<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:times new roman, new york, times, serif;font-size:12pt"><DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">Thanks Richard for this valuable information.</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif"> </DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">What I am trying to do is to extend your "game matching service" in a</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">"game matching and creating service" : a client may request to create new game</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">hosts. So I would like the "game matching and creating service" to instantiate </DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">game hosts with their JIDs and specific parameters, and I don't know</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">how to do that : I thought an internal component was loaded at server start</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">according to its configuration file, so I guess my dynamic game hosts can not</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">be internal components... ?</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif"> </DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">If this is right, the alternative may be that the</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">"game matching and creating service" launches an external script (e. g. a php</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">script on another web server) that creates a new daemon bot and register it</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">as the game host. What's weird in that case is that this communication (launching</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">the php script) is outside the Jabber protocol.</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif"> </DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">Norman, you suggest another seductive solution, but it looks to me that it</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">implies a modification of the server source code, and the way it implements MUCs.</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif"><BR>I hope my questions are useful to other people than me,</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">since I am asking a lot :p !</DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif"> </DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">Guillaume<BR></DIV>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">----- Message d'origine ----<BR>De : Norman Rasmussen <norman@rasmussen.co.za><BR>À : Jabber software development list <jdev@jabber.org><BR>Envoyé le : Mercredi, 7 Février 2007, 13h33mn 59s<BR>Objet : Re: Re : Re : Re : [jdev] how to program a jabber game server<BR><BR>
<DIV>On 2/7/07, Richard Dobson <richard@dobson-i.net> wrote:<BR>> [...] the moves are not sent via MUC<BR>> rooms to make things nice and simple as a lot of games require that<BR>> players only know a certain amount of the game state and should not know<BR>> everything (only the game host should) examples of these sort of games<BR>> are battleships, scrabble, poker (infact probably all card games), I can<BR>> only think of a few instances of games where the entire game state is<BR>> know by all players (chess and checkers), and it makes things far<BR>> simpler for the game host to directly send out the game state, rather<BR>> than having to have two sets of game state being sent separately, i.e.<BR>> global state being sent via a MUC room and private state being sent<BR>> directly [...]<BR><BR>I think one of the things that is being forgotten here, is that you<BR>could design the game master component to _be_ the MUC
room. There's<BR>nothing in any spec to say that all participants see the same room<BR>state. You should be able to very easily send different content to<BR>each member of the room.<BR><BR>The game component (acting like a MUC room) can do all the validation<BR>checks based on it's own internal state, and doesn't have to expose<BR>the full game state to anyone.<BR><BR>Remebering that MUC is really just a set of protocols indiciating the<BR>preferred way of simulating joining a room/game, and sending messages.<BR>In a non-game context it makes sense that all users see the same<BR>data, in a game context, not so much.<BR><BR>-- <BR>- Norman Rasmussen<BR>- Email: norman@rasmussen.co.za<BR>- Home page: <A href="http://norman.rasmussen.co.za/" target=_blank>http://norman.rasmussen.co.za/</A></DIV></DIV><BR></DIV></div><br>
                <hr size="1">
Découvrez une nouvelle façon d'obtenir des réponses à toutes vos questions !
Profitez des connaissances, des opinions et des expériences des internautes sur <a href="http://fr.rd.yahoo.com/evt=42054/*http://fr.answers.yahoo.com">Yahoo! Questions/Réponses</a>.</body></html>