Assignment 8 Message Sequences |
II. Message SequencesThe following enumeration specifies how the seven possible interactions among the player registration procedure, the game administrator, the players, and the turns are translated into message sequences. 0. registering a player with the server
================================================================== server client ================================================================== <----- <string:x> -------------------------- register player with name x ------ (<string:x> <color> <equations>) ---> tell: confirm name x, first pebble, equations 1. inform: informing a player
================================================================== server client ================================================================== ------ (inform <string:s>) ----------------> inform player of s <----- (done) ------------------------------ acknowledge information 2. punish: remove tokens from player
================================================================== server client ================================================================== ------ (punish <pebbles:s>) ----------------> punish player by taking away s pebbles <----- (done) ------------------------------ acknowledge punishment 3. take-turn: initiating a turn
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server client
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------ (turn <card><card><card><card>) ---->
initiate a turn with a deck of cards
{ roll-die | trade } x { buy-card }[0|1]
<----- (done) ------------------------------
acknowledge end of turn
4. turn: rolling the die
================================================================== server client ================================================================== <----- (roll-die <color:c>) ---------------- request a roll of the die, with c as default color ------ (okay <color>) ---------------------> receive the result of the roll 5. turn: trading cards
================================================================== server client ================================================================== <----- (trade <pebbles:i> <pebbles:o>) ---- request a trade of i for o ------ (okay) -----------------------------> receive acknowledgment 6. turn: buy-card ================================================================== server client ================================================================== <----- (buy <card:c>) --------------------- request to buy card c ------ <number:n> ------------------------> receive score n |
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