Technical Implementation

From DominAnt
Revision as of 20:10, 29 January 2016 by Melker (talk | contribs)

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 <-> 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)

DB

  • nest - about nest and the potentially colony living there
  • user - basic user data
  • user_unit - about each unit connected foor each player (needed for notifications)