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[tetrinext] Re: let's talk about the chat interface MODULE.
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[tetrinext] Re: let's talk about the chat interface MODULE.

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To: tetrinext@xxxxxxxxxxxx
Subject: [tetrinext] Re: let's talk about the chat interface MODULE.
From: Jared Johnson <solomon@xxxxxxxxxxxxx>
Date: Tue, 07 Mar 2000 06:30:22 GMT
Reply-to: tetrinext@xxxxxxxxxxxx

> That is almost exactly what I'm thinking :-)  Scary, isn't it?

hehe, yeah it is :p


> Well, the way it might work is that every move I make in my client is
> broadcast on a specific IRC channel (either as plain text or encoded in
> some way).  My client also keeps track of all the moves I received from
> the channel by all the other players.  The server(s) would be a few bots
> on the channel keeping track of everyone, but not playing.  My client
> could ask one or more of the authorative servers what their idea of the
> current game state is (which means this whole plan hinges on a consistent
> idea of time across all players).  The servers' job would be to stay in
> constant agreement as to the current game state.  Lurkers on the channel
> would be disply bots, displaying the current game state, but not playing.
> A client could conceivably ask a lurker what the current game state is
> also, with the caveat that it's not an authorative answer.  Anyway, the
> servers (in agreement) decide scores and winners as well as keep track of
> them.  They could also provide for the next block or special trick or
> whatever.  The servers would each act basically like a Dungeons &
> Dragons-style dragonmaster, but they must agree with each other.
> 
> The way a machine gets to be a server is that they become ops on that
> channel.  One possible rule is that there must be at least 3 servers for a
> counted game to happen (counted as in that it affects ranks and stuff).
> Lurkers are basically servers, but are not authoratative and also displays
> the current game state to their users (the servers could also, I guess,
> but wouldn't necessarily).  A game player would be a registered lurker to
> whom the servers listen.  That registration would happen before that
> particular game of course.  A nickserv type bot (possibly using PGP/GPG)
> could insure that I (FsckIt) don't play as Jared (solomon), for example.
> 
> I'm not sure of the details, though.  I'm also not sure about performance
> or how to keep consistency.  Like I said, an idea but not necessarily a
> *good* idea.

in my limited knowledge, that sounds like a bad idea ;)

especially since irc is known to have problems with people causing trouble with
their l33th scriptz n stuffz

although i don't code, i can't see this being coded in anything less than
sloppy

i think we would need to code the chat or irc-like stuff around the game, and
keep the protocol used for gameplay separate from chat.  just my thoughts


-- 
Jared Johnson
solomon@xxxxxxxxxxxxx

The average, healthy, well-adjusted adult gets up at seven-thirty in
the morning feeling just terrible.
                -- Jean Kerr

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