| Term | Definition | Reference |
|---|
| Administrator | special User (or Player) allowed administrative actions on the game state via specific Orders. | Data |
| Barrier | Unit which role is to bufferize received Flows and to release them as a single Flow once a specific condition is met. | Synchronization |
| Buffer | Component which role is to multiplex received Flows in order to release them as a single Flow when triggered. | Synchronization |
| Chain | chain of responsability with Units as links. | Handlers |
| Chronology | sequence of Phases defining the order of the manipulations happening during a Turn. | Computation |
| Command | generic object exchanged between the Players and the Moderator. | Commands |
| Commit | special Command invloved in the Barrier mechanism. | Synchronization |
| Component | either Consumer or Handler object used to build Units. | Handlers |
| Consumer | object receiving a Flow. | Handlers |
| Context | root of the game state graph and context of execution for Commands. | Data |
| Data | game state object manipulated by Commands | Data |
| Delayed | property of Command indicating that it should be executed according to a Chronology. | Computation |
| Entity | game state object. | Data |
| Executor | Component which purpose is to apply a given Strategy to a Flow. | Handlers |
| Error | Component which role is to report received Commands as errors. | Handlers |
| Filter | object encapsulating a Command filtering algorithm. | Handlers |
| Flow | several Commands grouped together. | Handlers |
| Group | list of Players. | Data |
| Handler | object receiving a Flow, doing some treatments on the Commands it contains and forwarding one or several Flows to Consumers. | Handlers |
| Identifier | unique tag identifying all Data. | Serialization |
| Input | Producer deserializing Commands. | Serialization |
| Instant | property of a Command indicating that it is supposed to be executed as soon as possible. | Computation |
| Multi- | property of a Command indicating that it needs some other Commands to be executed. | Computation |
| Moderator | User representing the central authority administrating the game. | Data, Classification |
| Order | Command standing for a User action. | Commands |
| Output | Consumer serializing Commands. | Serialization |
| Phase | step in the progress of a Turn computation. | Computation |
| Player | User playing the game. | Data, Classification |
| Producer | object generating command Flows. | Handlers |
| Reference | reference to a Data containing only its Identifier. | Serialization |
| Resolver | object able to retrieve Data based on their Identifiers. | Serialization |
| Result | Command standing for a game event report. | Commands |
| Single | property of a Command indicating that it can be executed independently of any other Command. | Computation |
| Sort | Component sorting a Flow by applying a Sorter. | Handlers |
| Sorter | object encapsulating a Command total order sorting algorithm. | Handlers |
| Strategy | object encapsulating a treatment on a Flow. | Handlers |
| Switch | Component demultiplexing a Flow in several Flows by testing Commands against a list of Filters. | Handlers |
| Turn | an iteration of the game process. | Computation |
| Unit | High-level module, either Consumer or Producer, made of Components providing a specific game functionality. | Commands |
| Update | Command standing for a game state update notification. | Commands |
| User | active Entity that can issue Orders. | Data |
| View | game state filtered according to visibility rules. | Visibility |