CTR Pia
4.11.3
Game Communication Engine
|
This demo uses PiaClone
and joint session features to perform team matchmaking.
This sample primarily demonstrates the following.
You automatically transition to this state on start. Connecting to the Internet and logging in to the game server are handled automatically. When the process is finished, you automatically move to the team selection state. When the network connection fails, you automatically transition to the error display state.
This state is where the local station selects the type of team it belongs to.
Input | Operation |
---|---|
+Control Pad | The local station selects the type of team it belongs to. Three types of teams are available for use in this demo. |
A Button | Sets the type of team the local station belongs to. After making this setting, you transition to the matchmaking state. |
START | Log out from the game server. After this option is selected, the Pia module is finalized, the system logs out from the game server, and Internet communication ends. The system then automatically transitions to the network connection state. |
In this state, the system waits for the random matchmaking process that forms the teams to start. The local station automatically searches for teams of the type it belongs to and is matched with stations that have selected the same type of team.
Input | Operation |
---|---|
A Button | Starts the random matchmaking process that forms the teams. After the random matchmaking process finishes, the demo transitions to the communication (team session) state. |
B Button | Transitions to the team selection state so that the team type can be selected again. |
START | Log out from the game server. After this option is selected, the Pia module is finalized, the system logs out from the game server, and Internet communication ends. The system then automatically transitions to the network connection state. |
Communication occurs among the stations in the team session. From this state, you can use the joint session feature to perform random matchmaking with teams of another type. In this state, each of the stations communicates in the following way.
In this state. a character (rectangle) is assigned to each connected station and displayed to indicate that communication is taking place. An index of the team members is shown to the right of the character. Rectangles representing objects shared within the team and objects shared with all stations are also shown. The various rectangles are categorized as follows depending on the letters shown on the right.
AtomicSharingClone
. SequentialSharingClone
. AtomicSharingClone
. SequentialSharingClone
. For the A and CA rectangles, a question mark ("?") is shown on their right while the AtomicSharingClone
lock is being obtained. Once the lock is obtained, an exclamation point ("!") appears where the question mark was. Also, the CA and CQ rectangles are only shown during game session communication states.
When operating as a client, the local station automatically transitions to the session changing state when the host starts the process of joining the joint session. If the local station is unintentionally disconnected from the network, such as when the signal is poor, it transitions to the error display state.
Input | Operation |
---|---|
+Control Pad | Moves the position of the rectangle displayed on the screen. The rectangles with red arrows or letters shown to their right are the ones that can currently be operated. When there is no input from the +Control Pad, the rectangle moves to the right to indicate that communication is taking place. |
X Button | When operating as the host, the local station first transitions to the session-changing state to perform the matchmaking with another type of team, and then it transitions to the communication state (game session). Nothing happens when the local device is acting as a client. |
B Button | Leaves the team session and transitions to the team selection state. |
R Button | Changes the rectangles that are subject to operation. |
L Button | Can only operate the session host. If the session is closed, begins the process of accepting participants. If the session is in the open invitation, begins the process of closing the session to participants. When other stations detect the process started by the host, they begin the same process. When all stations in the session begin the process, the process actually starts to run. |
A Button | Attempts to get a lock if the operable rectangle is of the A type. |
In this state, the system waits for the process that changes the session state to finish. After the process finishes, the system transitions automatically to the appropriate state according to the processing result. This state is passed by in the following situations.
Communication occurs among the stations in the game session. The game session for this demo is a session for P2P communication with a team of another type. The demo creates the team session using the joint session feature. The content transmitted by each station and the screens shown are essentially the same as in the communication state (team session).
The host can use the process for disbanding a joint session to disband a game session and restore each team to a team session communication state. The stations that are not the host automatically transition to the session-changing state when the host starts the process of disbanding the joint session. If the local station is unintentionally disconnected from the network, such as when the signal is poor, it transitions to the error display state.
Input | Operation |
---|---|
+Control Pad | Moves the position of the rectangle displayed on the screen. When there is no input from the +Control Pad, the rectangle moves to the right to indicate that communication is taking place. |
X Button | When operating as the host, the local station first transitions to the session-changing state to disband the game session, and then transitions to the communication state (team session). Nothing happens for the stations that are not the host. |
B Button | Leaves the sessions for the game and the team, and transitions to the team-selection state. |
R Button | Changes the rectangles that are subject to operation. |
A Button | Attempts to get a lock if the operable rectangle is of the A or CA type. |
The demo transitions to the error display state when it cannot communicate because of problems with the connection to the access point or when session communication cannot be maintained. This state shows the error type (the reason for transitioning to the error display state) and the result and network error code. Error types are shown in the following list.
Input | Operation |
---|---|
A Button | Leaves the current state and transitions to the team selection state. If the network needs to be reset (such as when logging in again), the system transitions to the network connection state after the Pia finalization process. |