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<title>Five-in-a-row v 0.0</title>
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<h1>
<i>Five-in-a-row
</i> 0.0 supplementary documentation
</h1>
<h3>Introduction and rules
</h3>
<p>
<i>Five-in-a-row
</i> is a two player strategy game. The players
are connected via network using CORBA-based RMI/IIOP protocol and
make they moves with the help of the Swing-based
interface. While playing, the users can also chat.
</p>
<p>The system consists of the single server and any number of
interconnected players. The person, willing to play, starts the
client and connects the server. The server redirects call to the
partner that has previously connected the same server, also willing
to play.
</p>
<p>The game desk is a field where it is possible to set O's
and X'es, one per move. The goal is to get five O's in a row while
preventing your partner from getting five X's in a row. Vertical,
horizontal and diagonal rows are allowed. The system detects the
loss-victory situation on the desk, but currently does not serve as a
playing partner, requiring at least two human players for this game.
</p>
<p>Both players can at any time reset the game (restarting it with
the same player) or leave the game (disconnecting). The disconnected
player can contact the game manager again, requesting to find another
partner.
</p>
<p>Simple as it is, the application has some features of the typical
role playing game that frequently just has more states, actions,
possible moves and also provides far richer graphics environment. The
game manger serves as a World-Wide-Pub where you can always find a
partner to play.
The players can made both unsynchronized (chatting, game reset and
leaving) and synchronized (moves) actions. The game state changes
while playing, and the set of the available actions depends on the
current state. Finally, the mouse and canvas are involved. However
using RMI/IIOP machinery allowed to implement all this functionality
with just 13 classes (plus 4 generated), all of them being rather
simple.
This example refers to the standard classes only and must be buildable
from your IDE as long as it has any java 1.4 compiler.
</p>
<p>
The used IIOP protocol must ensure interoperability, allowing players
to use different java virtual machines and operating systems.
The processors may have the opposite byte order.
</p>
<h3>Configuration and run
</h3>
<p>The game manager server executable class is
<i>gnu.classpath.examples.CORBA.swing.x5.X5Server
</i>. After start,
it will print to console the Internet address that must be entered to
the client to reach the manager.
</p>
<p>The client executable class it
<i>gnu.classpath.examples.CORBA.swing.x5.Demo
</i>.
</p>
<p>The game should run with GNU Classpath
0.19 and Sun Microsystems java 1.5.0_04. Due later fixed bugs it will
not run with the older versions of these two implementations.
</p>
<p>The game manager HTTP server uses port
1500. Hence all firewalls between the server and the player must be
configured to allow HTTP on 1500. The ports, used by the RMI/IIOP are
not persistent. GNU Classpath is configured to take ports 1501, 1502
and 1503 (the firewalls must allow to use them for RMI/IIOP). The
CORBA implementation other than Classpath may use different port
values. Unfortunately, there is no standard method to configure the
used port range in a vendor-independent way.
</p>
<h3>The game server
</h3>
<p>The game manager is first reachable via http:// protocol (for
instance http://123.456.7.89:1500). The simple server at this port
always serves much longer string, representing the CORBA stringified
object reference (IOR). The
<i>Five-in-a-row&nbsp;
</i>client uses
this reference to find and access the remote game server object.
</p>
<p>If the server player queue is empty, it simply queues this player.
If the queue is not empty, the server introduces the arrived player
and queued player to each other as leaves the them alone. When
playing, the two clients communicate with each other directly, so the
server is just a &ldquo;meeting point&rdquo; where the players can
find each other. The game server is a console-only application.
</p>
<p>The initial server http:// address must be transferred to players
by some other means of communication (web chat, E-mail, link in a web
site and so on). The server writes this address to the specified
file, and the client can also take the default value from the same
file. This is convenient when all applications run on a single
machine, but also may be used to transfer the address via shared
filesystem.
</p>
<h3>The game client
</h3>
<p>The clients are Swing-based GUI applications, capable for remote
communication with each other and with the game manager. They have a
set of predefined states and switch between these states in
accordance to the preprogrammed logic. The client states are defined
in the
<i>State
</i> interface. They are displayed in the bottom left
corner of the window and are summarized in the following table:
</p>
<table BORDER=1 CELLPADDING=4 CELLSPACING=0 WIDTH="100%">
<thead>
<tr BGCOLOR="#ccccff">
<th BGCOLOR="#e6e6ff">
Our state
</th>
<th BGCOLOR="#e6e6ff">
Partner state
</th>
<th BGCOLOR="#e6e6ff">
Possible actions
</th>
<th BGCOLOR="#e6e6ff">
Comment
</th>
</tr>
</thead>
<tbody>
<tr>
<td>
Disconnected
</td>
<td>
Partner not accessible
</td>
<td>
Connect
</td>
<td>
Initial state.
</td>
</tr>
<tr>
<td>
Queued
</td>
<td>
Partner not accessible
</td>
<td>
Leave
</td>
<td>
Queued by the game manager.
</td>
</tr>
<tr>
<td>
I think.
</td>
<td>
I wait for your move
</td>
<td>
Make move, reset game, leave, chat.
</td>
<td>
The person who waited for another player to come starts
the game first.
</td>
</tr>
<tr>
<td>
I wait for your move
</td>
<td>
I think
</td>
<td>
Chat, reset game, leave.
</td>
<td>
After the partner makes the move, the state changes to
<i>I think
</i>, unless the end of game situation is detected by
the desk analyzer.
</td>
</tr>
<tr>
<td>
I have lost
</td>
<td>
I have won
</td>
<td>
Chat, reset game, leave.
</td>
<td>
Can be entered with the help of the desk analyzer only.
</td>
</tr>
<tr>
<td>
I have won
</td>
<td>
I have lost
</td>
<td>
Chat, reset game, leave
</td>
<td>
Can be entered with the help of the desk analyzer only.
</td>
</tr>
<tr>
<td>
Error
</td>
<td>
Any
</td>
<td>
Chat, leave
</td>
<td>
This should never happen under normal work, but the demo
program may be modified by the user.
</td>
</tr>
</tbody>
</table>
<br>
<br>
As it is seen, being in one of the states, the client expects to
be the partner client in a certain defined state, and both clients
change they states in a synchronized manner. Each state has its own
set of the available actions and each action either preserves the
current state (chat, reset) or changes it following the rules. For
this simple example, the state change rules are obvious.
<h3>The used RMI-IIOP architecture
</h3>
Both player and game manager servants are derived from the
<i>org.omg.PortableServer.Servant
</i> and, being servants, are simply
connected to the
<i>POA
</i>with
<i>POA.servant_to_reference
</i>. The
first remote object (game manager) is found using the stringified
object reference. No naming service is involved.
</p>
Where required, the CORBA objects are narrowed into required
player and game manager interfaces using method
<i>PortableRemoteObject.narrow(org.omg.CORBA.Object object, Class
interface_class)
</i>, passing the actual interface of the object as
the second parameter. After narrowing, the remote side obtains
possibility to invoke remote methods, defined in the interface of
this object. After the first remote object is found, other objects
can be simply passed as the method parameters. For instance, the game
manager introduces another player by passing its reference as a
parameter to the method
<i>Player.start_game.
</i>
<h3>Class and interface summary
</h3>
<table BORDER=1 CELLPADDING=3 CELLSPACING=0 WIDTH="100%">
<col>
<col>
<tr>
<th COLSPAN=2 BGCOLOR="#e6e6ff">
Executables classes
</th>
</tr>
<tr>
<td>
Demo
</td>
<td>
The main executable class of the game client.
</td>
</tr>
<tr>
<td>
X5Server
</td>
<td>
The main executable class of the game manager server.
</td>
</tr>
</table>
<p></p>
<table BORDER=1 CELLPADDING=3 CELLSPACING=0 WIDTH="100%">
<tr BGCOLOR="#ccccff">
<th COLSPAN=2 BGCOLOR="#e6e6ff">
Interface Summary
</th>
</tr>
<tr>
<td>
GameManager
</td>
<td>
The game manager interface.
</td>
</tr>
<tr>
<td>
Player
</td>
<td>
Defines remote methods that are invoked by another player or by
the challenge server.
</td>
</tr>
<tr>
<td>
State
</td>
<td>
Defines the states in that the player can be.
</td>
</tr>
</table>
&nbsp;
<table BORDER=1 CELLPADDING=3 CELLSPACING=0 WIDTH="100%">
<col>
<col>
<tr BGCOLOR="#ccccff">
<th COLSPAN=2 BGCOLOR="#e6e6ff">
Class Summary
</th>
</tr>
<tr>
<td>
_GameManager_Stub
</td>
<td>
Normally generated with rmic compiler, this class represents
the GameManager Stub on the client side.
</td>
</tr>
<tr>
<td>
_GameManagerImpl_Tie
</td>
<td>
Normally generated with rmic compiler, this class represents
the GameManager Tie on the client side.
</td>
</tr>
<tr>
<td>
_Player_Stub
</td>
<td>
Generate with rmic, command line rmic -iiop -poa -keep
gnu.classpath.examples.CORBA.swing.x5.PlayerImpl (the compiled
package must be present in the current folder).
</td>
</tr>
<tr>
<td>
_PlayerImpl_Tie
</td>
<td>
Generate with rmic, command line rmic -iiop -poa -keep
gnu.classpath.examples.CORBA.swing.x5.PlayerImpl (the compiled
package must be present in the current folder).
</td>
</tr>
<tr>
<td>
ChatConstants
</td>
<td>
The chat color code constants, used to indicate who is talking.
</td>
</tr>
<tr>
<td>
ClientFrame
</td>
<td>
The JFrame of the GUI client.
</td>
</tr>
<tr>
<td>
GameManagerImpl
</td>
<td>
The manager connects two players into the game.
</td>
</tr>
<tr>
<td>
IorReader
</td>
<td>
Reads the remote URL.
</td>
</tr>
<tr>
<td>
OrbStarter
</td>
<td>
Starts the ORBs, involved into this application.
</td>
</tr>
<tr>
<td>
PlayerImpl
</td>
<td>
The implementation of the PlayerCommunicator, providing the
local functionality.
</td>
</tr>
<tr>
<td>
PlayingDesk
</td>
<td>
Manages actions, related to the game rules and also does all
painting.
</td>
</tr>
</table>
<h3>See also
</h3>
<p>
<a HREF="http://www.javascripter.net/games/xo/xo.htm">http://www.javascripter.net/games/xo/xo.htm
</a>
</p>
<p>
<a HREF="http://www.leepoint.net/notes-java/45examples/55games/five/five.html">http://www.leepoint.net/notes-java/45examples/55games/five/five.html
</a>
</p>
<p>Copyright
</p>
<p>
<font COLOR="#b3b3b3">Copyright (C) 2005 Free Software Foundation,
Inc. This file is part of GNU Classpath. GNU Classpath is free
software; you can redistribute it and/or modify it under the terms of
the GNU General Public License as published by the Free Software
Foundation; either version 2, or (at your option) any later version.
GNU Classpath is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details. You should have received a
copy of the GNU General Public License along with GNU Classpath; see
the file COPYING. If not, write to the Free Software Foundation,
Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Linking this library statically or dynamically with other modules is
making a combined work based on this library. Thus, the terms and
conditions of the GNU General Public License cover the whole
combination. As a special exception, the copyright holders of this
library give you permission to link this library with independent
modules to produce an executable, regardless of the license terms of
these independent modules, and to copy and distribute the resulting
executable under terms of your choice, provided that you also meet,
for each linked independent module, the terms and conditions of the
license of that module. An independent module is a module which is
not derived from or based on this library. If you modify this
library, you may extend this exception to your version of the
library, but you are not obligated to do so. If you do not wish to do
so, delete this exception statement from your version.
</font>
</p>
<p>
<br>
<br>
</p>
<p>
First version written by <a href="http://savannah.gnu.org/users/audriusa">
Audrius Me&scaron;kauskas</a>
</p>
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