Technical Implementation

From DominAnt
Revision as of 13:20, 30 January 2016 by Melker (talk | contribs) (→‎Food)

Just some comments to myself:

  • Server controls what is on the map (the client shall not assume anything)

Internal actions

  • Show Map
  • Show Map at pos x,y
  • Show Map at nest n
  • Help about n (predefined constants in app) - or use the wiki pages?
  • Show spieces chat with prepared message/location x,y

etc

Determine water vs land

http://stackoverflow.com/questions/3645649/i-need-to-know-the-predefined-point-is-in-the-sea-or-on-the-land That pixel or one next to it just to bu sure?

Client

  • Will have a service (or similar) run once per hour, or so, sending position (web or gcm). The pos is passivly get. I.e. if there is one, read it.

Client <-> Server

  • All actions are asynchronous
  • Send all waiting actions (in client) to one server script using a background thread.
    • The client application holds a list of actions waiting to be performed (with a generated serial id)
    • A json-list with actions
    • All actions have a serial number (unique to user and say 5 min?) and info on what to perform
    • If the action already took place (serial number) just send the updated info (for that action)
    • The server responds with apropriate data on all actions or error messages and also a part with new data (that might have been changed)
    • The client updates data and remove confirmed actions from the list of waiting actions
    • The client sends a new request with waiting actions (including those who where not confirmed)
  • Notification from server if nearby actions take place, the notifications shall contain enough data to update the info in the client (typically attacks)

Animals

  • Amout of animals: Linear to the number of active players.
  • Have a an (average) lifetime and disappears after that time (no matter if in inventory or on ground)
  • Show up nearby users, or on locations where users have been.
  • Notifications to nearby users (with setting)

Food

  • Pretty evenly distibuted on earth
  • Only visible on zoomed in.
  • TODO Decrease and disappear after some time? New show up. How?
  • When looking at area x1,x1 -> x2,y2, maybe it "scans the lines" and the distance to the next food occurrence is relative to the latitude to get it evenly distibuted. (instead of checking a square pattern)
  • TODO But how to figure out where to spawn more food and where has it already been done?
  • Math pattern having a fixed amount of food and a table with the removed ones (and dropped) and let the patters slowly slide/change in some way...
  • Where is it calculated?
    • One table with lat L,LL and long L,LL values showing where it has been added
    • One table with actual food items on the map. When picked up, they respawn efter some time, or grow up again.
    • After som time food disappear at the current location and get new distribution, with overlap. TODO HOW?)
    • There are fixed areas where the food appear. Over time the internal pos and location is changed. Two overlapping formulas or just one and a fix time when it is changed to the new. Once a week the removed resources are reset and the new ones appear?

DB

  • nest - about nests and the potentially colony living there
  • nest_distance - actual distance between nearby nests
  • country - move the strings here and store a pointer in the nest-table
  • sub country location - move the strings here and store a pointer in the nest-table
  • items on the map
    • animals - location
    • animals_log/history - what they did... some how. Needed?
    • food
  • user - basic user data
  • user_unit - about each unit connected for each player (needed for notifications)
  • user_location - track user location, once per hour or so to be able to spawn creatures at resonable locations, and prevent cheating.
  • user_inventory - in some way....
  • log - what happened and when. (id ref to types of actions)
  • log_user - what event are useful for what user
  • historical scores, statistics, log of scores... or something..., even if it all may be calculated by replaying the log.... to be able the get graphs etc. A parts of nest dump every 25h or so...
    • This means that nests may not be deleted from the table, just "inactivated" when destroyed.
  • chat - todo