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belltowerescape's Issues

equally free elevators load unfairly

If two elevators with the same amount of freespace are trying to load meeple from a floor, the meeple should equally split. I talked with @eonarheim and he seems to be on board with this. Not a game breaker - but still something that's worth having.

Fairly certain there is a server timing issue...

If you set the timing options to:

public static int START_DELAY = 5000; // 5 seconds
public static int TURN_DURATION = 200; // 2 seconds
public static int SERVER_PROCESSING = 2000; // 2 seconds

You'll generally get a Server is processing, please try again soon - which doesn't make sense. The error appears in less frequency if TURN_DURATION and SERVER_PROCESSING are similar (if you set them both to 200 or 500, most of the time it'll work correctly). Also, it seems possible to just spam the server with move requests and prevent players (it might just be your opponent, I haven't looked into this much) from moving entirely. I'm thinking we should abort a player if they issue to many move requests per turn, as they are likely cheating.

Build API layer for communication to games

We need to build the api layer

  • Implement the api logon per specification (look at ants game for examples)
  • Implement specific command end points
  • Validate commands are correct when the hit the endpoint
  • Write tests if able (mock game engine context)

Logic for Player 1 vs. Player 2

How does the agent know if it should send a player 1 or player 2 command, and how does agent 2 get the auth token and game id from player 1?

Build core engine functionality

We need to build the following functionality w/tests

  • Implement configurable # elevators/floors/people spawn
  • Issue commands to move up/down
  • Issue load/unload
  • Implement game timer logic (with testable clock)
  • Implement win/lose condition
  • Implement frustration on passengers (configurable value)

Build visualization layer

We need build a separate screen for visualizing running games.

  • Use excalibur to build a sexy visualization about elevators!?
  • Implement web socket communication channel (look at ants for example)

Build replay functionality

I think the easiest way to make this happen is for the game server to write a replay file to the App_Data folder (just serialized .net commands with time information). Since we are using the command pattern, we should be able to easily replay the commands back at the engine with a "ReplayAgent" or something.

Some things to think about:

  • Game ids need to persist across instances of the game server
  • Think about a replay mode in the game engine (no need to enforce timing penalties)
  • Building a ReplayAgent that reads replay files out of AppData
  • How do we view replays in the visualizer/when do we enable them?

Azure deployment issues.

A few initial issues with Azure that were noticed:

  • Demo Agent doesn't work (resolved as of c620557)
  • Occasional redirect loop error in Chrome (possibly also firefox).

Game 'freezes' when unloading both elevators on same floor.

This is a weird one. The game "freezes" if both elevators are on the same floor and the "stop" command has been sent (there may be more to it than this...). I have never been able to actually complete a game because of it.

The stop seems successful (and all Meeples transfer correctly):

{"Success":true,"Message":"Stopped elevator 0 successfully"}
{"Success":true,"Message":"Stopped elevator 1 successfully"}

but from then on out, both elevators return:

{"Success":false,"Message":"Elevator has already been moved"}
{"Success":false,"Message":"Elevator has already been moved"}

and then the status is always returned the same (including the "TimeUntilNextTurn")

Build Sample Agents

  • Implement the basic elevator scan algorithm used in real world elevators
  • Implement C# agent
  • Implement Node agent
  • Implement Python agent
  • Implement Lua agent
  • Implement PowerShell agent

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