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From: <sn...@ga...> - 2004-05-24 23:01:28
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The following is a purposed structure for OpenRPG2 to use for its files. I'm looking for feedback on this before setting up the skeleton directory structure in the CVS in prep for the new code to be started. ------------------------------------------------------------- Project: OpenRPG 2 Topic: File/Package Structure Author: Snowdog Date: May 24, 2004 Outlined below is general package layout (directory structure) for the ORPG2 project. openrpg2 | +-- core | | | +-- base | +-- interface | +-- layers | +-- modules | | | +-- translation | +-- command | +-- interface | +-- network | +-- util | +-- docs | +-- modules | | | +-- translation | +-- command | +-- interface | +-- config | | | +-- default | +-- resorces | | | +-- image | +-- sound | +-- filter | +-- gamedef | +-- logs NOTES ON DIRECTORY USEAGE openrpg2\core\base: generic core elements (aka foundation classes) that are used solely by the core codebase openrpg2\core\interface: contains core files related to the base GUI/UI(s) used by OpenRPG2 openrpg2\core\layers: contains the base layer code for implementing the various major sections of the OpenRPG2 'core' layers openrpg2\core\network: contains all networking code openrpg2\core\modules: each subdirectory contains each layers respective core modules. These are modules required by openrpg to run. The are separate from extension modules. openrpg2\core\util: utility/helper classes to support the extension modules openrpg2\docs: all documentation; licenses, developer information, help files, etc. openrpg2\modules\*: each subdirectory contains each layers respective extension modules. This separates them from the core code modules. openrpg2\config: storage for main (sitewide) configuration files openrpg2\config\default: default configuration files (for generation of new config files) openrpg2\resources\*: various resources for distribution with openrpg2 software.images and sounds are self explanitory filters are language filters (REGEX) gamedef contains game-specific definition files (assuming OpenRPG has notion of game-specific elements) openrpg2\logs: contains error and/or various dedicated server logs Numerous users requested per user data and/or site wide installs for the OpenRPG 1 project So OpenRPG2 sould have that facility built in by default [user 'home' directory] | +-- openrpg2 | +-- config +-- gametrees | | | +-- default | +-- [gametree 1 name] | +-- [gametree 2 name] | +-- [gametree n name] | +-- map +-- files | | | +-- temporary | +-- log NOTE: this structure illustrates gametrees being little more than a directory reference. This concept helps separate gametrees more logically and would allow for cleaner node management than large gangly XML files. Each file within a gametree directory would be an independent node. A config file at each gametrees root level ( _treedata.xml ) could be used to maintain information pertaining to which nodefiles the gametree uses and their relative positioning within the gametree. [userhome]/openrpg2/config: contains users configuration files [userhome]/openrpg2/map: contains user created map files [userhome]/openrpg2/files: contains 'shareable' files (assuming peer to peer file transfers are one day a reality) Temporary subdirectory would be for peer to peer miniature/map backgroun sharing and would be used to store images retrieved from other users [userhome]/openrpg2/log: contains gamelogs and user-spawned server logs |
From: <sn...@ga...> - 2004-05-24 21:44:54
|
> I like your original way of doing it. We just have to think about how to > package the modules. Just my thought. > > Tom Maybe if we distributed add on modules as ZIP files then had a generic utility application (or an ORPG2 integrated feature) to unpack and install the new modules where they should go. I just want to make sure we make ORPG2 as user friendly as possible and hide as much of the technical aspect from the "everyday joe" as possible. |
From: Baleno <tb...@wr...> - 2004-05-24 21:26:29
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I like your original way of doing it. We just have to think about how to package the modules. Just my thought. Tom > sn...@ga... wrote: > >>I just responded to snowdog's message on the list and then I noticed I > >>got a reply from him before my message showed up on the list. A quick > >>review of the message headers showed that Reply-To was not set for > >>messages to this list. > >> > >>Could this be changed? > >> > >>Thanks. > >> > > > > > > I set the redirects to the list address. > > Thanks again. > > If you feel there was anything else productive in my responses to your > earlier posts, feel free to repost it here... Half the time I have no > idea what I'm talking about, so maybe it was all just total blather, I > dunno. > > (I'll shut up now.) > > >> Mark > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Openrpg-v2-dev mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openrpg-v2-dev |
From: Mark T. <ma...@ly...> - 2004-05-24 18:38:44
|
sn...@ga... wrote: >>I just responded to snowdog's message on the list and then I noticed I >>got a reply from him before my message showed up on the list. A quick >>review of the message headers showed that Reply-To was not set for >>messages to this list. >> >>Could this be changed? >> >>Thanks. >> > > > I set the redirects to the list address. Thanks again. If you feel there was anything else productive in my responses to your earlier posts, feel free to repost it here... Half the time I have no idea what I'm talking about, so maybe it was all just total blather, I dunno. (I'll shut up now.) >> Mark |
From: <sn...@ga...> - 2004-05-24 18:30:53
|
> I just responded to snowdog's message on the list and then I noticed I > got a reply from him before my message showed up on the list. A quick > review of the message headers showed that Reply-To was not set for > messages to this list. > > Could this be changed? > > Thanks. > I set the redirects to the list address. |
From: Mark T. <ma...@ly...> - 2004-05-24 18:15:27
|
I just responded to snowdog's message on the list and then I noticed I got a reply from him before my message showed up on the list. A quick review of the message headers showed that Reply-To was not set for messages to this list. Could this be changed? Thanks. >> Mark |
From: <sn...@ga...> - 2004-05-24 16:39:52
|
Submitted for peer review and commenting. ------------------------------------------------------------------------------------------------------- Project: OpenRPG 2 Topic: Network Message Structure Author: Snowdog Date: May 19, 2004 The following document details the network message structure for the OpenRPG2 project. The design for the OpenRPG2 network messages separates the data component of a message from the network routing information of the message. A short message header will detail information about the message type and routing in such a way that the OpenRPG server(s) can route the network message properly even if the server itself is not able to understand, parse, or otherwise decode the message itself. Message Structure: [A][B][C ...][D ...] A: Overall message length in bytes [32 bit integer] (sum length of components B, C and D) B: Header Length in bytes [32 bit integer] C: Header [XML string] D: Data Segment [message dependent format] Detail of Header structure Format: <HDR ID="X" TO="#,#,#"> ==> Element "ID" This is the identifier of the message type. This identifier will determine what "module" the message is routed to on the client/server for processing. This element is required. ==> Element "TO" This is a comma separated list of client IDs to which the message should be sent. Servers without a module to support the ID TYPE of the message will automatically route the message though to the clients specified in the TO element. Servers with a module capable of handling messages with this ID TYPE will process the message first and the TO element may be overridden by the server by the processing module. A missing TO element in the header will cause the server to discard (ignore) the message. A blank TO element designates a message intended only for the server and should not be relayed; if the server cannot handle the message ID TYPE intended for the server the message will be discarded (ignored). Special descriptors in the TO column could be used to simplify addressing such as "ALL", "GROUP", "ADMIN", "MOD", etc. to specify special addressing conditions like sending message to ALL members of a server, an entire GROUP on a server, all administrators on a server, or all moderators on a server. |
From: <sn...@ga...> - 2004-05-24 16:36:29
|
Ok, people.. in preparing design documentation for the revised ORPG2 project I'm coming across some possible design level changes that should be hashed out before we commence work on ORPG2. ORPG2 Module Implementation In Java One problem with the design of OpenRPG2 is that the various layers each require separate module objects to function properly. While this modular structure affords good object/task abstraction OOD/OOP wise it could cause problems in distribution. The problem would be in distributing the modules to end users as each new "module" would need to be added as a separate entity to the users code base. Would a single unit distrobution method be better? Java Packages (.jar) offer the needed encapsulation should we choose to go that route.. Wrapping each trio of modules (Translation, Command, and GUI) into the same package file allows a single drop in unit. So.. my question to the rest of you is, should we stick with the original separated design to allow easy swapout of a given layers module or should we rework the design to compartmentalize the trio of modules into a single drop in unit to make client side useage easier? (the following diagrams should be viewed with a fixed width font like courier) original design: ORPG2-+ | +-- translation layer --+ | | | +-- Module 1 Translation Object | | | +-- Module 2 Translation Object | | | +-- Module n Translation Object | +-- command layer ------+ | | | +-- Module 1 Command Object | | | +-- Module 2 Command Object | | | +-- Module n Command Object | +-- Interface layer ----+ | +-- Module 1 Interface Object | +-- Module 2 Interface Object | +-- Module n Interface Object proposed design: ORPG2-+ | +-- translation layer --+ | | +-- command layer ------+ | | +-- Interface layer ----+ | +-- Module 1 --+ | | | +-- Translation Object | | | +-- Command Object | | | +-- Interface Object | +-- Module 2 --+ | | | +-- Translation Object | | | +-- Command Object | | | +-- Interface Object | +-- Module n --+ | +-- Translation Object | +-- Command Object | +-- Interface Object |
From: Mark T. <ma...@ly...> - 2004-05-19 02:24:50
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subscribe |
From: Ben Collins-S. <su...@re...> - 2004-05-18 21:29:27
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Is this thing on? |