Term | Definition | Reference |
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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 |