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Dynamte Dan Multiplayer is reimplementation of Dynamite Dan game engine as online multiplayer game

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Dynamite Dan Multiplayer

Both frontend and backend TypeScript implementation share some interfaces. Those common interfaces are defined in /common/commonTypes.ts file.

Frontend

Front uses socket.io to communicate with backend.

How to build

Have nodejs and npm installed, and do:

npm run build

What to do with the build:

To run it:

node backend/dist/server.js

And open your browser in port 55080.

Development build

If you want to do a development build which automatically updates components when you modify the code, do:

npm run dev

Browser window will automatically open.

Socket communication

The game contains 48 rooms. There is a channel for each room where the players in that room are (for example /room34) and a global room that everyone belongs to (/global). When player, for example walks to the edge of a room into another room, the player is removed from the "room's channel" and placed into "the another room's channel". The player is always present in the global channel.

commontypes.ts

Channel names or channel name prefixes are named in CommChannels-enumeration. Event names are named in CommEventName-enumeration. Interfaces are specified for each piece of communication, and the TypeScript backend and frontend use these (=change one side, the other side does not compile until "the interface contract is respected").

Server functionality

Server stores couple of things in memory:

  • Which player (=socket) is in which room
  • Newest received player state for each player
  • Last time a monster has died (=collided in player) for all monsters

Communication goes like this:

Channel When server receives What does the server do then?
- When server (re)starts Send CommEventNames.RequestClientReset to everyone in the global channel - clients should fully reinitialize.
Global New connection Send CommInitInfo
Global CommEventNames.MonsterDeath Store the monster death in memory and send the same message to everyone in the Global channel
Room-specific New connection Add new player's socket into memory. Send list of player counts to everyone (CommEventNames.MapUpdate) in the global channel. Send every other player's info who is in the same room (CommEventNames.PlayerStatusFromServer / CommPlayerStateFromServer) into the room-specific channel. Broadcast all CommMonsterDeaths related to this room into the global channel (CommEventNames.MonsterDeath)
Room-specific Disconnection Remove that player/socket from memory. Send CommEventNames.PlayerRemove / CommRemoveOtherPlayerFromServer to the room-specific channel. Send list of player counts to everyone (CommEventNames.MapUpdate) in the global channel.
Room-specific CommEventNames.PlayerUpdateFromClient Update newest player states. Emit CommEventNames.PlayerStatusFromServer/ CommPlayerStateFromServerto everyone in the room-specific channel.
Room-specific CommEventNames.ChatMessage Emit CommEventNames.ChatMessage/ CommChatMessageto everyone in the room-specific channel

TODO

Frontend

  • fix iphone not closing sockets instantly when closing tab
  • check that channel communication described above is up-to-date

Backend

  • backend with golang

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Dynamte Dan Multiplayer is reimplementation of Dynamite Dan game engine as online multiplayer game

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