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License: Other
A text-based CYO MMORPG engine
License: Other
gruntle v0.1 ============ Copyright © 2013-2016 David Given INTRODUCTION ============ gruntle, previously known as thickishstring, is a text-based MMORPG engine based on Google Drive. It uses Google Drive's real-time collaboration features for communication between users --- a world is just a file in your drive account; share it with your friends and they can play. It allows multiple authors, any number of players, and doesn't require you to run a backend server to make it all work. Right now it's in an incredibly rough prototype stage. TO BUILD ======== It uses ninja to build and npm and bower for the Javascript toolchain. To build it: npm install ninja ...and the distribution package will be in the dist directory. On the other hand, if you have a web browser with ES6 support, you can just load src/index.html in a web browser and it'll just work. TROUBLESHOOTING =============== The Google Drive Realtime debugger is your friend. MORE INFORMATION ================ gruntle's home is at http://cowlark.com/thickishstring. There's currently not much there except the source repository. THE AUTHOR ========== gruntle and thickishstring were written by me, David Given. You may contact me at [email protected], or visit my website at http://www.cowlark.com. There may or may not be anything interesting there. LICENSING ========= gruntle is licensed under the Simplified BSD license. See COPYING for the full text.
There are a number of cases --- for example, changing the user's password --- where we really want to suspend the client until we have a positive or negative response from the server. Up till now we've managed to avoid this by making the protocol stateless, but that's no longer adequate. (The password change code is really ugly.)
We really need a way whereby the client can register a handler which gets called when the server replies to that message.
Despite the database being properly transactional, user messages aren't. So if a message is sent to the player, then an exception is thrown, then the entire operation will be rolled back in the database but the player will still see the message.
This is fairly poor behaviour, and should be easily fixable by buffering up any outgoing messages and only sending them if the transaction succeeds. This may also help network throughput, too, due to reducing the number of roundtrips.
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