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M - the type of messages that can be transmitted through the
          infrastructure between a client and a server.public interface Infrastructure<M extends Message>
The interface representing a communication infrastructure on which a client can connect to a listening server and communicates.
An infrastructure may be synchronous or asynchronous. In the former case, messages are sent and processed before the control returns and the whole catp system, including the game server and the clients, is typically in a single-threaded process, while in the latter case, messages are sent and the control immediately returns and there are multiple threads with each for the game server or one of the clients.
 For example, SocketBasedInfrastructureImpl and
 QueueBasedInfrastructureImpl are asynchronous, and
 CallBasedInfrastructureImpl is synchronous.
 SocketBasedInfrastructureImpl is used in a distributed actual
 competition, and CallBasedInfrastructureImpl can speed up the
 execution of an experiment significantly.
| Method Summary | |
|---|---|
 void | 
cleanUp()
cleans up after finishing using this infrastructure.  | 
 ClientConnector<M> | 
createClientConnector()
can be invoked by a GameClient to create a
 ClientConnector so as to connect to a
 GameServer. | 
 ServerConnector<M> | 
createServerConnector()
can be invoked by a GameServer to create a
 ServerConnector so as to be able to wait for connection requests
 from GameClients. | 
 boolean | 
isSynchronous()
 | 
| Method Detail | 
|---|
ClientConnector<M> createClientConnector()
GameClient to create a
 ClientConnector so as to connect to a
 GameServer.
ClientConnectorServerConnector<M> createServerConnector()
GameServer to create a
 ServerConnector so as to be able to wait for connection requests
 from GameClients.
ServerConnectorboolean isSynchronous()
void cleanUp()
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