28 Nov 04:44
Lobbies
Jason McIntosh <jmac <at> jmac.org>
2004-11-28 03:44:02 GMT
2004-11-28 03:44:02 GMT
[ In this and future list posts along the "Whee, look at what I just made up" lines, I will post both a link to the Wiki page (for there will always be a Wiki page, oh yes) and the initial text of the same page, with the intention that discussion go on here, and resolution occur there. But anyone should still feel free to edit the Wiki page in question whenever they see fit to do so. ] My holiday rampage through long-overdue parts of the 1.0 protocol (huh? wuzzat?) continues. Lobbies are actually sort of a side-effect of the game browser, which I'm still drafting, but I think they're important. http://www.volity.org/wiki/index.cgi?Lobby A lobby is a multi-user chat dedicated to discussion of a specific ruleset, allowing players interested in that game to find one another and socialize outside of formal tables. There is nothing technologically special about a lobby; it's just an ordinary MUC. However, the bookkeeper knows about its location, and well-behaved client applications can easily guide players to a ruleset's lobby, with the bookkeeper's help. Discovering lobbies Any client that can use service discovery (which is to say, any self-respecting client) can easily discover a lobby's JabberID. It need only send a disco items request to the bookkeeper, with a node comprising the ruleset's URI followed by the string |lobby. (That's a "pipe" character, then the word "lobby".)(Continue reading)

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