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Socket.io API endpoint for players of a game to start real-time communication #37
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設計方針是只與GaaS大平台串接還是會有考慮其他遊戲登錄平台?
不是很懂,看前面一條我以為是在討論REST endpoint? 在我們遊戲這個case,
是在講Kafka?我還沒開始看,暫時不了解設計上需要什麼 如果是在講socket.io的 加上之前討論我說
為了舉例方便,我用JSON示範 # 已從Kafka接收到新的難度等級
new_difficulty_level = STANDARD
# 發布遊戲狀態更新到前端
sio.emit(
'game',
{'event': CHANGE_DIFFICULTY_STATE,
'difficulty': new_difficulty_level},
to=game_id
) |
Hi, Ted, 我先回答部分問題
只考慮 GaaS 大平台
是的, 目前的 GaaS 大平台 無法增加更多玩家到 已存在的遊戲房間
但ok , 這也不是關鍵功能,可以先不考慮
這不是
所以我最初的comment 是問你們對 namespaces, topics 的命名規則有何偏好
OK
Where to place the game ID ? should game ID be part of topic or namespace ? like |
Hi, Ted , continue to reply rest of the questions
please ignore the message , it is unrelated to Kafka ,
I prefer the 2nd design option, but I am not sure whether I can set up the namespace such like |
想問一下 我在想把卡有關的的endpoints |
抱歉,我只是舉個例子, 目前我還沒考慮實作細節 Finally I got some time to work on the socket.io server, I will first start implementation which publish / subscribes message with the following topics -- 我目前正在做的 socket.io topics
|
To everyone following / interested with this issue, here is the experiment result, [1] [2]
After coding with [3]
[4] |
Signed-off-by: T.H. <[email protected]>
Signed-off-by: Han Woo <[email protected]>
To @wingtkw : I am considering to add another API doc at To anyone interested with the work, |
TODOthe list is what I will do : Portion 1
create PR, merge to main branch --- (done in 11th Dec 2023) Portion 2
create PR, merge to main branch --- (done in 26th Jan 2024) Portion 3
create PR, merge to main branch --- (done in 1st Feb 2024) Portion 4
create PR, merge to main branch --- (done in 7th Feb 2024) Tasks NOT included in this TODO list
|
我注意到實驗分支 experiment/backend/socketio 實作中 一些相關討論: 補充說明:
socket.io 文件通常用 AsyncAPI 撰寫, 但我不確定同樣放在 |
Hi , Ted
The naming convention of
thanks, good to know about |
- remove unnecessary forward slash character in event name - check fields `msg` and `nickname` in the event data `chat` - logger to record server errors Signed-off-by: T.H. <[email protected]>
- validate event arguments with pydantic base model - rename the field `room` to game ID in `init` , `deinit` events - add the field `nickname` to the event data `init` and `deinit` - move constants , configurable parameters in appropriate modules Signed-off-by: T.H. <[email protected]>
Signed-off-by: T.H. <[email protected]>
- Socket.io server for real-time communication in the game - currently only some events `init` (join room), `deinit` (leave room), `chat` are implemented
Let us focus on the 2nd portion of the TODO list in this GitHub Issue , discussion related to the design / implementation are appreciated.
[update 15th Dec 2023] [update 11th Jan 2024] [update 23th Jan 2024]
|
Let me review it on 15 |
… game - socketio server collects the events, to know all the ongoing games - http server maintains a shared socketio client sending all relavant events - rename `AbstractRepository` to `AbstractGameRepository` - TODO, implement room repository for real-time communication Signed-off-by: T.H. <[email protected]>
- implement (currently in-memory) room repository , so the socketio server knows all the ongoing games - check from the room repository when player attempts to initialize (or de-initialize) real-time communication (RTC) through the socketio event `INIT` (or `DEINIT`) - add new member to `GameFuncCodes`, for RTC endpoints (e.g. currently `socketio`) Signed-off-by: T.H. <[email protected]>
…ackend/socketio/create-game Hi @wingtkw , As I described above I will merge the PR first , you are still welcome to leave comment at here, or create another issue / discussion thread for any question about learning my code at here
I am working on the 3rd portion of the TODO list in this GitHub Issue , discussion related to the design / implementation are appreciated. |
- http server emits corresponding event on completing the operations to socket.io server - socket.io server simply forwards the game-state messages to corresponding players of a given game Signed-off-by: T.H. <[email protected]>
…acter-selection-before-start Emit events on difficulty and character update
I will work on the 4th (final) portion of the TODO list in this GitHub Issue. I'll try @wingtkw , @KalpasWang , @liamlin1102 |
- integrate with FlatBuffers - binary payload generaated on switch-character event Signed-off-by: T.H. <[email protected]>
- integrate with FlatBuffers - binary payload generated on difficulty-config event Signed-off-by: T.H. <[email protected]>
…ckend/socketio/flatbuffer-payload - apply FlatBuffers payload to socket.io server on game config events - currently this affects the 2 events, such as switch character, set difficulty level - Other (future) events reflecting change of the game state can encode / decode payload in the same way for enhancing performance.
Currently close this Issue, c.c. @wingtkw , @KalpasWang |
@metalalive |
API endpoint to
socket.io
serverlocalhost:8082
, path/
,GET method, no request bodyInteraction with
socket.io
serverClient (Player)
Possible events namespace to emit (or topics to publish)
/game/{game-id}/join
<-- Not sure whether this is good design optionplayer-id = abc999xyz
/game/{game-id}/chat
player-id = abg007xyz
,chat-message = Hello World
Possible events namespace to receive (topics to subscribe)
/game/{game-id}/config/difficulty
level = standard
,/game/{game-id}/config/investigators
player-id = SamuraiBuck
,investigator = magician
There should be many more topics to subscribe for each player
HTTP RESTful server
Possible events namespace to emit (or topics to publish)
/game/{game-id}/config/difficulty
/game/{game-id}/config/investigators
Possible events namespace to receive (topics to subscribe)
Question
/game/{game-id}/join
, <-- is this good design option ?/game/{game-id}/join
? to let the HTTP RESTful server know one more person would like to join , then re-useGame.add_player()
in backend code.TODO
python-socketio
and Kafka)Reference
See previous discussion #29
@wingtkw @teds-lin , plz take a look at this,
feedback or suggestion are welcome , thanks.
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