knect's People
knect's Issues
Enhancements
Keep track of any enhancements that should be done in the future here.
- Enumerate client phase, maintain it as a single state
- Apply
RoleType
in client, replace all magic number/string - Add more log about game process to user chat(game start/end, wins)
- Dot color before player in RoomPage player list should depends on player role
- Record gamers correctly even if they already leave room
- Record color
-
status
in room list - Add border at gamer card on its turn
Communication between backend and game
Server calls Game
-
start()
-
interact({ position: ? })
, server needs to check player is at correct side
Game calls Server
-
request_interact(side: PlayerSideType)
-
notify_winner(side: PlayerSideType)
Better login
Login with username, password.
Supports changing password, delete account, email verification (?!).
Unfinished game features
- Show start, end msg
- Check win/lost
- upon game ends, sends event to players. (remember to call
Game.end()
) - also save records in db
- (future) Support
restart
. Let's just kick their butt out of the table.
- upon game ends, sends event to players. (remember to call
- Handle player leave game after game starts
- auto surrender
- Use
BlinkRed
,BlinkBlue
material on lastPiece - Send
gameState
on joinRoom
backend
Add Application
of the following structure
- Application
- PlayerList
- Player
- RoomList
- Room
- RoomPlayerList
- GameBoard
- Chat
- Room
- Lobby
- RoomPlayerList
- Chat
- PlayerList
frontend
Three phases
Login
- In the middle of view, show
login
(disabled) &play as guest
(with name input) buttons- when
guest
button is clicked, check name input(randomly assign one if it is empty) and send request to server- if valid, go to
Lobby
phase - otherwise, prompt error message to user
- if valid, go to
- when
Lobby
- fetch and show room data
- allow user to join room, go to
Room
phase
- allow user to join room, go to
- fetch and show player data
- advanced: allow user invite others, to make this, still need to design the protocol
- chat room
Room
- right: control panel
- join game button
- chat room
- game record
- player list(show name and status)
- advanced: game time limit
- left: game board
- just put a canvas for now
New login
Login
There are two ways to login
As guest
- Server will randomly generate a name
- Expires after window closed
Login with name
- User should input a name manually and server will generate a corresponding token and save them into DB.
- Client should save the token to localStorage
- When user launch the app, try to login with token in localStorage if it exists.
Logout
- If user ask to logout, destroy the token both in localStorage and db
Unit test (?)
- Room should be removed when there is no player in the room.
- Room should not be removed when there is still any player in the room or in the game.
- Chats should not across rooms and lobby.
It will be better if we can pass all tests by repeatedly joining and leaving rooms.
communication protocol
Develop the following API
Client
Events
-
login(future work)
-
send_invitation({ playerId }) requires player.isInRoom()
-
join_room({ roomId })
-
leave_room() requires player.isInRoom()
-
leave_game() requires player.isInRoom() room.playerInGame(player.id)
-
send_chat({ msg })
-
join_game({ player: PlayerSideType }) requires player.isInRoom()
-
game_place
Requests
-
get_room_list()
-
get_player_list()
-
create_room({ name }) returns { id }
Server
Events
-
update_room_list({ type, room: { id, name } })
-
update_player_list({ type, id, name })
-
notify_invitation({ playerId, roomId })
-
notify_chat({ name, msg, time })
-
announce
-
notify_chat({ name, msg, time })
-
(deprecated)notify_player_join_room({ playerId })
-
notify_player_side({ type, id, side: PlayerSideType })
-
game_notify_placed
-
notify_win
-
notify_kicked
Requests
-
confirm_start
Wrap them into a SocketWrapper
& add the above event names to knect-common
- Example
const SocketEvents = {
GetRoomList: 'get_room_list'
}
- Usage
const server = new SocketWrapper();
await server.request(SocketEvents.GetRoomList);
const server = new SocketWrapper();
server.on(SocketEvents.NotifyWin, handleWin);
function handleWin({ winner }) {
// code here...
}
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