Node.js matchmaking

Articles

  1. Building Multiplayer Games with Node.js and Socket.IO
  2. The Game – Anagrammatix
  3. An Embarrassing Tale: Why my server could only handle 10 players

Before finishing up, we will troubleshoot and fix this bug so that the chat input field stays consistently at the bottom of the screen. We have much ground to cover so let's get moving. Open the project folder that you collected from the repo or built along with me from forking the original socket. The first thing we want to do is to modify the main. Copy and modify socket. We're going to create a new event called alreadyJoined to replace gameCreated in your copy and get rid of the console.


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Next, replace the log message with a more appropriate indicator for our users. I've decided to emit the following:. Now copy this modified alreadyJoined event and change the event name to joinSuccess. Again, as before, change the logging text to a more appropriate description. Continue by making a copy of the sendGame function, replace the name and emitter name I've called mine joinGame. Finally, the joinGame function and pairing socket.

Change the event names to leaveGame and the text log string to reflect the new action. Together, both the function and events above when combined should look like this in your main.


  1. Build a Multi-user App using Socket.io (Part 2): Creating a Matchmaking Game Server.
  2. The Underlying Technology?
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  4. Build a Multi-user App using Socket.io (Part 1): Lightweight Chat App.
  5. Let's add in the "Join" and "Leave Game" buttons as well as fix the issue with the bottom of the screen clipping:. Uncomment the previous joinGame button that we created within the index. Using InspectElement in Chrome or Firefox , we can observe that the buttons we have added have pushed the elements downward. To address this, we can position the buttons such that they sit in an absolute position. Wherever we choose to place them doesn't matter, the key takeaway is that we need to change the position attribute on the CSS — by default it is set to relative, which is why the elements are being pushed downward in the screenshot.

    I suggest we change it to absolute positioning, just like the setup of the chat input box. Since we set the buttons into a parent div, let's modify that parent to have absolute positioning, like so, within our style. Feel free to also include. Let's also shrink the buttons font-size down from 43px to 20px. Oh but we now have one small new problem, our buttons clip the first chat message near the top of our window:.

    Building Multiplayer Games with Node.js and Socket.IO

    One idea which I initially thought was to push the div of the chat area downward:. Though to be honest, I didn't really like the idea of messing with the chatArea element just so the buttons I added in would look proper. I thought that perhaps, we could, instead, just change the CSS float property — until I determined that you cannot apply a float attribute to absolute positioning.

    Let's break from the front-end for a moment and tinker around with the server file, index. I propose we first tackle a validation feature that will prevent users from making multiple games. To accomplish this, modify our socket. We are going to scan the gameCollection object to see if a gameObject already exists where socket. First, let's send a message to the screen via console. Looking at line 93, it appears that we set the ID to overwrite the data in that position each time, rather than push the data into an array object. As it turns out, for demo purposes, it appeared to function correct prior, but now I see that I had to change a few components to get things working properly.

    This is so we can append several objects into the same array element. On line 94, add in a new variable for the temporary game Object itself to form — this will allow us to build up the object before appending it to the actual gameCollection array. We are also going to save the specific elements of each gameObject before "pushing" the object into our Game List array. Also be sure to change the old variable names that were being used toward the end of the block that is emitted back out to our front-end.


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    Now, when looking through the console log for the server, we can see each game object is appended to the gameCollection along with our userID for playerOne. Now we can look through the object to see if the player exists — and throw him the error if so. But how to do this??? My first approach I tried to was to use indexOf with the array. However I found that I was not getting traction with selecting any objects, I kept hitting the dreaded "ReferenceError: As a rule of thumb, when the aggravation increases, the use of console.

    In other words, confirm sanity — I interpret the phrase "sanity check" to mean "Make sure I'm building this right and prove the assertion, for the sake of my sanity! Thus the liberal use of console. Naturally, I decided to flesh out the game limiter with a FOR loop. Though before I get into the FOR loop, first, add the following on line Using the FOR loop, we will check to see if playerOne equals socket. If a username is found, we will set that noGamesFound variable to false. Here is what the updated code should resemble:.

    Now we attempt to create multiple games and the server rejects them, then throws an indicator message back out towards our user as can be seen here confirm that the game ids match on both photos:. Front-end view facing our users — showing that they are already in a game. Console view showing server side with no multiple games generated. With the server now limiting our users to one game per username, we can now proceed to build a functionality that will allow other players to join another game while checking to confirm they are not already in another game.

    Let's quickly go back into client-side JavaScript and configure the joinGame function to fire on the click-handler for the "Join Game" button we added in prior. What we need now is to build out the actual handler for when the joinGame event is emitted from the client. At the very bottom of index. Take a moment to go back into the actual gameObject builder and add another line to instantiate a player two slots in our game object. Copy the line above and replace playerOne with playerTwo and instead of it being equal to socket. Okay, now, go back to that copied FOR loop at the bottom of index.

    Change tempName to plyr1Tmp. Copy this line and replace plyr1Tmp with plyr2Tmp ; also replace playerOne with playerTwo on the end of the same line.

    On the next line, replace tempName with:. Conversely, on line , change both the variable name and value such that: Let's take a break and confirm that things work as expected. For now, my joinGame function looks like this:. Do you see a fallacy in the logic so far with the joinGame mechanism? If you're good you may see several glaring issues. Let's ask together out loud: Your guess is as good as mine, but I think, I would like to attack this by having the code create a new game object if there is not one available to join.

    To help facilitate this for later, let's be pre-emptive and separate out the building mechanism from the socket. To do this, on line 26 of index. Doing this allows us to call the buildGame function anywhere in our code, so we don't have to duplicate it in other places. Go ahead and add in buildGame socket back into where the original code was moved from should be on or near line As things are configured currently, you should see an output like this in the console window:.

    Let's actually build the means to append the user to that specific game object held in our gameCollection array. Our goal here is to replace "null" with the name of player 2 and to announce the game to both players. To accomplish this, let's first create a new function, preferably underneath the buildGame function we made previously.

    The Game – Anagrammatix

    The first thing we want to do in this object is to count the number of existing game objects. If that count is equal to zero, then we should use the buildGame function to create a new game on the spot from my point of view, if a user had clicked to join a game, but no games existed, then naturally they should have a game created on their behalf that they now join in, as opposed to an error message telling them to click ok, then click 'create game' instead — why force an inferior user experience if we don't have to?

    Within that same ELSE statement, we will start with a random number generator. This generator must have the ability to count a number between 0 and the number of total games that exist. Our objective for that random number is to plug it into gameCollection.

    An Embarrassing Tale: Why my server could only handle 10 players

    By choosing a random value, we select a random game to query at some point in the future should you choose to expand, you can opt for a different method to match users. For instance, if we were saving user info to a database, some attribute such as skill rating could be used to determine and pair players together. Now that we have picked a random game to query, we can use a simple IF statement to check if that specific game has a playerTwo value of NULL, and if so, set the playerTwo name for that specific game as the socket.

    Once the value has been set, proceed to use socket. What happens if that IF statement we defined above returns a game that is full, you ask? Attach an else statement to recursively call the gameSeeker function against itself — so it loops until a game is found; the circle of code iteration occurs and naturally we create a new bug.