@@ -10,9 +10,9 @@ Both the area/login servers and the clients have the standard three layers: pres
So, there is a model that stores the game state information and a command pattern that allows for the change of that state. You can find the commands that are supported in the package model.commands in the appropriate project (there are different commands on the clients than on the area servers).
All inter-machine communication is achieved using Messages in the [[Communication Protocol]].
All inter-machine communication is achieved using Messages in the [Communication Protocol](Communication-Protocol).
The models in the area servers and the clients report state changes via an observer pattern that hides exactly what object you have to observe from the observer. This way, nothing outside the model needs to know where in the model state change reports are created. This part of the architecture is described in detail in [[Report Observer Pattern]]. Note: in the diagram this is called the Qualified Observables Pattern.
The models in the area servers and the clients report state changes via an observer pattern that hides exactly what object you have to observe from the observer. This way, nothing outside the model needs to know where in the model state change reports are created. This part of the architecture is described in detail in [Report Observer Pattern](Report-Observer-Pattern. Note: in the diagram this is called the Qualified Observables Pattern.