Game Industry Characteristics

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1 Game Industry Characteristics CODE DEVELOPMENT LANGUAGES PACKAGES DATA TEAM USERS C/C++ Rendering 3D Models Game Concept Designers Anyone Java Python Physics AI Surface Bitmaps AI Scripts Software Engineers Artists & Modellers Proprietary Database Player Statistics Controller Input Sound Animation Sequences Sound Effects

2 Typical Collaboration for Client Architecture MAIN SCRIPTS STATE STANDARD C/C++ CODE PACKAGES COMMUNICATION PACKAGE PROCESS BOUNDARY

3 Alternative Collaboration Using CORBA Architecture MAIN Java or Scripts w/ Standard Language Mapping Interoperable CORBA Servants Standard C/C++ Code Packages STATE PROCESS BOUNDARY

4 Developer Prototyping Process 1. Start by running multiplayer sample code. 2. Examine UML and extend samples. 3. Generate code for customized samples. 4. Examine critical metrics with diagnostic tools. 5. Round-trip engineering iterations refine code.

5 The Ninja Networking Developer Acceleration Kit streamlines the process of designing CORBA servants. Automated tools support roundtrip engineering, taking even non-corba developers from modelling the interfaces to generating the servant code.

6 Automatically Generated Implementation of the Object Interface HEADER #ifndef EXAMPLEINTERFACE_IMPL_H_HEADER_INCLUDED_C2FAFEB7 #define EXAMPLEINTERFACE_IMPL_H_HEADER_INCLUDED_C2FAFEB7 #include "ExampleS.h" #include "tao/corbafwd.h" #include "tao/portableserver/servant_base.h" //##ModelId=3D class ExampleInterface_Impl : virtual public TAO_RefCountServantBase, virtual public POA_Example::ExampleInterface public: //##ModelId=3D CORBA::Float ExampleAttr(); //##ModelId=3D void ExampleAttr(CORBA::Float ExampleAttr); SOURCE #include "ExampleInterface_Impl.h" //##ModelId=3D CORBA::Float ExampleInterface_Impl::ExampleAttr() } //##ModelId=3D void ExampleInterface_Impl::ExampleAttr(CORBA::Float ExampleAttr) } //##ModelId=3D C3 void ExampleInterface_Impl::ExampleOp(const char *arg) } //##ModelId=3D C3 void ExampleOp(const char *arg); }; #endif /* EXAMPLEINTERFACE_IMPL_H_HEADER_INCLUDED_C2FAFEB7 */

7 CORBA Object Factories Simplify Development

8 Developer Servant and Client Main Blocks SERVANT #include "ace\ace.h" #include "Default_Servant_Factory.h" #include "Ninja_Core_Singleton.h" #include "tao\corbafwd.h" #include "ExampleInterface_Impl.h" #include "ExampleS.h" INSTANTIATE_DEFAULT_SERVANT_FACTORY(ExampleInterface, ExampleInterface_Impl); Default_Servant_Factory<ExampleInterface, ExampleInterface_Impl> example_factory; int main (int argc, char* argv[]) ACE::init(); //Should be the first statement executed in this process. Ninja_Core_Singleton::instance()->start_orb( argc, argv); ExampleInterface_var example_servant = example_factory.create_servant(); //Leave the servant active until no longer needed some_event.wait(); } //ExampleInterface_var example_servant goes out of scope. Ninja_Core_Singleton::instance()->shutdown_orb(TRUE); CLIENT #include "ace\ace.h" #include "Reference_Factory.h" #include "Ninja_Core_Singleton.h" #include "tao\corbafwd.h" #include "ExampleC.h" INSTANTIATE_REFERENCE_FACTORY(ExampleInterface, ExampleInterface_var); int main (int argc, char* argv[]) ACE::init(); //Should be the first statement executed in this process. Ninja_Core_Singleton::instance()->start_orb( argc, argv); Reference_Factory<ExampleInterface, ExampleInterface_var> example_factory( argc, argv, Ninja_Core_Singleton::instance()->orb_name()); ExampleInterface_var example = example_factory.get_reference(); //Leave the servant active until no longer needed some_event.wait(); }//ExampleInterface_var example_servant goes out of scope. } ACE::fini(); return 0; Ninja_Core_Singleton::instance()->shutdown_orb(TRUE); ACE::fini(); return 0; }

9 Peer-to-Peer End-User System End User System (Peer) NAT Firewall 2 INTERNET 1 IP AUTO-DISCOVERY SERVER ORB is installed with game software. Application loader configures ORB at run-time. IP address is auto-discovered: 3 2 NAT Firewall 1 User login 2 Server sends enclave-external endpoint 3 Peers start their session via UDP. End User System (Peer)

10 Client-Server End-User System End User System (Client) NAT Firewall INTERNET SERVER NAT Firewall Client-Server games may also use TCP/IP. End User System (Client)

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