)
|
||||
\emph default
|
||||
and
|
||||
\emph on
|
||||
GGS.
|
||||
\emph default
|
||||
sendCommandToAll(command, args).
|
||||
The localstorage is a convenient way to store global data and other variables
|
||||
separated from the game state.
|
||||
Unique ids called gametokens are generated for hosted games so that they
|
||||
are not mixed up.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
A game launched on the GGS is run within a virtual machine.
|
||||
For each programming language supported, there is a virtual machine that
|
||||
interprets the game.
|
||||
Furthermore an interface for communication between the GGS, the game and
|
||||
the players playing the game must be present.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Note Note
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Unique id:s called gametokens are generated for hosted games so that they
|
||||
are not mixed up.
|
||||
-- good text, integrate more.
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt GGS.sendCommand(player
|
||||
\backslash
|
||||
_id, command, args)}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
and
|
||||
\emph on
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
{
|
||||
\backslash
|
||||
tt GGS.sendCommandToAll(command, args)}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\emph default
|
||||
.
|
||||
The localStorage is a convenient way to store global data and other variables
|
||||
separated from the game state.
|
||||
Unique ids called game tokens are generated for hosted games so that they
|
||||
are not mixed up.
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
|
|
@ -5226,7 +5289,14 @@ name "sub:Exposing-Erlang-functionality"
|
|||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
This section contains a concrete example of how the localstorage and world
|
||||
This section contains a concrete example of how the
|
||||
\noun on
|
||||
localStorage
|
||||
\noun default
|
||||
and
|
||||
\noun on
|
||||
world
|
||||
\noun default
|
||||
objects are exposed to a GDL VM.
|
||||
The example comes from the GGS prototype, which uses JavaScript powered
|
||||
by Google V8 as its GDL VM.
|
||||
|
|
@ -5298,16 +5368,33 @@ tt GGS.localStorage }
|
|||
|
||||
\end_inset
|
||||
|
||||
from within the GDL, access to the localstorage is provided, thus the localstor
|
||||
age must be connected to the GGS object, this can be seen in line 5.
|
||||
from within the GDL, access to the
|
||||
\noun on
|
||||
localStorage
|
||||
\noun default
|
||||
is provided, thus the
|
||||
\noun on
|
||||
localStorage
|
||||
\noun default
|
||||
must be connected to the GGS object, this can be seen in line 5.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Both the GGS and localstorage objects are dummy objects, which provide no
|
||||
functionality, these two objects are simply placed in the GDL for the purpose
|
||||
clearing up the code.
|
||||
In order to perform an action using the GGS and localstorage objects, the
|
||||
|
||||
Both the
|
||||
\noun on
|
||||
GGS
|
||||
\noun default
|
||||
and
|
||||
\noun on
|
||||
localStorage
|
||||
\noun default
|
||||
objects are dummy objects, which provide no functionality, these two objects
|
||||
are simply placed in the GDL for the purpose clearing up the code.
|
||||
In order to perform an action using the GGS and
|
||||
\noun on
|
||||
localStorage
|
||||
\noun default
|
||||
objects, the
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
|
|
@ -5383,20 +5470,6 @@ tt setTimeout}
|
|||
per default.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Prior to this section, the Erlang syntax has to be briefly explained.
|
||||
I think the 'usage of erlang' section is a good place to do this in.
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Float algorithm
|
||||
wide false
|
||||
|
|
@ -5768,24 +5841,12 @@ Techniques for ensuring reliability
|
|||
|
||||
\begin_layout Standard
|
||||
One of the main goals of the project is to achieve high reliability.
|
||||
The term
|
||||
\begin_inset Quotes eld
|
||||
\end_inset
|
||||
The term 'reliable system' is defined by the IEEE as
|
||||
\end_layout
|
||||
|
||||
reliable system
|
||||
\begin_inset Quotes erd
|
||||
\end_inset
|
||||
|
||||
is defined by the IEEE as a system with
|
||||
\begin_inset Quotes eld
|
||||
\end_inset
|
||||
|
||||
the ability of a system or component to perform its required functions under
|
||||
stated conditions for a specified period of time
|
||||
\begin_inset Quotes erd
|
||||
\end_inset
|
||||
|
||||
|
||||
\begin_layout Quotation
|
||||
A system with the ability of a system or component to perform its required
|
||||
functions under stated conditions for a specified period of time
|
||||
\begin_inset CommandInset citation
|
||||
LatexCommand citet
|
||||
key "ieee_90"
|
||||
|
|
@ -5793,10 +5854,13 @@ key "ieee_90"
|
|||
\end_inset
|
||||
|
||||
.
|
||||
There are some tools for creating reliable applications built in to Erlang.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
There are some tools for creating reliable applications built in to Erlang:
|
||||
|
||||
\begin_inset ERT
|
||||
status open
|
||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
|
@ -5824,14 +5888,22 @@ E"}
|
|||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Links between processes.
|
||||
|
||||
\series bold
|
||||
Links between processes
|
||||
\series default
|
||||
.
|
||||
When a process spawns a new child process, and the child process later
|
||||
exits, the parent process is notified of the exit.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Transparent distribution over a network of processors.
|
||||
|
||||
\series bold
|
||||
Transparent distribution over a network of processors
|
||||
\series default
|
||||
.
|
||||
When several nodes participate in a network, it does not matter on which
|
||||
of these machines a process is run.
|
||||
Communication between processes does not depend on the node in which each
|
||||
|
|
@ -5840,7 +5912,11 @@ Transparent distribution over a network of processors.
|
|||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Hot code replacements.
|
||||
|
||||
\series bold
|
||||
Hot code replacements
|
||||
\series default
|
||||
.
|
||||
Two versions of the same module can reside in the memory of Erlang at any
|
||||
time.
|
||||
This means that a simple swap between these versions can take place very
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue