Hi all,

What you see below is an overview of the book I'm writing. It's based off a book I wrote a year after getting into GS using A5/6. It's been years since then and both my experience with GS and my writing skills have improved. Hence while based on that old work, it's really been updated to take everything up to A8 (in beta) into account.

It's an intermediate level introduction to GS networking. The first 3rd is an overview of networking in general, to set the stage for what is to come. The second third of the book discusses the basic elements of GS. Not how they work insomuch as what they are and their relation to each other. The emphasis is on networking (and thus graphics or audio functions are not discussed) as well as presenting a unified view of the GS engine. Lastly, the final third takes everything up to that point and puts it together. It is here that how GS networks is specifically discussed. The purpose is NOT on how to make anything. The demo is there merely to showcase all the GS network functionality. But the idea is that there will be a followup book which would in fact talk about design and development strategies for specific projects (like MP, MMO, casual, etc). Al the same, an advanced user after reading this book should be able to take the demos and build on them to suit their needs.

The numbers are the current page numbers with chapters 1, 2, appendices, and images all done. Chapter 3 is about 80% done and I still need to put the final touches on the demos. The book length should hover around 100 pp. and the demos will be less than 10MB each. Thus the entire package, book + 3 demos, should be less than a 30 MB download. If there is interest in this work, it could be complete in as little as two months at which point I would put it up for sale via a digital download at a yet to be determined price.

Please let me know if this would be of use to you, suggestions on other topics or formats for the books, and generally any questions or comments you might have.


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                         Table of Contents

Introduction	4


Chapter 1:  Network Basics	7
     UML Diagrams	7
          Component Diagram	8
          Use Case Diagram	9
          Sequence Diagram	10
     
     Client/Server Architecture	11
          N-Tier architecture	11
          Client/Server vs. Peer-to-Peer Networks	13
          GS Client/Server 2-Tier Architecture	15
          If(Connection)	16
          My.Terminology	19

     Demo 1:  Non-Interactive Dedicated Servers	21


Chapter 2: GameStudio™ Basics	25
     GameStudio History	25

     Authorware Editors	26
          MED	27
          WED	28
          SED	30

     Data Structures	33
          Quants, frames, ticks, and seconds	33
          Strings and Text	34
          Vars, long, double	34
          Structs and flags	34
          Skills	34

     Event System	35
          Input events	37
          Detection  events	39
          Collision events	41
          Engine events	43

     Demo 2:  Interactive Non-Dedicated Server	44


Chapter 3: GameStudio Networking	46
     Network Communication Protocols	47
          GS Network object Indexing	48
          If(Event_Type == Event_Join)	49
          Automatic updates	54
          Scripted updates	58
          If(Event_Type == Event_Leave)	60
          Session_Connect()	62

     Network Entities	66
          Player=Ent_Create()	67
          Network Action()	70
          My, My.Skills, and My.Event()	72
          If(Event_Type == Event_Disconnect)	74

      Scripted Updates	76
          If(Event_Type == Event_Var)	78
          If(Event_Type == Event_String)	79
          If(Event_Type == Event_Data)	79
          If(Event_Type == Event_Receive)	80

      Network Engine Control	82
          Network statistics	82
          Packet control	83
          Function control	84
          Client  control	84

      Demo 3:  Non-Interactive Client with Zoning	86




                         Appendices

C-lite network  functions and variables glossary	87
GS and networking glossary	96
Bibliography	107
Revision notes	108



 
                         Table of Images

Figure 1: ScreenShot (SS) PAST™	4
Figure 2: Component Diagram (CD) Template	8
Figure 3: Use Case Diagram (UCD) Template	9
Figure 4: Sequence Diagram (SD) Template	10
Figure 5: CD 3, 4, and GS’ 2 Tier Architectures	12
Figure 6: UCD P2P and C/S Networks	13
Figure 7: UCD Client	14
Figure 8: UCD GS Client-Side and Server-Side networks	18
Figure 9: UCD Dedicated Server	24
Figure 11: SS MED	27
Figure 12: SS WED	28
Figure 13: SS SED	30
Figure 14: CD Events and Event Handlers	35
Figure 15: CD Detection Events	40
Figure 16: CD Entity Collision Events	42
Figure 10: UCD Non-Dedicated Server	45
Figure 17: UCD Joining	52
Figure 18: SD Joining	53
Figure 19: UCD Automatic and Scripted Updates	54
Figure 20: SD Automatic Updates	57
Figure 21: SD Scripted Updates	59
Figure 22: UCD Leaving	61
Figure 23: SD Leaving	61
Figure 24: SD Session_Connect()	65
Figure 25: UCD Client Ent_Create()	69
Figure 26: SD Client Ent_Create()	69