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netlib's Issues

Clean up old lobbies

We currently only INSERT INTO lobbies and UPDATE lobbies but we never actually delete lobbies that don't have peers in them.

We'll probably want to delete lobbies that haven't seen any new peers for X hours?

[Feature Request] synced `lobbyTime`

Hey!

Motivation:

Almost every multiplayer online game has a synced clock aka remoteTime, remoteTicks, roomTime etc.

Its helps to understand when exactly actions be happened and how to handle it on the local side.

Suggestion:

When we create a lobby, we set on the server side:

_createdAt = Date.now();
lobbyTime(){
  return Date.now() - _createdAt;
}

Then, we send it to the every peer.

On the client side, we have:
network.ts

  private onLobbyTimeReceived(lobbyTime: number) {
    // TODO we need to compensate for the RTT/ping
    const compensation = 10;
    this._createdAt = Date.now() - lobbyTime + compensation;
    
  }
  get lobbyTime() {
    return Date.time() - this._createdAt;
  }

Flip the script on the automated testing

Currently we run our cucumber feature tests using nodejs, and this node environment spins up a backend etc. We would like to flip this around, making it that we run the tests in Go and spin up a headless browser to run the client code.

This will make it easier for us to test state and will make the test run faster and more stable (letting us write more tests).

Create API documentation

We have examples which is nice, but some clear documentation on exactly which functions exist on which objects would be nice. And which arguments functions require accept.

Host a version of the js code somewhere

Not every game uses a build flow that can handle an npm module. Some games require a simple script that they can either bundle with their game (PlayCanvas for example), or that they can include using a <script> tag.

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