openage architecture¶
openage is separated into many modules (“subsystems”).
Overview¶
Some of the components are already implemented, others are not. All of them need to be revisited to implement the goal architecture.
Components¶
Audio system
Configuration system
Input system
Networking
Rendering
Simulation
Utilities¶
Datastructures
Error handling
Filesystem abstraction
Job dispatching
Live reloading
Logging system
Python interface
Random number generator
Test and demo infrastructure
Information flow¶
Current architecture¶
The current data flow of openage is just to display the raw simulation data.
input -> simulation -> renderer -> output
Goal architecture¶
0 input ->
1 network ->
2 simulation ->
3 network ->
4 prediction/interpolation ->
5 renderer ->
6 output
For singleplayer we could bypass 1 network and 3 network by using direct function calls or talk to a local socket.
For multiplayer this means that we will have a single authoritative server that is just running
the simulation. Each client then receives the data visible for it.
The current architecture can be extended by adding the missing components in between.
The prediction/interpolation reuses the simulation code, but is
non-authoritative: The data provided from 2 has higher priority.
There exists a link of 0 input -> 4 prediction so that input
is immediately accounted in the prediction, thus displayed.