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Montagsmaler Browsergame

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Montagsmaler Browsergame

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Obendrüber steht immer als Orientierung die Anzahl der Buchstaben sowie nach einiger Zeit ein Buchstaben-Hinweis.

Je schneller man das gesuchte Wort errät, je mehr Punkte gibt es. Ist man selbst an der Reihe einen Begriff zu malen, stehen einem zunächst drei zur Auswahl.

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Nur noch einen Begriff erraten, nur noch einmal malen! Nur noch wenige Punkte bis zum 1. Obwohl sich das Spiel, das komplett im Browser gespielt wird und sehr schnell geladen ist, noch in einer Beta-Version befindet, hatte ich nichts zu Bemängeln.

There is optimistic locking built into redis, but only on specific key value pairs using WATCH. This does not offer quite what we want and because as mentioned earlier unlikely inconsistencies are not the end of the world for our project we decided to stick with Redlock.

Redis does only offer very primitive basic data types in the form of byte arrays and strings. The higher data types like the redis sorted set are just containers for those primitive data types.

That means if you want to store objects in redis you need lots of serialization and deserialization which introduces new problems. One problem is that serialization, especially non-binary serialization, can be quite expensive.

We ignored the expense of non-binary serialization in our app for the time being. This results in no call-by-reference but only call-by-value, so if you introduce for example cyclic dependencies in your data objects you need some kind of special algorithm to deal with it.

JavaScript has built- in JSON serialization. The problem with JSON serialization is, that it does not serialize to the actual class instance, but rather a plain JavaScript object which has the same data properties.

That means it also deserializes to a plain JavaScript object and not to the class instance it once was and how should it, JavaScript is a prototype-based language and the object prototype is lost in the serialization process.

We did not want to have constraints on the objects which are serialized nor annoying manual instantiation of an actual class instance from the object.

That is why we created a small library which introduces a TypeScript Class Decorator Serializable for the classes you want to serialize and a function which deserializes and instantiates to the actual class instance.

This helped to increase productivity while working with redis as an object store. Under the hood it makes use of TypeScript Decorators, ES6 Object functions and an algorithm for dealing with cyclic dependencies.

From the beginning it was clear that our application needed a websocket interface for bidirectional communication between client and server. Since NestJS provides Websocket support out of the box with socket.

The biggest benefit of using socket. In retrospect though I would choose a pure websocket API instead of socket. According to caniuse. Nobody in our group had any experience with building a websocket API and even after building the application I am not really sure what is good and a bad practice.

I tried implementing it with the events of the game in mind. I found it quite challenging and I do not think the API is particularly well designed, but it works.

From doing research online it seemed like there are not a lot of guidelines yet. If anyone has good resources on that feel free to message me since I am genuinely interested.

Authentication was another problem. The JWT containing the Access Token is sent as a query parameter of the websocket connection and is verified with every event, which was sent from the client.

Authentication in websocket connections is still one of those big question marks in my head regarding Websocket APIs. They are actually meant to test your entire, completely integrated system.

In our case the e2e-Test of the Websocket API sets up a full Nest Application and connects to it via the node. The problem was that the Jest Tests have a timeout of 10 seconds, which means that a whole normal game can not be played within that time frame.

To work around this, the service, which initializes the game loop, gets the value of a second in milliseconds injected in the form of a provider into the constructor.

On the standard application this provider returns the constant value of milliseconds. All the time constants within the class are then calculated based on this constant.

In the e2e test this provider is overwritten and the value is set to only 50 milliseconds. Using this trick a whole game can be played out in the e2e test within the time frame of 10 seconds.

There were also some other sacrifices made regarding the complete integration: The AWS and Redis Providers are mocked and overwritten in the Nest Application for the e2e test.

A machine learning algorithm for object recognition in pictures requires the picture to include a background. This led to a problem in our drawing component, because the standard was that the drawing of the user was saved as PNG.

This led to the drawing having a transparent background. The library we used to implement a drawing canvas made it easy to change the format, but the new JPEG pictures were now all black.

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Montagsmaler Browsergame


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