Javascript/Node.JS client to connect to a nodeGame server.
Designs and runs a whole game with nodeGame.
nodeGame client for the browser and node.js
License: MIT License
Javascript/Node.JS client to connect to a nodeGame server.
Designs and runs a whole game with nodeGame.
At the moment the incoming listener
node.on( IN + set + 'STATE', function (msg) {
node.game.memory.add(msg.text, msg.data, msg.from);
});
is ignored because notified STATE messages are send as 'say' messages.
At the moment messages are saved in the DB with the local state, while it is more correct to save them under the state contained in the message itself.
It could be for example that the local state is updated in between of two messages received by two clients, and although created in the same state they would be saved under different ones.
something like loop.add(state, other_param)
something like loop.remove(state, other_param)
this would make easier to refactor GameLoops
If there is a time delay between node.connect and node.play on a client, the server can try to start the game, while the game is not actually ready to be started, at least in all the clients.
The clients that are ready will step, and the late ones will treat the step message as an invalid game state.
Maybe STATE messages should be cached if no game is found.
Change code in Game.prototype.execStep or adjust default getValues method in Widget.
At the moment there is no easy way of replacing the ID of a disconnected client with that of, for example, a newly connected bot. It should be easy to replace it.
All functions included in gameloop should be put inside a try and catch block with some specific options about how to recover from the error.
as title
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