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Client Wiki

Ashley Breunich edited this page Dec 6, 2018 · 9 revisions

The client server communicates with the game server only. There is no direct interaction with the API. The client sends the results of a user logging in to the game server and further communicates with that server via Socket.io to allow for the game to be shown to the players.

11/27

Today was mostly a research day. We finished getting our server connected to Heroku and Travis tests running. Mike researched how to get command prompts working in the terminal and Ashley and Brandon researched how to use Socket.IO.

11/28

Today we get our mock server.js and client.js files talking with one another. We got the username/password prompt working (with the password is hidden). Our client.js file is able to post to the API and sends back the user data or error.

11/29

Today we got our client.js file talking with the game engine's server via Heroku. That took most of the evening as we were testing it as we were going and ran into some roadblocks that required sufficient researching.

12/01

In the morning we had all three systems talking to one another. About halfway through the day, we found out that our flow was incorrect. The client should never be speaking to the API. So the client and the game engine had to refactor their code quite a bit. The API calls that were in the client codebase were given to the game engine to add to their codebase. At the end of the day, no one was synced up.

12/03

On Monday, the game engine and the client worked almost the whole night together testing the code bases to try and get them reconnected. We researched how to allow for command line inputs as well.

12/04

On Tuesday, we got the game engine and the client connected again. The client recognizes the switching roles of the two users. The game has not been implemented yet but the structure is there.

12/05

On Wednesday, we collaborated with the game engine team to get the game incorporated. It was estimated that by 9:30PM, 60% of the functionality had been added to the codebase. We also got socket.io testing to finally start working.

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