Networked Graphics Building Networked Virtual Environments and Networked Games Chapter 4: More Than Two.

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Presentation transcript:

Networked Graphics Building Networked Virtual Environments and Networked Games Chapter 4: More Than Two

BOIDS

SIMPLE PEER TO PEER

PEER TO PEER WITH MASTER

Host E Host A Host B Host C Host D Host E Host A Host B Host C Host D Host E Host A Host B Host C Host D Host E Host A Host B Host C Host D

InactiveActive code(Flock flock) create Announce message send message to master host code(Flock flock) create State message send message to every participating host

Inactive/ Active decode(String str) and Announce message extract flock from received str add FlockRemoteFlag to the Datamodel add FlockRemoteFlag to the Renderer decode(String str) and State message extract flock identifier from received str retrieve FlockRemoteFlag from Datamodel update FlockRemote from data on str Inactive/ Active decode(String str) and Announce message extract flock from received str add FlockRemoteFlag to the Datamodel add FlockRemoteFlag to the Renderer create an Announce message for local flock send the created Announce message to the remote host for each registered remote flock { send the received Announce to remote flock create Announce message for remote flock send created Announce message to sender of flock } decode(String str) and State message extract flock identifier from received str retrieve FlockRemoteFlag from Datamodel update FlockRemote from data on str

PEER TO PEER WITH RENDEZVOUS

Hos t A Host C Hos t B Rendez vous Server Hos t A Host C Hos t B Rendez vous Server Hos t A Host C Hos t B Hos t A Host C Hos t B Rendez vous Server Hos t A Host C Hos t B Rendez vous Server Hos t A Host C Hos t B Rendez vous Server

InactiveActive code(Flock flock) create Announce message send message to server code(Flock flock) create State message send message to server Inactive/ Active decode(String str) and Announce message extract flock from received str add FlockRemoteFlag to the Datamodel add FlockRemoteFlag to the Renderer decode(String str) and State message extract flock identifier from received str retrieve FlockRemoteFlag from Datamodel update FlockRemote from data on str

Inactive/ Active receive() and Announce message extract flock from received str add FlockRemote to the datamodel for each registered remote flock { send the received Announce to remote flock create Announce message for remote flock send created Announce message to sender of flock }

CLIENT/SERVER

Ho st A Host C Ho st B Server Ho st A Host C Ho st B Server Ho st A Host C Ho st B Ho st A Host C Ho st B Server Ho st A Host C Ho st B Server Ho st A Host C Ho st B Server

InactiveActive code(Flock flock) create Announce message send message to rendezvous server code(Flock flock) create State message send message to every participating host Inactive/ Active decode(String str) and Announce message extract flock from received str add Flock to the Datamodel add Flock to the Renderer decode(String str) and State message extract flock identifier from received str retrieve Flock from Datamodel update Flock from data on str

Inactive/ Active decode(String str) and Announce message extract flock from received str add FlockRemote to the Datamodel for each registered remote flock { create stripped version of the received Announce send the stripped Announce to remote flock create Announce message for remote flock send created Announce message to sender of flock } decode(String str) and State message extract flock identifier from received str for each registered remote flock that is not the sender { send the received State to remote flock }

MULTICAST

Hos t E Host A Hos t B Hos t C Hos t D Hos t E Host A Hos t B Hos t C Hos t D Hos t E Host A Hos t B Hos t C Hos t D Hos t E Host A Hos t B Hos t C Hos t D

Inactive Active code(Flock flock) create Announce message send message to multicast group code(Flock flock) create State message send message to multicast group Joined Inactive code(Flock flock) join multicast group

Inactive/ Active decode(String str) and Announce message extract flock from received str add Flock to the Datamodel add Flock to the Renderer decode(String str) and State message extract flock identifier from received str retrieve Flock from Datamodel update Flock from data on str

SUMMARY