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minthamie

decknamen's Issues

Unusable players can't be removed

Somehow when I joined with Chrome it added two players instead of one. I could only control one, there was no way for anybody to remove the unusable player, but it remained in game for the whole time.

How about having an option to remove other players? At least for the leads or for the person who created the session

Remove need for FontAwesome Pro

The icons are neat but make it much harder to test and deploy as well as impossible to make the repo public.

Consider converting icons to svg-jar or plain inline-svg

New strategy for mobile devices

Seems mobile browsers will not keep the websocket alive, which is a bummer.

Testing

  • Browser notifications
  • Polling when user interaction is detected (probably on touchstart)

Collapse players and game state into a single service

I tried to work with two different rooms to separate players and game state, but it doesn't make sense to keep them separate. The moment the cards are added, the player state may no longer be modified and it's much easier to check that sync in a single state object.

Also, it makes sense to have a single representation based on an concurrency task, with the substates being represented by readOnly getters.

Lobby: Improve player management

Automatic removal of players seems to be more confusing and problematic than anticipated.

  • Add button to manually remove players
  • Change API to not drop players when they leave the room at any time

Lobby: Add invite box

Textfield with the current game URL/token and a button to copy it to the clipboard for sharing.

Handle forfeit games

Right now you end up in the game over screen in an unknown state. That's not good.

Implement edition picker

We have multiple word lists, it should be possible to select the "edition" before starting the game.

I suggest we add a simple <select> to the lobby screen that any player can change until the "start game" button is pressed, which should obviously lock in the selection

Obfuscate socket communication?

Right now it is possible to read the game state in plain text which makes it easy to cheat by simply looking at the socket communication which sends around the game state (boooh to those who try that). Running a simple cypher could help to stop that. of course it can still be decoded, but it involves an extra step. ¯\_(ツ)_/¯

Any opinions?

API

  • Show number of running games
  • Remove sessions after 1 week of inactivitity

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