Instead, I would opt for using a vanilla MUC service and write a bot
that owns the room. That should allow plenty control.
Exactly, which is what I am doing as part of it for the in game chat, the only problem with using MUC is that you cannot use it for the distribution of game state in most cases as a lot of games require that each player has only a subset of the complete state, i.e. in a scrabble game players cannot see what letters each of the other players has or in a poker game you cannot see what cards the other players are holding etc etc, so the game state in those cases needs to be distributed directly individually to each player, also move/actions in the game need to be sent directly to the "game host" (the bot or component) and cannot be just be broadcasted in the room by each player as the game host needs to verify those moves (and given the opportunity to reject them if they are illegal or wrong) before the game state is updated.

Also as pointed out by Michal the protocol needs to be able to support operation without a server so it would be better if it wasn't tied to MUC and would work without it, without the protocol being much if any different.

Richard


Reply via email to