2. Why?
By day: I am architect/developer hacking
at Java based api’s
By night: Still harboring a passion for
video games and regularly write small
games to try out new tech on my daily
commute (rarely finish them…)
3. Fusion
Why not combine both pursuits to retain a
level of interest?
Goals:-
Better understanding of go-lang
Maybe and actual finished skunkworks
project?
4. Dissecting the game
Broke the idea of “pac-man” down to a
series of API calls.
Create game
Add player(s)
Move players
Repeat to fade
7. Caveats
Probably not the best way to do this
First golang code I’ve developed
Highly inefficient
Websockets would’ve been MUCH better
BUT, it’s fun to try it
8. Starting the game
HTTP POST request to create a new game with
following parms:-
Game name
Max number of GoMen
Max number of GoGhosts
Time to wait for players
What happens?
Creates new game on server
Creates golang process waiting for timeout to start
game.
Creates a single channel to listen for player
updates
9. Add players to game
HTTP PUT request to add a player to a
game with parms:-
Game id
Player name
Player type (GoMan/GoGhost)
If total players reached game will begin
otherwise game waits for players
10. Time up
If wait time expires, game server adds
remaining players as CPU controlled players.
Creates new golang process for each missing
player
Dumb AI:
Wait for ¼ second.
Pick random number between 0-3
Send move request to game channel
repeat…
11. Game States
“new” – just created
“waiting” – waiting for players to join
“playing” – game active
“over” – all GoMan players have died
“won” – all pills eaten
12. Power Pills
If a player eats a power pill a separate
golang process is submitted that waits for
duration of pill. At end of timer game reverts
to normal.
13. Game Client
Originally I started developing a separate
client in go-lang.
Stopped development of this because I
wanted people to try the game easily on the
web.
Switched to JavaScript based client as this
was the most likely client to consume the
API.
14. Game Client - technology
HTML5 + JavaScript
Twitter bootstrap
HTML5 canvas
Ajax calls to RESTful API
15. Game Client - features
List games
Create new game
Join existing game
Play game
16. Game Server
Server implements MVC pattern:
Models = game board + players
View = JSON representation of game state
Controller = RESTful API calls to perform
CRUD on a game instance.
17. Game Server - technology
Standalone golang executable or
Google app engine app
Uses:
Gorillamux (for http routing)
Game state stored in memory
18. Game Server – lessons learned
Things I learned during development:-
Started using filesystem as simple datastore for
games. Got tired of serialisation / deserialisation and
realised it was unnecessary for my simple demo.
Originally modeled board cells as a 2d byte array.
But these force client to have to deal with Base64
encoded binary data (nasty). Changed definition to a
2d array of “runes” for an easier life.
BoardCells [][]rune
19. Game Server – logic
All game logic resides on server. Game
state / player state etc.
Game clients are completely dumb.
Weakness in API is that players are not
authenticated so they could easily fake
each others moves by using the other
player’s GUID.
20. Game Server – concurrency
Game controller writes PlayerMove
requests to a single channel (one per
game)
This prevents concurrent updates to same
board (two players eaten same pill etc.)
PlayerMove request includes a unique
response channel, to return response
back to original requester
21. Game Server – concurrent requests
move me
Game
request
channel
Players can be either remote web players
or local CPU controlled players on server
22. Game Server – concurrent responses
Players receive a new instance of the
Game board after their move
Bad move
23. Game Server – stats
golang is FAST!
Normal game 1 goman & 4 goghosts runs
in browser @ 60fps
5 x 60 (300) requests per second.
Average 3k per response. 1MB per sec
traffic.
Running locally it is handled with ease
80+ players in a single game
DO NOT PLAY ON MOBILE PHONE
WITH DATA CONTRACT!!!
24. Game Models - GameBoard
type GameBoard struct {
Id string
Name string
PillsRemaining int
Players map[string]*Player
MaxGoMenAllowed int
MaxGoGhostsAllowed int
WaitForPlayersSeconds int
State GameState
PowerPillsActive int
CreatedTime time.Time
LastUpdatedTime time.Time
GameStartTime time.Time
BoardCells [][]rune
}
25. Game Models - Player
type Player struct {
Location Point
Id string
Type PlayerType
State PlayerState
Name string
cpuControlled bool
Score int
Lives int
}
28. Game Models - PlayerMove
Request interface
type PlayerMove struct {
GameId string
PlayerToMove Player
ResponseChannel chan (PlayerMoveResponse)
}
Response interface
type PlayerMoveResponse struct {
Board GameBoard
Error error
}
Response written back to channel passed in request