Re: [Adium-devl] Gaim integration with gnome-games
Henry Jen <[email protected]> Tue, 30 May 2006 14:31:17 -0700
| Newsgroups | gmane.comp.gnome.gaim.devel,gmane.comp.java.jxta.general,gmane.comp.java.jxta.devel |
|---|---|
| Message-ID | <[email protected]> |
David Smith wrote: >=20 > On May 30, 2006, at 10:14 AM, Colin Barrett wrote: >=20 >> On May 30, 2006, at 6:49 AM, Andreas R=F8sdal wrote: >> >>> Luke Schierer wrote: >>>> On Tue, May 30, 2006 at 09:40:23AM -0500, Richard Laager wrote: >>>> >>>>> On Tue, 2006-05-30 at 10:21 +0200, Andreas R=F8sdal wrote: >>>>> >>>>>> I'm wondering if there would be any interest in implementing >>>>>> support for launching network games from Gaim? Gnome-games has >>>>>> network games (gnibbles and iagno, and more planned), and it >>>>>> would be very convenient for users to be able to launch network >>>>>> games directly from Gaim. On Windows, this is already supported >>>>>> using MSN Messenger launching minesweeper network games. Could >>>>>> the current plugin system for Gaim support something like this? >>>>>> >>>>> Almost surely. If not, we can add hooks as necessary. >>>>> >>>>> Richard >>>>> >>>>> >>>> >>>> I am not opposed to this, but I'd rather it be a plugin than in gaim >>>> proper. >>>> [also CCing jxta community, follow up this discussion should only on=20 gaim devel list and/or jxta-c discuss list] This is an interesting idea and I had been exploring that idea as well. We had a project call jxta-c(http://jxta-c.jxta.org), which is a C=20 implementation for the JXTA P2P=20 protocol(http://wiki.java.net/bin/view/Jxta/WhatIsJxta) under Apache=20 license. Within the project, we implemented a socket tunneling capability and=20 demonstrated a video playback through JXTA p2p network with legacy=20 socket application(VLC, http://www.videolan.org) unmodified. With the same capability, we can tunnel the game through a local socket=20 which in turn relays data over JXTA. I had spent some time to work on a JXTA plugin for gaim, which now is=20 running with CVS tree to support group chat with=20 MyJxta(http://myjxta2.jxta.org/) application. However, the end goal is=20 to evolve the plugin into a p2p collaboration foundation with all=20 different IM networks, as JXTA defines a pluggable authentication and access control, it can be easily adapted over an existing IM=20 networks, from which self-organized, scalable secure peer to peer=20 modules can be built. We are open to release the plugin under GPL/LGPL license, while it can=20 linked against the apache licensed JXTA-C and APR(Apache Portable=20 Runtime, http://apr.apache.org) library, which should be OK as those=20 libs can be separately distributed with the operating system but I am=20 not a lawyer. Cheers, Henry >>> Do you have any pointers about implementing such a plugin? So far >>> I've found: http://gaim.sourceforge.net/api/c-howto.html >>> >>> To start a network game using Gaim, it would have to: >>> -Find the IP address of another user which also has Gaim. >>> -When the users wants to play a network game, launch the correct >>> game (eg. gnibbles), >>> and give information to gnibbles about either starting a new >>> network game, or connect to an existing game. >>> >>> I don't think there is a need for a gnome-games specific plugin, >>> all that is needed is a general plugin for Gaim which >>> can negotiate which game to start, and pass the appropriate >>> parameters to the executable to the game knows which >>> IP address to connect to. >> >> There was an effort done by some Adium contributors and developers to >> create a similar protocol. I'm ccing the Adium Dev list this message >> in the hopes that they can provide you with some help and possibly >> interop(?) >=20 > Hi folks. I was one of the developers on the project Colin=20 > mentioned. Our architecture was significantly different from the=20 > proposed one, though, in both good and bad ways: >=20 > The primary difference is that all communication took place via IMs,=20 > with the game plugin hiding game-related IMs from the user. Upside: eas= y=20 > NAT traversal. Downsides: Rate limiting is evil, and IMs aren't suitabl= e=20 > for anything vaguely realtime. >=20 > If I were going to redesign it, it would consist of two, or maybe three= ,=20 > parts: > 1) a presence API along the lines of Galago that games could plug into=20 > to provide their own in-game lists (why on earth are things like=20 > battle.net not integrated with IM buddy lists?) > 2) a client plugin that would launch games and provide an IP address (a= s=20 > mentioned here) > 3 (maybe) ) an API for communicating over Jingle streams or something=20 > like them for games to use >=20 ------------------------------------------------------- All the advantages of Linux Managed Hosting--Without the Cost and Risk! Fully trained technicians. The highest number of Red Hat certifications in the hosting industry. Fanatical Support. Click to learn more http://sel.as-us.falkag.net/sel?cmd=lnk&kid=107521&bid=248729&dat=121642