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Chat server implementation on future kindergarten game project. This is describe the implementation of chat server used in game on Future Kindergarten Project
Chat server implementation on future kindergarten game project. This is describe the implementation of chat server used in game on Future Kindergarten Project
Chat server implementation on future kindergarten game project. This is describe the implementation of chat server used in game on Future Kindergarten Project
Erik Pratama Sekolah Teknik Elektro dan Informatika Institut Teknologi Bandung Bandung, Indonesia rik_pratama@yahoo.co.id
AbstractFuture Kindergarten project is one way to make learning more fun in kindergarten. Children can learn what they want. Children learn through the medium of games that are designed according to the syllabus in real kindergarten. This system consists of several part: tracking and identification, game content and story telling also web report. Chat server is used for data exchange in these parts. Chat server application developed differently for every client. Each client has a particular specialization even every client have a primary function to send and receive messages from the server. A chat application running in console application or integrated in- game by adapting the application console. Chat server is created with the programming language C #. Chat server utilizing data communications facilities TCP / IP via Net Socket. Chat server is considered more effective as a medium of communication compared to direct communication with the database. Keywords : future kindergarten, chat server, data communication, c#, digital learning media
I. INTRODUCTION Future Kindergarten expected to restore the identity of TK in its function as a most beautiful garden. Future kindergarten media features exciting and fun for the kids. Learners can interact with the features available in the future kindergarten. By using gesture interaction, instructional media in the future kindergarten students is not easy to make saturated in performing activities With an attractive media and fun learning experience, children are expected to be more attracted to the media and explanations rather than shifted his gaze to another thereby reducing the burden on teachers to lead children to focus more. Features of the future kindergarten made as attractive as possible so that the children do not feel like learning Future Kindergarten has a separate sub-systems. Content on Future Kindergarten game consists of several separate themes and games. Sub-systems that are not less important is the sub system and story telling content tracking and identification of sub-systems. The entire sub-system needs to communicate with each other. Database system alone is not enough to handle the data communication between sub-system. Chat server is the perfect solution as a medium for data communication between sub-systems.
II. DESIGNING CHAT SERVER A. System Design for Future Kindergarten Future Kindergarten systems consisting of sub-system tracking, interactive content, web reports and chat server. Tracking subsystem is a subsystem that serves to make the process of students' identity and position. Tracking subsystem reads input from a kinect image and depth data. Identity recognition is used in the detection and evaluation of scoring if there are students who do not go to class.
Fig1. Architecture Diagram for Future Kindergarten
Fig2. Architecture Diagram for Chat Server
With the recognition obtained the identity of the user identity that is being played all over the classroom walls. Subsystem content contains interactive content, photo users who are interacting or playing games. After receiving input identity recognition, scoring obtained in games will be input in the evaluation of the results in the web report. Content may include multiplayer games, illustrations when storytelling.
Sub-system chat serves as a means of communication between different sub-systems in the future kindergarten system. Chat server will receive position data and the identity of the child tracking sub-system and send it to the other sub- systems. Chat server also serves to transmit notifications and game score results from sub interactive content to the database server.
B. System Specification Output tracking system is a .txt files which contains the coordinates of each child. The identity of a child can be seen from the location coordinates required by sub-systems that require the child's identity. Sub-systems that require identity was required to make a notification to make keadaan.txt file containing machine status, 0 if it does not require identity and 1 if it requires identity, and the number of children who must be identified. Sub identification system will respond by making identifikasi.txt files in the folder that contains the machine requesting the identity of the child in order according to the number of children required. Sub-system which requested the identity of the child is the game content. Game will ask for the identity of the child to the sub-system identification via chat server when there are players who are ready to use the software. Game players will wait for the response of the sub-system identity of identity through the chat server. Sub identification system receives messages from the sub-system of the game and create a file notice and wait for a response in the form of the identity file is then read and sent back to the requesting subsystem. Sub system game will also send the results of the game every time the game level is finished to be stored in the database. This database storage requests will be responded by storing the data into database. Applications are to be made need to meet the following standards in order to deal with the problem in future kindergarten Chat application can be combined with object games on game content. Chat application can create a file. Txt. Chat application can read a file. Txt Chat application can save data into the database. Chat application can read data from the database. Chat application can be run on a LAN network. This chat application server consists of a server application that serves to broadcast a message to all clients and client applications that functions to send data from the sub-systems that require data on other sub-systems. Each chat client also has a specific function when receiving messages according to the needs of each sub-system.
Fig 3. Use Case Diagram
C. Designing Chat server design includes four parts: the application server, client chat app on game content, chat client application on a sub system of tracking and chat client application on the web server database. User Interface is developed is a console because the system will instantly communicate. Display a graphical user interface is not necessary because a bunch of people not directly involved sib these systems when performing data communications. Applications on game content integrated to the game object the game content is concerned. The programming language used is C #. Chat applications created using Net functions. Socket for communication on the LAN connection via TCP / IP. Application server is set to work on a particular port and listens for requests from the network connections. Application server acts as a streaming server that listen to the whole client, received a message from each client and is broadcasting a message to all clients. Streaming server for TCP / IP is made by first making a TcpListener object to listen for connections on port selected. TcpListener tcpListener = new TcpListener(65000);
Once the system is made TcpListener object to listen the network tcpListener.Start( );
Application server waiting for requests from client.
Messages can be sent when the socket has been connected. Messages can be sent by first making class NetworStream make StreamWriter object. A message will automatically be sent to all clients on the network when the message written on the StreamWriter.
private void SendFileToClient( Socket socketForClient ) { // create a network stream and a stream writer // on that network stream NetworkStream networkStream = new NetworkStream(socketForClient); System.IO.StreamWriter streamWriter = new System.IO.StreamWriter(networkStream);
Fig 4. Flow Chart for Chat Server
All clients have the same primary function, which receives messages from the server and sends a message to the server. Differences on each client lies perpetrated on the action after receiving a message from the server. The entire client utilize the functionality of TcpClient class. The connection to the server when the client woke menginstansiasi TcpClient class to determine the host server. Host is the server IP adrress of PCs running server applications, can also be used localhost for testing in a single PC. TcpClient socketForServer; socketForServer = new TcpClient("localHost", 65000);
TcpClient NetworkStream can be activated once instantiated. StreamReader which will be used to read the message can be made after the NetworkStream enabled.
NetworkStream networkStream = socketForServer.GetStream( ); System.IO.StreamReader streamReader = new System.IO.StreamReader(networkStream);
TcpClient NetworkStream can be activated once instantiated. StreamReader which will be used to read the message can be made after the NetworkStream enabled. Client application to read the entire message from the server to. Number equations consecutively. Equation numbers, within do { outputString = streamReader.ReadLine( );
Messages sent are standard ASCII text messages. Message being sent will be processed by each client and treated in accordance with the needs of each client. Messages sent are set so that it can be used by any client. Arrangements are made so that it can be used with the same message is: Message consists of 5 words consisting of objectives, types of transactions, followed by the message. Messages that are less than 3 words must be followed by a null amounted to 3 words. Messages written in lower case.
Message settings aim to facilitate each client to perform message filtering III. IMPELEMENTATION The Impelementation is consist of several part as descibe A. Implementation on Server Aplication In the chat application servers, Chat servers are implemented in a console application. Applications built with the C # programming language and the Visual Studio 2010 IDE. Ports used in chat server made static and can only be changed by changing the script. Application server consists of two classes. MainProgram class consists of the main functions and functions of a broadcast message. Class 2 functions which possess HandleClient startClient and doChat.
Fig 5. Chat Server Aplication
B. Implementation on Client Chat client integrated with the game on the game object in Unity3D project. Script embedded chat client on its own object game chat function handle or the GameObject player that will send position data. Game object that has been integrated with the chat client can interact with another object games as object game in general. Game objects that have been inserted script will act as a chat client. The game object can receive and send messages when the game is run. This message will be accepted by the server and sent to the entire client
Fig 6. Implementation on Game
Chat client on a sub system identification must have additional functions to read and write txt file. Reference in this chat client needs to be coupled with System.IO, write and read txt file. The main function of reading and to send the same message to the other sub-system implemented on This application will also create a txt file if the PC has not been contained by the file name in question. Application on the identification of sub-systems executed a console application. Chat client on a sub system database has additional functions to connect the database and run the query. Chat client can be run concurrently with the chat client identification. Each client will filter messages based on the message sent and treated differently. Script on the client sub-systems can also be combined with a database script on a sub system identification when using the same PC and database for identification.
C. Testing Tests carried out in several stages. The first phase of sub- systems partially tested on localhost. Each chat client running in turns to see the response on the chat server. Every client is given special identity distinct and send a different message. Results will be visible in the server console. Server console will display a sender's identity and the message sent client. Message appears indicating that any client who has functioning The second phase was similar to the first stage, but tested on LAN network. Each chat client running on a separate PC with a different IP Address. Connection can be seen from the message that appears on the server console
test result on LAN
Full System tests conducted at TK Bunda Ganesha in two classes The final stage of testing involves kindergarten student. Tests carried out using 2 pieces display a simulation of 2 interactive wall.
Fig 7. System Testing at Kindergarten
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Aplication IP Address Message Chat Server 193.168.1.101 - Sub Sistem Game 193.168.1.102 yes Sub sistem Identifikasi 193.168.1.103 Yes Sub Sistem Database 193.168.1.104 yes