Structure of a multiplayer card game (Hearts) with Java RMI -
i'm trying figure out best practice implementing "hearts" multiplayer game java rmi.
here's thought far:
a remote interface methods common tasks requested players (deal cards each player, passing cards other players, play card, etc).
the server contain 4 player objects containing cards, current effects (pursuing 2 of clubs, being allowed or not play heart cards game, etc) , variables defining current game state (cards played, current suit being used, if heart cards can played, etc).
the client instances deal gui (which changes based on results provided remote method calls)
what still have no idea:
after player plays card, how communicate other clients efficiently update gui right after action done? (i found examples client call server something, not reverse)
should implement each player object remote objects too? or regular objects server instance?
is possible control each client state (playing, waiting other players, end of round,...) using threads? if so, how can this?
any suggestions on how application structure better welcome too.
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