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333 points freetonik | 1 comments | | HN request time: 0.223s | source
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fleabitdev ◴[] No.42471288[source]
This engine uses a Redux-like architecture. You have a State type (containing data like "the position of the black kingside rook") and a stream of in-game actions (like "knight to F3"). Each action is handled by a pure function which converts the current State to a new State. You can either transmit State deltas from the server to the client, or just transmit the actions themselves (https://longwelwind.net/blog/networking-turn-based-game/).

This design makes it easy to implement optimistic updates, rollback, replays, automated testing, and recovery after a disconnection. It's a surprisingly good fit for UI, too; you can render simple games as a React component which takes the current State as one of its props.

However, a stream of context-free actions can be a really inconvenient representation for some games. The rules of a board game are often like the control flow of a computer program: you'll see branching, iteration, local variables, function calls, structured concurrency, and sometimes even race conditions and reentrancy. When you try to represent all of this logic as a State object, you're basically maintaining a snapshot of a "call stack" as plain data, and manually resuming that "program" whenever you handle an action. It doesn't seem ideal.

I've been sketching a board game engine which would represent the game logic as normal code instead. It seems promising, but it really needs a couple of language features which don't exist in the mainstream yet, like serialisation of suspended async functions.

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LudwigNagasena ◴[] No.42472084[source]
My main pain point with any sort of Flux-like state management is transitions [1]. The state of UI is not fully described by the state of the game [2]. If I play a card, the game state can be instantly updated to the next decison-making point, but in reality I want to show steps of the game through animations, some of which are concurrent and some of which are consecutive. That usually ends up in a mess; and I've never seen someone implement it nicely.

[1] And generally dynamic stuff like drag-n-drop, which is infinitely times simpler in any other architecture than in React.

[2] That is also true for business apps, but their animations are usually so simple you can simply use CSS.

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1. Longwelwind ◴[] No.42472685[source]
The way I wanted to implement this in my turn-based game engine:

If you implement the deterministic update pattern to handle state synchronisation you can add "event" inside the logic that handles updates that pause the processing allowing your animations to be played. In JS, for example:

    async function handleUpdate(update) {
        if (update.type == "sell-items") {
            this.player.inventory[update.itemId] -= 1;

            await emitEvent("itemSold");

            this.player.money += 10;

            await emitEvent("moneyGain");
        }
    }
Server-side, "emitEvents" would be a no-op. Everything would resolve synchronously.

Client-side, the UI can listen to those events to pause the updating of the game state to see the intermediary state of the game and play animations. When the animation is done, it can resolve the promise, resuming the game updating logic.

If an update arrives while an update is being handled, it can be queued so it can be played after the current update finishes.