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158 commits

Author SHA1 Message Date
Stephen Seo 2d7c8c37e5 Maintenance update
`cargo update` to update Cargo.lock for backend and frontend Rust
projects.
2024-04-03 11:04:52 +09:00
Stephen Seo 090b8bbd30 Fix crash bug 2022-05-06 11:32:20 +09:00
Stephen Seo 59b2bc34fb back-end: Do refactorings 2022-05-05 12:35:30 +09:00
Stephen Seo 1872c4877e Fix bug: board not updated on win/lose/draw 2022-05-04 14:55:01 +09:00
Stephen Seo b5529cb542 Convert User Stories to MSExcel compatible format 2022-05-04 12:41:04 +09:00
Stephen Seo f4f3ad7a5b Refactorings, fix bug where board doesn't update
Also silence warnings related to unused code since the front-end and
back-end share some code.
2022-05-03 13:18:07 +09:00
Stephen Seo 4331a20daa Update README.md 2022-05-02 21:12:18 +09:00
Stephen Seo 047549ecb5 Convert spreadsheets to MS Excel compatible format 2022-05-02 13:56:48 +09:00
Stephen Seo bc6c234314 Add Sprint 6 Retrospective 2022-05-02 13:53:50 +09:00
Stephen Seo 1f27defe11 Update Sprint 6 Backlog, Product Backlog 2022-05-02 13:45:32 +09:00
Stephen Seo 3eb663c305 Update Sprint 6 backlog 2022-04-30 17:48:58 +09:00
Stephen Seo b2ea79a7f7 Impl conditionally update front-end board
When the front-end polls the back-end for the game-state, the back-end includes
a "date_updated" String in the JSON. If the String is the same as in the
front-end, then no updates are needed, but if they are not the same, then the
front-end will update the board. Because the front-end polls the back-end's
board state approximately every second, this should make the front-end more
efficient.
2022-04-30 16:44:48 +09:00
Stephen Seo b4eaba09c5 Refactorings/Fixes related to emoting 2022-04-29 19:21:59 +09:00
Stephen Seo d88e8ef9f3 Update Product Backlog, Sprint 6 Backlog 2022-04-29 18:34:05 +09:00
Stephen Seo 105cd880f2 Impl sending/receiving emotes 2022-04-29 18:30:41 +09:00
Stephen Seo 36dd43bb70 Fixes related to new send emote functionality 2022-04-29 17:24:42 +09:00
Stephen Seo 5381578b08 Update specs, impl back-end support for send emote 2022-04-29 17:16:32 +09:00
Stephen Seo f498f2c475 Update backend_protocol for emote send/recv 2022-04-29 15:53:36 +09:00
Stephen Seo 8eb30fc5d5 Update Product Backlog 2022-04-29 15:35:26 +09:00
Stephen Seo 6ef8667382 Update Sprint 6 backlog 2022-04-29 15:28:08 +09:00
Stephen Seo a4bf4cbd25 Change fn string_from_board to accept board ref 2022-04-29 15:21:22 +09:00
Stephen Seo f799bae530 front-end: Minor refactorings fixes 2022-04-29 12:12:01 +09:00
Stephen Seo b158e7347e front-end: Minor refactorings 2022-04-29 11:37:15 +09:00
Stephen Seo e6152331b0 front-end: minor refactoring 2022-04-29 11:23:03 +09:00
Stephen Seo e77d25996d front-end: fix repeated disconnects on close
When the front-end connects to the back-end, it creates a callback that
sends a disconnect message with the received ID on "pagehide" and
"beforeunload" events. The previous implementation did not "undo" these
callbacks when the game was reset and a new ID was received. This fix
prevents the front-end from resending disconnect messages with
previously received IDs on browser window/tab close.
2022-04-29 11:08:54 +09:00
Stephen Seo e0ed5fc5d8 back_end: Fix bug where CyanWin is MagentaWin 2022-04-28 22:12:36 +09:00
Stephen Seo 6b430660b7 Update README.md 2022-04-28 12:23:04 +09:00
Stephen Seo 174875b88b back-end/front-end: Rust clippy fixes/refactorings 2022-04-27 16:51:57 +09:00
Stephen Seo 694da61bd6 Update Sprint 6 backlog 2022-04-27 15:17:25 +09:00
Stephen Seo 3172af19f8 front-end/back-end: Tweaks to game AI 2022-04-27 15:02:53 +09:00
Stephen Seo dcc9400483 back-end: Minor fix related to phrase handling
Fixes passing an empty string to the db in (probably) rare cases.
2022-04-27 14:16:34 +09:00
Stephen Seo 665dff94fe back-end: Enforce max-length of user-input phrase 2022-04-27 14:11:02 +09:00
Stephen Seo edd3b0c65c Update Sprint 6 backlog 2022-04-27 13:06:35 +09:00
Stephen Seo 059d0608b6 Impl match players via phrase
Front-end now has option to input phrase on game start.
Fixed back-end accepting empty strings (will treat empty strings as if
no phrase was given).
2022-04-27 12:47:45 +09:00
Stephen Seo f9338d4093 back-end: Impl "phrase", update protocol 2022-04-27 11:42:28 +09:00
Stephen Seo 87d93e5b4f back_end: Update back-end for new "phrase" column 2022-04-27 11:15:53 +09:00
Stephen Seo e060d94186 front-end: Minor fix related to reset button 2022-04-25 15:19:25 +09:00
Stephen Seo 96e28b9d68 Update Sprint 6 backlog 2022-04-25 15:03:37 +09:00
Stephen Seo b26c9ff6d1 front-end: Impl Reset button 2022-04-25 15:02:18 +09:00
Stephen Seo d55e43cc6c Merge branch 'dev' (refactorings) 2022-04-25 13:56:10 +09:00
Stephen Seo b7e0b522af Add "Refactoring and Code Improvement" constraint 2022-04-25 13:55:12 +09:00
Stephen Seo e54d239260 Update user stories, backlogs, prep for Sprint 6 2022-04-25 13:50:06 +09:00
Stephen Seo a7c67fd098 Redo NonTechnical_SimpleModel 2022-04-21 17:04:39 +09:00
Stephen Seo 975a878eb6 Update README.md 2022-04-21 13:38:48 +09:00
Stephen Seo f8da5f4997 Organize plans/specs 2022-04-21 13:37:09 +09:00
Stephen Seo 501ce91ac3 back_end refactorings
Have back_end cleanup stale players/games on an interval, not every
iteration of its loop.

Replace usage of recursion in db_handler.rs .
2022-04-20 14:14:03 +09:00
Stephen Seo 27ff10293a Update release_plan.md 2022-04-20 14:13:45 +09:00
Stephen Seo c98e4723bb Create non-technical release-plan and simple-model 2022-04-20 14:06:26 +09:00
Stephen Seo 73ac99b7cc Rename Scrum artifacts to be more accurate 2022-04-20 14:06:26 +09:00
Stephen Seo 381c5d3b29 Convert spreadsheets to ".xlsx" format (MS Office) 2022-04-16 18:48:57 +09:00
Stephen Seo fdbef5f6df Update product backlog 2022-04-15 17:33:50 +09:00
Stephen Seo 7a4821ac26 Add Sprint 5 Retrospective 2022-04-15 17:32:23 +09:00
Stephen Seo bb7d150196 Update Product backlog 2022-04-10 13:08:52 +09:00
Stephen Seo 6aa2927b42 Update Sprint 5 backlog 2022-04-10 13:04:41 +09:00
Stephen Seo 2aa4200835 Fix not "disconnecting" (hopefully on mobile too)
Sometimes the player would not disconnect from the Network Multiplayer
session on the back-end. Seems to work on PC browsers, not so well with
moblie browsers. This commit hopefully fixes this for mobile browsers.
2022-04-08 12:41:20 +09:00
Stephen Seo 57b782ad4d Update Sprint 5 backlog 2022-04-08 12:24:24 +09:00
Stephen Seo 70eb1ca121 Fix not "disconnecting" on refresh (hopefully) 2022-04-08 12:17:15 +09:00
Stephen Seo ee8187cabb Fix not "disconnecting" on page close/refresh
Hopefully this works this time.
2022-04-08 12:01:15 +09:00
Stephen Seo 284f294c6d Fix not "disconnecting" on refresh 2022-04-08 11:55:31 +09:00
Stephen Seo 392fc5e7f0 Fix whitespace in edited classes, try fix unload
The method to send the disconnect on page close was changed, but it is
still uncertain if it works correctly.
2022-04-08 11:42:18 +09:00
Stephen Seo 1e6e5ff1f5 Update backend_protocol_specification.md 2022-04-08 11:05:03 +09:00
Stephen Seo c9ba80e6a4 Impl "too_many_players" response from back-end
Previous implementation did not respond with the proper JSON response if
there were too many players.
2022-04-08 11:01:33 +09:00
Stephen Seo bc3de10d4e Add Release Plan 2022-04-07 15:02:13 +09:00
Stephen Seo ca0e9f55f6 Add "Simple Model" 2022-04-07 14:43:03 +09:00
Stephen Seo 23d9b5647e Fix bug: backend didn't cleanup stale players 2022-04-07 11:16:50 +09:00
Stephen Seo 9fc0408d16 Update README.md 2022-04-06 20:57:26 +09:00
Stephen Seo 74ca3fd696 Add GPL3 Licence headers to sources 2022-04-06 20:49:54 +09:00
Stephen Seo 62431f0d0e Update README.md for backend and frontend 2022-04-06 20:38:49 +09:00
Stephen Seo 50221a0356 Add Licenses for frontend and backend (GPL3) 2022-04-06 20:34:45 +09:00
Stephen Seo 32d58fae2c Update Sprint 5 backlog and product backlog 2022-04-06 20:27:35 +09:00
Stephen Seo 91c9eab05e Fix messages being displayed on networked game end 2022-04-06 20:17:27 +09:00
Stephen Seo 59bdcc2a34 Tweak "board to string" and back for better info 2022-04-06 20:09:22 +09:00
Stephen Seo 2e0b29ed70 Add "release" configuration for BACKEND_URL 2022-04-06 19:40:40 +09:00
Stephen Seo 567cec9500 Minor tweaks (and cargo fmt got aggressive) 2022-04-06 19:38:59 +09:00
Stephen Seo 89b9bf860b Working multiplayer between frontend backend
WIP Need to set the URL and host the backend on the website.
2022-04-06 18:43:17 +09:00
Stephen Seo 8c84aae173 605.607 WIP! working get-id and disconnect
The frontend "server" and backend server must be served via the same
port/address. This can be done by using nginx as the server, and using
reverse-proxies from nginx to the frontend and backend servers.
2022-04-06 13:39:12 +09:00
Stephen Seo 8712d4cd8b frontend: WIP! request id in progress
Frontend is able to successfully send a Request, but is failing to
get/parse the Response.
2022-04-05 18:16:04 +09:00
Stephen Seo a3ecde2c25 Update Sprint 5 backlog 2022-04-05 16:00:29 +09:00
Stephen Seo 83a9ab2ea0 frontend: WIP! in progress setting up id request 2022-04-04 18:25:17 +09:00
Stephen Seo 39c8177914 Add Sprint 5 backlog 2022-04-04 14:37:20 +09:00
Stephen Seo fc591c3210 Update Sprint 4 Retrospective, Product Backlog 2022-04-04 14:25:10 +09:00
Stephen Seo 1485bc8c3a Update Product Backlog 2022-04-04 14:10:07 +09:00
Stephen Seo 83a0e9dabf Add Sprint 4 Retrospective 2022-04-04 14:06:56 +09:00
Stephen Seo fe3e10aa2a Update Sprint 4 backlog 2022-04-04 13:58:23 +09:00
Stephen Seo 2a7a961c9c Minor refactorings 2022-04-01 20:04:40 +09:00
Stephen Seo e4f5f48bae Update Sprint 4 backlog 2022-04-01 19:58:17 +09:00
Stephen Seo c8eb6ab5be Impl turn timeouts, db entry timeouts
AI takes a players turn if they take too long on their turn (currently
set to 25 seconds).
Backend times out player/game entries in database.
2022-04-01 19:52:46 +09:00
Stephen Seo d851d90640 Refactorings, split lengthy code into separate fn 2022-04-01 17:37:37 +09:00
Stephen Seo 0d9e35dd28 Refactorings and bug fixes
Protocol was also updated to match the output from the backend.
Fixed "id" not returning as an integer from the backend.
2022-04-01 17:17:42 +09:00
Stephen Seo 8782a731bc Move some backend fns to the shared "state.rs" 2022-03-31 21:02:52 +09:00
Stephen Seo b783e35759 Update Sprint 4 backlog 2022-03-31 20:45:24 +09:00
Stephen Seo dbb1c3ad35 backend: Impl "place_token" protocol
Some edge-cases might not be addressed.

Need to impl. "timers" for clearing out stale entries in the database.
2022-03-31 20:38:22 +09:00
Stephen Seo 473e76a1bc Impl disconnect protocol (and related changes)
Players can now make a "disconnect" request, and requests for
"game_state" will respond once that an opponent has disconnected before
removing the game from the DB.
2022-03-31 17:38:03 +09:00
Stephen Seo 234baefb9e Update Sprint 4 backlog 2022-03-30 21:40:24 +09:00
Stephen Seo fbf47027ef backend: refactorings, impl "board_state" query
Implemented the fifth backend protocol request/response ("board_state").
Some refactorings involve improving readability from handling unwrapping Option
of &Connection objects.
2022-03-30 20:44:18 +09:00
Stephen Seo 8706f8a90d Add note for debugging the backend
Just in case I lose my terminal history, I'm saving a curl command used
to test the backend.
2022-03-29 17:30:26 +09:00
Stephen Seo d66102ea6b Update Sprint 4 backlog 2022-03-29 17:19:04 +09:00
Stephen Seo c5b9156df3 backend: Some refactoring
Reuse "check if player exists" fn where needed. Also, the same fn was
refactored to handle using an existing DB Connection.
2022-03-29 17:10:12 +09:00
Stephen Seo fe56adf562 backend: Impl second backend protocol query 2022-03-29 17:02:57 +09:00
Stephen Seo 545b5a3a1b backend: Move fn init_conn into handler struct 2022-03-29 15:05:23 +09:00
Stephen Seo 40b2333767 Refactor db_handler to use struct to split up code
Also refactored the GetID send value type.
2022-03-29 15:03:08 +09:00
Stephen Seo ec7f664c81 Symlink/adapt shared code from frontend to backend 2022-03-29 14:45:49 +09:00
Stephen Seo e4d4d6e153 Move enum from yew_components mod to state mod
Preparation for symlinking shared code into the backend project.
2022-03-29 14:41:04 +09:00
Stephen Seo 1c1e02742c Update Sprint 4 backlog 2022-03-29 11:22:10 +09:00
Stephen Seo e7c3670498 backend: Update db_handler's db spec. 2022-03-28 17:13:32 +09:00
Stephen Seo a1668aa0b6 backend: Remove "games.date_changed" from db spec. 2022-03-28 17:12:01 +09:00
Stephen Seo 760a6bda4f backend: Add "date_added" column to db spec. 2022-03-28 17:10:49 +09:00
Stephen Seo fcd20af9bd backend: Use enum to handle multiple db requests 2022-03-28 16:31:53 +09:00
Stephen Seo ca2b74eb03 Update README.md 2022-03-28 16:20:41 +09:00
Stephen Seo 26b1f43746 Update Sprint 3 backlog, create Sprint 4 backlog 2022-03-28 16:19:47 +09:00
Stephen Seo 5e0f0c2d6d Sprint 3 Retrospective, update backlogs 2022-03-28 16:14:10 +09:00
Stephen Seo 839e9021fa Refactor: Replace calling JS settimeout with Rust
web-sys and js-sys provides ways to use "settimeout" in pure Rust which
is used instead of calling into Javascript to do "settimeout".
2022-03-23 16:56:25 +09:00
Stephen Seo 20a8b6ade0 Update backend_database_specification.md 2022-03-23 16:12:36 +09:00
Stephen Seo 6c47ce948b Impl graceful shutdown of backend on failure 2022-03-18 23:43:15 +09:00
Stephen Seo 13f500b4f5 Update Sprint 3 backlog 2022-03-18 19:34:29 +09:00
Stephen Seo 5a0c0696d1 Impl enough backend to assign ids to players 2022-03-18 19:29:38 +09:00
Stephen Seo 495a11b87f Update backend database specification 2022-03-18 17:03:07 +09:00
Stephen Seo 2f38bf9a0b Fix typo in backend database spec. 2022-03-18 16:45:44 +09:00
Stephen Seo 2bc0094052 Minor fix to backend database spec. 2022-03-18 16:42:58 +09:00
Stephen Seo 0eba561699 Update Sprint 3 backlog 2022-03-18 16:41:48 +09:00
Stephen Seo 48412bfcb7 Writeup backend database specification 2022-03-18 16:39:30 +09:00
Stephen Seo c321d4f54a Up. Sprint 3 backlog, update backend protocol spec 2022-03-18 15:16:27 +09:00
Stephen Seo fc7dd81516 Update Sprint 3 backlog 2022-03-17 12:07:41 +09:00
Stephen Seo f5e632bce5 Add retrospectives for Sprint 1, 2 2022-03-17 11:45:27 +09:00
Stephen Seo 766528384f Tweak colors of Sprint 1, 2 hours 2022-03-17 11:36:58 +09:00
Stephen Seo 002e93f169 Update Sprint 3 backlog 2022-03-17 11:33:59 +09:00
Stephen Seo dcc2022a7d Update result burndown charts for sprint 1,2 2022-03-17 11:27:31 +09:00
Stephen Seo 01c10ad901 Add graph for Sprint 1 2022-03-16 22:16:21 +09:00
Stephen Seo 2cedc0804f Refactoring/cleanup of backend 2022-03-16 13:10:21 +09:00
Stephen Seo b9921e6f47 Have backend always return JSON String 2022-03-16 13:09:07 +09:00
Stephen Seo 97ca4adecc Refactorings/fixes for back-end 2022-03-16 12:31:18 +09:00
Stephen Seo e1180963f3 Update /README.md about the back-end 2022-03-16 12:27:22 +09:00
Stephen Seo 7c4d38549f Update backend protocol, skeleton backend project 2022-03-16 12:26:18 +09:00
Stephen Seo 78521f683e Update Sprint 3 backlog 2022-03-15 17:06:16 +09:00
Stephen Seo d200a2fd7c Rename deferred_helper.js -> async_js_helper.js 2022-03-15 13:46:35 +09:00
Stephen Seo ebf0cb5bb8 Impl async delay on AI choice
This commit is also a stepping-stone towards handling http requests
which will require deferred callbacks on Yew Components. By figuring
out how to delay callbacks in this commit, it should be easier to
figure out how to handle http requests that may require a deferred
callback.
2022-03-15 13:16:09 +09:00
Stephen Seo 02e0d5b7e2 Update Sprint 3 backlog 2022-03-14 14:38:47 +09:00
Stephen Seo 3d61c0d626 Back-end skeleton project, backend protocol spec 2022-03-14 14:33:51 +09:00
Stephen Seo 8fa4093a0d Setup dependencies for connection to backend WIP 2022-03-14 13:18:11 +09:00
Stephen Seo e1b2c62912 Add sprint 3 backlog 2022-03-13 22:15:05 +09:00
Stephen Seo eb86b52b03 Update backlogs/user_stories after Sprint 2 2022-03-13 22:05:10 +09:00
Stephen Seo 414740b7ce Reorder code to print winning move
Previously, the winning move was not printed at the bottom info_text.
2022-03-10 18:16:30 +09:00
Stephen Seo b6a86bc631 Update Sprint 2 backlog 2022-03-10 17:25:04 +09:00
Stephen Seo 92f91672fa Fix infinite loop bug, refactorings/fixes 2022-03-10 17:01:34 +09:00
Stephen Seo 38e7772d4f More AI tweaks 2022-03-10 16:44:01 +09:00
Stephen Seo d8377d280a Tweaks to AI for correctness 2022-03-10 16:39:26 +09:00
Stephen Seo 2a44cf810e Update Sprint 2 backlog 2022-03-10 16:19:48 +09:00
Stephen Seo 89a12623b4 Incorporate game AI into game
Can select from three difficulties, and the AI makes their move when it
is their turn. AI probably still needs some tweaking..
2022-03-10 16:17:16 +09:00
Stephen Seo e35870b240 Impl placed token indicator, fixes/refactorings 2022-03-10 15:43:03 +09:00
Stephen Seo 07eee5b0ce Add root README.md 2022-03-09 22:13:53 +09:00
Stephen Seo a597b4217a Update front_end/README.md about website 2022-03-09 19:45:11 +09:00
Stephen Seo 0d3d6b2a8d Fix typo 2022-03-09 19:29:00 +09:00
Stephen Seo d4acd7a58f Update Sprint 2 backlog 2022-03-09 18:20:06 +09:00
Stephen Seo 7e9718a743 Refactorings and linter fixes 2022-03-09 18:14:01 +09:00
Stephen Seo 76e6d3be52 Impl buttons indicator that won the game 2022-03-09 18:10:13 +09:00
Stephen Seo b902b1c7b4 Impl use of win/draw check, fixes
Also added unit tests for win/draw checks.
2022-03-09 17:29:53 +09:00
Stephen Seo 9e9bb0758c Fix rand not compilable for wasm, impl game logic
"rand" crate was not compilable for wasm-unknown-unknown target, so an
alternative "oorandom" crate was substituted in.

Basic game win/draw detection logic added.
2022-03-09 16:26:14 +09:00
Stephen Seo 2389441207 Update sprint 2 backlog 2022-03-09 15:31:29 +09:00
56 changed files with 17246 additions and 885 deletions

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# Four-Line Dropper: A project developed via Agile methodologies
Note that this project was made for a course for the JHU Engineering for
Professionals program.
The directory `front_end` holds a Rust project for the "front\_end" code. Or in
other words, it holds the client-side code for the project. The MVP (Minimum
Viable Product) started with just the front\_end, and if all the goals are met,
then the "front\_end" may connect to a "back\_end" for networked gameplay.
The directory `back_end` holds a Rust project for the "back\_end" code. It holds
the server-side code for the project. It is mainly used to handle "Networked
Multiplayer" mode for the game.
The directory `specifications` holds defined specifications. It currently holds
the back-end specifications (database and protocol).
The directory `spreadsheets` hold LibreOffice Calc documents that are
spreadsheets organizing the work. There is a document for User Stories, a
document for the Product Backlogs, and there will be a document for each Sprint.
The directory `retrospectives` holds the retrospectives of Sprints 3 and onward.
The directory `plans` contains the release plans.
The directory `pictures` holds pertinent images to the project. It includes the
"Simple Model" of the project.
## Tags
The git repository is tagged per Sprint and per Day. [One can visualize the
progress here.](https://git.seodisparate.com/stephenseo/EN605.607.81.SP22_ASDM_Project/graph)
## What is Four-Line Dropper?
Four-Line Dropper is a game where two players take turns dropping tokens into
a board. Making a line of four tokens long horizontally, vertically, or
diagonally is the win condition of the game. If the board fills up with no
four-line matches, then the game ends in a draw. The game is called "Four-Line
Dropper" to avoid clashing with the game's original name that is trademarked
(this game is a clone of an existing game).
# Link to a hosted instance
[I have hosted an instance of the front-end/back-end here.](https://asdm.seodisparate.com)

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/target
fourLineDropper.db
.dump

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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
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The licenses for most software and other practical works are designed
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software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
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For example, if you distribute copies of such a program, whether
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Developers that use the GNU GPL protect your rights with two steps:
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0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
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How to Apply These Terms to Your New Programs
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<https://www.gnu.org/licenses/why-not-lgpl.html>.

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[package]
name = "four_line_dropper_backend"
version = "0.1.1"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
tokio = { version = "1", features = ["full"] }
warp = "0.3"
serde_json = "1.0"
bytes = "1.1"
rusqlite = "0.27.0"
rand = "0.8.4"
futures = "0.3"
oorandom = "11.1.3"
serde = { version = "1.0", features = ["derive"] }
serde_derive = "1.0"

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# How to run
Just invoke `cargo run --release` to start the server locally. It expects to
have sqlite already installed on your system. Note that the server listens on
port 1237.
# Other Notes
See [choose-a-license](https://choosealicense.com/licenses/gpl-3.0) for details
about the software license used.

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Use something like:
curl -X POST 127.0.0.1:1237 -H 'Content-Type: application/json' -d '{"type": "pairing_request"}'
To debug the backend. See protocol specifications for what should work.

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../../front_end/src/ai.rs

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../../front_end/src/constants.rs

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../../front_end/src/game_logic.rs

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//Four Line Dropper Backend - A server enabling networked multiplayer for Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
use crate::{
constants::BACKEND_PHRASE_MAX_LENGTH,
db_handler::{CheckPairingType, DBHandlerRequest, GetIDSenderType},
state::EmoteEnum,
};
use std::{
sync::mpsc::{sync_channel, SyncSender},
time::Duration,
};
use serde_json::Value;
const DB_REQUEST_TIMEOUT: Duration = Duration::from_secs(5);
pub fn handle_json(
root: Value,
tx: SyncSender<DBHandlerRequest>,
_shutdown_tx: SyncSender<()>, // maybe used here, not sure if it will be
) -> Result<String, String> {
if let Some(Value::String(type_str)) = root.get("type") {
match type_str.as_str() {
"pairing_request" => handle_pairing_request(root, tx),
"check_pairing" => handle_check_pairing(root, tx),
"place_token" => handle_place_token(root, tx),
"disconnect" => handle_disconnect(root, tx),
"game_state" => handle_game_state(root, tx),
"send_emote" => handle_send_emote(root, tx),
_ => Err("{\"type\":\"invalid_type\"}".into()),
}
} else {
Err("{\"type\":\"invalid_json\"}".into())
}
}
fn handle_pairing_request(root: Value, tx: SyncSender<DBHandlerRequest>) -> Result<String, String> {
let (player_tx, player_rx) = sync_channel::<GetIDSenderType>(1);
let mut phrase: Option<String> = None;
if let Some(phrase_text) = root.get("phrase") {
if let Some(mut phrase_str) = phrase_text.as_str() {
if !phrase_str.is_empty() {
if phrase_str.len() > BACKEND_PHRASE_MAX_LENGTH {
let mut idx = BACKEND_PHRASE_MAX_LENGTH;
while idx > 0 && !phrase_str.is_char_boundary(idx) {
idx -= 1;
}
if idx == 0 {
phrase_str = "";
} else {
phrase_str = phrase_str.split_at(idx).0;
}
}
if !phrase_str.is_empty() {
phrase = Some(phrase_str.to_owned());
}
}
}
}
if tx
.send(DBHandlerRequest::GetID {
response_sender: player_tx,
phrase,
})
.is_err()
{
return Err("{\"type\":\"pairing_response\", \"status\":\"internal_error\"}".into());
}
if let Ok((pid_opt, is_cyan_opt)) = player_rx.recv_timeout(DB_REQUEST_TIMEOUT) {
if pid_opt.is_none() {
return Ok("{\"type\":\"pairing_response\", \"status\":\"too_many_players\"}".into());
}
let pid = pid_opt.unwrap();
if let Some(is_cyan) = is_cyan_opt {
Ok(format!(
"{{\"type\":\"pairing_response\", \"id\": {}, \"status\": \"paired\", \"color\": \"{}\"}}",
pid,
if is_cyan { "cyan" } else { "magenta" }
))
} else {
Ok(format!(
"{{\"type\":\"pairing_response\", \"id\": {}, \"status\": \"waiting\"}}",
pid
))
}
} else {
Err("{\"type\":\"pairing_response\", \"status\":\"internal_error_timeout\"}".into())
}
}
fn handle_check_pairing(root: Value, tx: SyncSender<DBHandlerRequest>) -> Result<String, String> {
let id_option = root.get("id");
if id_option.is_none() {
return Err("{\"type\":\"invalid_syntax\"}".into());
}
let player_id = id_option
.unwrap()
.as_u64()
.ok_or_else(|| String::from("{\"type\":\"invalid_syntax\"}"))?;
let player_id: u32 = player_id
.try_into()
.map_err(|_| String::from("{\"type\":\"invalid_syntax\"}"))?;
let (request_tx, request_rx) = sync_channel::<CheckPairingType>(1);
if tx
.send(DBHandlerRequest::CheckPairing {
id: player_id,
response_sender: request_tx,
})
.is_err()
{
return Err("{\"type\":\"pairing_status\", \"status\":\"internal_error\"}".into());
}
if let Ok((exists, is_paired, is_cyan)) = request_rx.recv_timeout(DB_REQUEST_TIMEOUT) {
if !exists {
Err("{\"type\":\"pairing_status\", \"status\":\"unknown_id\"}".into())
} else if is_paired {
Ok(format!(
"{{\"type\":\"pairing_status\", \"status\":\"paired\", \"color\":\"{}\"}}",
if is_cyan { "cyan" } else { "magenta" }
))
} else {
Ok("{\"type\":\"pairing_status\", \"status\":\"waiting\"}".into())
}
} else {
Err("{\"type\":\"pairing_status\", \"status\":\"internal_error_timeout\"}".into())
}
}
fn handle_place_token(root: Value, tx: SyncSender<DBHandlerRequest>) -> Result<String, String> {
let id_option = root.get("id");
if id_option.is_none() {
return Err("{\"type\":\"invalid_syntax\"}".into());
}
let player_id = id_option
.unwrap()
.as_u64()
.ok_or_else(|| String::from("{\"type\":\"invalid_syntax\"}"))?;
let player_id: u32 = player_id
.try_into()
.map_err(|_| String::from("{\"type\":\"invalid_syntax\"}"))?;
let position_option = root.get("position");
if position_option.is_none() {
return Err("{\"type\":\"invalid_syntax\"}".into());
}
let position = position_option
.unwrap()
.as_u64()
.ok_or_else(|| String::from("{\"type\":\"invalid_syntax\"}"))?;
let position: usize = position
.try_into()
.map_err(|_| String::from("{\"type\":\"invalid_syntax\"}"))?;
let (resp_tx, resp_rx) = sync_channel(1);
if tx
.send(DBHandlerRequest::PlaceToken {
id: player_id,
pos: position,
response_sender: resp_tx,
})
.is_err()
{
return Err(String::from(
"{\"type\":\"place_token\", \"status\":\"internal_error\"}",
));
}
let place_result = resp_rx.recv_timeout(DB_REQUEST_TIMEOUT);
if let Ok(Ok((place_status, board_opt))) = place_result {
if let Some(board_string) = board_opt {
Ok(format!(
"{{\"type\":\"place_token\", \"status\":\"{}\", \"board\":\"{}\"}}",
place_status, board_string
))
} else {
Ok(format!(
"{{\"type\":\"place_token\", \"status\":\"{}\"}}",
place_status
))
}
} else if let Ok(Err(place_error)) = place_result {
Err(format!(
"{{\"type\":\"place_token\", \"status\":\"{}\"}}",
place_error
))
} else {
Err(String::from(
"{\"type\":\"place_token\", \"status\":\"internal_error\"}",
))
}
}
fn handle_disconnect(root: Value, tx: SyncSender<DBHandlerRequest>) -> Result<String, String> {
let id_option = root.get("id");
if id_option.is_none() {
return Err("{\"type\":\"invalid_syntax\"}".into());
}
let player_id = id_option
.unwrap()
.as_u64()
.ok_or_else(|| String::from("{\"type\":\"invalid_syntax\"}"))?;
let player_id: u32 = player_id
.try_into()
.map_err(|_| String::from("{\"type\":\"invalid_syntax\"}"))?;
let (resp_tx, resp_rx) = sync_channel(1);
if tx
.send(DBHandlerRequest::DisconnectID {
id: player_id,
response_sender: resp_tx,
})
.is_err()
{
return Err(String::from(
"{\"type\":\"disconnect\", \"status\":\"internal_error\"}",
));
}
if let Ok(was_removed) = resp_rx.recv_timeout(DB_REQUEST_TIMEOUT) {
if was_removed {
Ok(String::from("{\"type\":\"disconnect\", \"status\":\"ok\"}"))
} else {
Ok(String::from(
"{\"type\":\"disconnect\", \"status\":\"unknown_id\"}",
))
}
} else {
Err(String::from(
"{\"type\":\"disconnect\", \"status\":\"internal_error\"}",
))
}
}
fn handle_game_state(root: Value, tx: SyncSender<DBHandlerRequest>) -> Result<String, String> {
let id_option = root.get("id");
if id_option.is_none() {
return Err("{\"type\":\"invalid_syntax\"}".into());
}
let player_id = id_option
.unwrap()
.as_u64()
.ok_or_else(|| String::from("{\"type\":\"invalid_syntax\"}"))?;
let player_id: u32 = player_id
.try_into()
.map_err(|_| String::from("{\"type\":\"invalid_syntax\"}"))?;
let (resp_tx, resp_rx) = sync_channel(1);
if tx
.send(DBHandlerRequest::GetGameState {
id: player_id,
response_sender: resp_tx,
})
.is_err()
{
return Err("{\"type\":\"game_state\", \"status\":\"internal_error\"}".into());
}
if let Ok((db_game_state, board_string_opt, updated_time_opt, received_emote_opt)) =
resp_rx.recv_timeout(DB_REQUEST_TIMEOUT)
{
if let Some(board_string) = board_string_opt {
let updated_time = if let Some(time_string) = updated_time_opt {
time_string
} else {
return Err("{\"type\":\"game_state\", \"status\":\"internal_error\"}".into());
};
if let Some(emote) = received_emote_opt {
Ok(format!(
"{{\"type\":\"game_state\", \"status\":\"{}\", \"board\":\"{}\", \"peer_emote\": \"{}\", \"updated_time\": \"{}\"}}",
db_game_state, board_string, emote, updated_time
))
} else {
Ok(format!(
"{{\"type\":\"game_state\", \"status\":\"{}\", \"board\":\"{}\", \"updated_time\": \"{}\"}}",
db_game_state, board_string, updated_time
))
}
} else {
Ok(format!(
"{{\"type\":\"game_state\", \"status\":\"{}\"}}",
db_game_state
))
}
} else {
Err("{\"type\":\"game_state\", \"status\":\"internal_error_timeout\"}".into())
}
}
fn handle_send_emote(root: Value, tx: SyncSender<DBHandlerRequest>) -> Result<String, String> {
let id_option = root.get("id");
if id_option.is_none() {
return Err("{\"type\":\"invalid_syntax\"}".into());
}
let player_id = id_option
.unwrap()
.as_u64()
.ok_or_else(|| String::from("{\"type\":\"invalid_syntax\"}"))?;
let player_id: u32 = player_id
.try_into()
.map_err(|_| String::from("{\"type\":\"invalid_syntax\"}"))?;
let emote_type_option = root.get("emote");
if emote_type_option.is_none() {
return Err("{\"type\":\"invalid_syntax\"}".into());
}
let emote_type_option = emote_type_option.unwrap().as_str();
if emote_type_option.is_none() {
return Err("{\"type\":\"invalid_syntax\"}".into());
}
let emote_type = emote_type_option.unwrap();
let emote_enum: Result<EmoteEnum, ()> = emote_type.try_into();
if emote_enum.is_err() {
return Err("{\"type\":\"invalid_syntax\"}".into());
}
let emote_enum = emote_enum.unwrap();
let (resp_tx, resp_rx) = sync_channel(1);
if tx
.send(DBHandlerRequest::SendEmote {
id: player_id,
emote_type: emote_enum,
response_sender: resp_tx,
})
.is_err()
{
return Err("{\"type\":\"send_emote\", \"status\":\"internal_error\"}".into());
}
if let Ok(db_response) = resp_rx.recv_timeout(DB_REQUEST_TIMEOUT) {
if db_response.is_ok() {
Ok("{\"type\":\"send_emote\", \"status\":\"ok\"}".into())
} else {
Err("{\"type\":\"send_emote\", \"status\":\"internal_error\"}".into())
}
} else {
Err("{\"type\":\"send_emote\", \"status\":\"internal_error\"}".into())
}
}

87
back_end/src/main.rs Normal file
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@ -0,0 +1,87 @@
//Four Line Dropper Backend - A server enabling networked multiplayer for Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
mod ai;
mod constants;
mod db_handler;
mod game_logic;
mod json_handlers;
mod random_helper;
mod state;
const SQLITE_DB_PATH: &str = "./fourLineDropper.db";
use db_handler::DBHandlerRequest;
use std::sync::mpsc::sync_channel;
use db_handler::start_db_handler_thread;
use tokio::sync::oneshot;
use warp::{Filter, Rejection};
#[tokio::main]
async fn main() {
let (db_tx, db_rx) = sync_channel::<DBHandlerRequest>(128);
let db_tx_clone = db_tx.clone();
let (shutdown_tx, shutdown_rx) = oneshot::channel::<()>();
// Required because shutdown_tx is not cloneable, and its "send" consumes
// itself.
let (s_helper_tx, s_helper_rx) = sync_channel::<()>(1);
std::thread::spawn(move || {
if let Ok(_unused_value) = s_helper_rx.recv() {
shutdown_tx
.send(())
.expect("Should be able to send shutdown signal");
}
});
start_db_handler_thread(db_rx, SQLITE_DB_PATH.into(), s_helper_tx.clone());
let route = warp::body::content_length_limit(1024 * 32)
.and(warp::body::bytes())
.and_then(move |bytes: bytes::Bytes| {
let db_tx_clone = db_tx_clone.clone();
let s_helper_tx_clone = s_helper_tx.clone();
async move {
let body_str_result = std::str::from_utf8(bytes.as_ref());
if let Ok(body_str) = body_str_result {
let json_result = serde_json::from_str(body_str);
if let Ok(json_value) = json_result {
Ok(warp::reply::with_header(
json_handlers::handle_json(json_value, db_tx_clone, s_helper_tx_clone)
.unwrap_or_else(|e| e),
"Content-Type",
"application/json",
))
} else {
Ok(warp::reply::with_header(
String::from("{\"type\": \"invalid_syntax\"}"),
"Content-Type",
"application/json",
))
}
} else {
Ok::<warp::reply::WithHeader<String>, Rejection>(warp::reply::with_header(
String::from("{\"type\": \"invalid_syntax\"}"),
"Content-Type",
"application/json",
))
}
}
});
let (_addr, server) =
warp::serve(route).bind_with_graceful_shutdown(([0, 0, 0, 0], 1237), async move {
shutdown_rx.await.ok();
});
tokio::task::spawn(server).await.unwrap();
}

View file

@ -0,0 +1,14 @@
//Four Line Dropper Backend - A server enabling networked multiplayer for Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
use oorandom::Rand32;
use rand::prelude::*;
pub fn get_seeded_random() -> Result<Rand32, String> {
Ok(Rand32::new(thread_rng().gen()))
}

1
back_end/src/state.rs Symbolic link
View file

@ -0,0 +1 @@
../../front_end/src/state.rs

674
front_end/COPYING Normal file
View file

@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
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To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
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For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
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Developers that use the GNU GPL protect your rights with two steps:
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249
front_end/Cargo.lock generated
View file

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checksum = "0ab1bc2a289d34bd04a330323ac98a1b4bc82c9d9fcb1e66b63caa84da26b575"
[[package]]
name = "proc-macro-error"
@ -231,7 +226,7 @@ dependencies = [
"proc-macro-error-attr",
"proc-macro2",
"quote",
"syn",
"syn 1.0.109",
"version_check",
]
@ -248,89 +243,59 @@ dependencies = [
[[package]]
name = "proc-macro2"
version = "1.0.36"
version = "1.0.79"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c7342d5883fbccae1cc37a2353b09c87c9b0f3afd73f5fb9bba687a1f733b029"
checksum = "e835ff2298f5721608eb1a980ecaee1aef2c132bf95ecc026a11b7bf3c01c02e"
dependencies = [
"unicode-xid",
"unicode-ident",
]
[[package]]
name = "quote"
version = "1.0.15"
version = "1.0.35"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "864d3e96a899863136fc6e99f3d7cae289dafe43bf2c5ac19b70df7210c0a145"
checksum = "291ec9ab5efd934aaf503a6466c5d5251535d108ee747472c3977cc5acc868ef"
dependencies = [
"proc-macro2",
]
[[package]]
name = "rand"
version = "0.8.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "34af8d1a0e25924bc5b7c43c079c942339d8f0a8b57c39049bef581b46327404"
dependencies = [
"libc",
"rand_chacha",
"rand_core",
]
[[package]]
name = "rand_chacha"
version = "0.3.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e6c10a63a0fa32252be49d21e7709d4d4baf8d231c2dbce1eaa8141b9b127d88"
dependencies = [
"ppv-lite86",
"rand_core",
]
[[package]]
name = "rand_core"
version = "0.6.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d34f1408f55294453790c48b2f1ebbb1c5b4b7563eb1f418bcfcfdbb06ebb4e7"
dependencies = [
"getrandom",
]
[[package]]
name = "ryu"
version = "1.0.9"
version = "1.0.17"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "73b4b750c782965c211b42f022f59af1fbceabdd026623714f104152f1ec149f"
checksum = "e86697c916019a8588c99b5fac3cead74ec0b4b819707a682fd4d23fa0ce1ba1"
[[package]]
name = "scoped-tls-hkt"
version = "0.1.2"
version = "0.1.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c2e9d7eaddb227e8fbaaa71136ae0e1e913ca159b86c7da82f3e8f0044ad3a63"
checksum = "3ddc765d3410d9f6c6ca071bf0b67f6b01e3ec4595dc3892f02677e75819dddc"
[[package]]
name = "serde"
version = "1.0.136"
version = "1.0.197"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ce31e24b01e1e524df96f1c2fdd054405f8d7376249a5110886fb4b658484789"
checksum = "3fb1c873e1b9b056a4dc4c0c198b24c3ffa059243875552b2bd0933b1aee4ce2"
dependencies = [
"serde_derive",
]
[[package]]
name = "serde_derive"
version = "1.0.136"
version = "1.0.197"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "08597e7152fcd306f41838ed3e37be9eaeed2b61c42e2117266a554fab4662f9"
checksum = "7eb0b34b42edc17f6b7cac84a52a1c5f0e1bb2227e997ca9011ea3dd34e8610b"
dependencies = [
"proc-macro2",
"quote",
"syn",
"syn 2.0.58",
]
[[package]]
name = "serde_json"
version = "1.0.79"
version = "1.0.115"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8e8d9fa5c3b304765ce1fd9c4c8a3de2c8db365a5b91be52f186efc675681d95"
checksum = "12dc5c46daa8e9fdf4f5e71b6cf9a53f2487da0e86e55808e2d35539666497dd"
dependencies = [
"itoa",
"ryu",
@ -339,46 +304,60 @@ dependencies = [
[[package]]
name = "slab"
version = "0.4.5"
version = "0.4.9"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9def91fd1e018fe007022791f865d0ccc9b3a0d5001e01aabb8b40e46000afb5"
checksum = "8f92a496fb766b417c996b9c5e57daf2f7ad3b0bebe1ccfca4856390e3d3bb67"
dependencies = [
"autocfg",
]
[[package]]
name = "syn"
version = "1.0.86"
version = "1.0.109"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8a65b3f4ffa0092e9887669db0eae07941f023991ab58ea44da8fe8e2d511c6b"
checksum = "72b64191b275b66ffe2469e8af2c1cfe3bafa67b529ead792a6d0160888b4237"
dependencies = [
"proc-macro2",
"quote",
"unicode-xid",
"unicode-ident",
]
[[package]]
name = "syn"
version = "2.0.58"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "44cfb93f38070beee36b3fef7d4f5a16f27751d94b187b666a5cc5e9b0d30687"
dependencies = [
"proc-macro2",
"quote",
"unicode-ident",
]
[[package]]
name = "thiserror"
version = "1.0.30"
version = "1.0.58"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "854babe52e4df1653706b98fcfc05843010039b406875930a70e4d9644e5c417"
checksum = "03468839009160513471e86a034bb2c5c0e4baae3b43f79ffc55c4a5427b3297"
dependencies = [
"thiserror-impl",
]
[[package]]
name = "thiserror-impl"
version = "1.0.30"
version = "1.0.58"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "aa32fd3f627f367fe16f893e2597ae3c05020f8bba2666a4e6ea73d377e5714b"
checksum = "c61f3ba182994efc43764a46c018c347bc492c79f024e705f46567b418f6d4f7"
dependencies = [
"proc-macro2",
"quote",
"syn",
"syn 2.0.58",
]
[[package]]
name = "unicode-xid"
version = "0.2.2"
name = "unicode-ident"
version = "1.0.12"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8ccb82d61f80a663efe1f787a51b16b5a51e3314d6ac365b08639f52387b33f3"
checksum = "3354b9ac3fae1ff6755cb6db53683adb661634f67557942dea4facebec0fee4b"
[[package]]
name = "version_check"
@ -386,17 +365,11 @@ version = "0.9.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "49874b5167b65d7193b8aba1567f5c7d93d001cafc34600cee003eda787e483f"
[[package]]
name = "wasi"
version = "0.10.2+wasi-snapshot-preview1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fd6fbd9a79829dd1ad0cc20627bf1ed606756a7f77edff7b66b7064f9cb327c6"
[[package]]
name = "wasm-bindgen"
version = "0.2.79"
version = "0.2.92"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "25f1af7423d8588a3d840681122e72e6a24ddbcb3f0ec385cac0d12d24256c06"
checksum = "4be2531df63900aeb2bca0daaaddec08491ee64ceecbee5076636a3b026795a8"
dependencies = [
"cfg-if",
"serde",
@ -406,24 +379,24 @@ dependencies = [
[[package]]
name = "wasm-bindgen-backend"
version = "0.2.79"
version = "0.2.92"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8b21c0df030f5a177f3cba22e9bc4322695ec43e7257d865302900290bcdedca"
checksum = "614d787b966d3989fa7bb98a654e369c762374fd3213d212cfc0251257e747da"
dependencies = [
"bumpalo",
"lazy_static",
"log",
"once_cell",
"proc-macro2",
"quote",
"syn",
"syn 2.0.58",
"wasm-bindgen-shared",
]
[[package]]
name = "wasm-bindgen-futures"
version = "0.4.29"
version = "0.4.42"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2eb6ec270a31b1d3c7e266b999739109abce8b6c87e4b31fcfcd788b65267395"
checksum = "76bc14366121efc8dbb487ab05bcc9d346b3b5ec0eaa76e46594cabbe51762c0"
dependencies = [
"cfg-if",
"js-sys",
@ -433,9 +406,9 @@ dependencies = [
[[package]]
name = "wasm-bindgen-macro"
version = "0.2.79"
version = "0.2.92"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2f4203d69e40a52ee523b2529a773d5ffc1dc0071801c87b3d270b471b80ed01"
checksum = "a1f8823de937b71b9460c0c34e25f3da88250760bec0ebac694b49997550d726"
dependencies = [
"quote",
"wasm-bindgen-macro-support",
@ -443,22 +416,22 @@ dependencies = [
[[package]]
name = "wasm-bindgen-macro-support"
version = "0.2.79"
version = "0.2.92"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bfa8a30d46208db204854cadbb5d4baf5fcf8071ba5bf48190c3e59937962ebc"
checksum = "e94f17b526d0a461a191c78ea52bbce64071ed5c04c9ffe424dcb38f74171bb7"
dependencies = [
"proc-macro2",
"quote",
"syn",
"syn 2.0.58",
"wasm-bindgen-backend",
"wasm-bindgen-shared",
]
[[package]]
name = "wasm-bindgen-shared"
version = "0.2.79"
version = "0.2.92"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3d958d035c4438e28c70e4321a2911302f10135ce78a9c7834c0cab4123d06a2"
checksum = "af190c94f2773fdb3729c55b007a722abb5384da03bc0986df4c289bf5567e96"
[[package]]
name = "wasm-logger"
@ -473,9 +446,9 @@ dependencies = [
[[package]]
name = "web-sys"
version = "0.3.56"
version = "0.3.69"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c060b319f29dd25724f09a2ba1418f142f539b2be99fbf4d2d5a8f7330afb8eb"
checksum = "77afa9a11836342370f4817622a2f0f418b134426d91a82dfb48f532d2ec13ef"
dependencies = [
"js-sys",
"wasm-bindgen",
@ -511,5 +484,5 @@ dependencies = [
"proc-macro-error",
"proc-macro2",
"quote",
"syn",
"syn 1.0.109",
]

View file

@ -9,5 +9,11 @@ edition = "2021"
yew = "0.19"
log = "0.4.6"
wasm-logger = "0.2.0"
web-sys = { version = "0.3.56", features = ["Window", "Document", "Element"] }
rand = "0.8.5"
web-sys = { version = "0.3.56", features = ["Window", "Document", "Element", "Request", "RequestInit", "Headers", "RequestMode", "Response", "ReadableStream", "AddEventListenerOptions", "EventListenerOptions", "EventTarget"] }
js-sys = "0.3.56"
oorandom = "11.1.3"
wasm-bindgen = { version = "0.2.79", features = ["serde-serialize"] }
wasm-bindgen-futures = "0.4.29"
serde = { version = "1.0", features = ["derive"] }
serde_derive = "1.0"
serde_json = "1.0"

View file

@ -8,3 +8,12 @@
- Serve the front-end via trunk.
- `trunk serve`
- This should serve a local server at `127.0.0.1:8080`
# Other Notes
The webserver hosting this `front_end` is [here](https://asdm.seodisparate.com).
Note that this website may not host the latest version of this `front_end`.
See [choose-a-license](https://choosealicense.com/licenses/gpl-3.0) for details
about the software license used.

View file

@ -20,17 +20,72 @@
gap: 8px;
grid-auto-rows: 33%;
}
button.menuSinglePlayer {
div.singlePlayerMenu {
grid-row: 2;
grid-column: 2;
display: grid;
}
button.menuSinglePlayerEasy {
grid-row: 1;
grid-column: 1;
}
button.menuSinglePlayerNormal {
grid-row: 2;
grid-column: 1;
}
button.menuSinglePlayerHard {
grid-row: 3;
grid-column: 1;
}
button.menuLocalMultiplayer {
grid-row: 2;
grid-column: 3;
}
button.menuMultiplayer {
div.multiplayerMenu {
grid-row: 2;
grid-column: 4;
display: grid;
}
div.emote_wrapper {
grid-row: 4;
grid-column: 8;
display: grid;
}
button.emote {
font-size: 2em;
}
b.emote {
font-size: 1.5em;
}
button#emote_smile {
grid-row: 1;
grid-column: 1;
}
button#emote_neutral {
grid-row: 1;
grid-column: 2;
}
button#emote_frown {
grid-row: 1;
grid-column: 3;
}
button#emote_think {
grid-row: 1;
grid-column: 4;
}
button.networkedMultiplayer {
grid-row: 1;
grid-column: 1;
}
button.NMPhrase {
grid-row: 2;
grid-column: 1;
}
input.NMPhrase {
grid-row: 3;
grid-column: 1;
}
b.menuText {
color: #FFF;
@ -143,6 +198,43 @@
button.magenta {
background: #F0F;
}
button.win {
animation-duration: 400ms;
animation-name: blink;
animation-iteration-count: infinite;
animation-direction: alternate;
}
@keyframes blink {
from {
opacity: 1;
}
to {
opacity: 0;
}
}
button.placed {
animation-duration: 2200ms;
animation-name: placed_blink;
animation-iteration-count: 1;
animation-direction: normal;
}
@keyframes placed_blink {
from {
opacity: 1;
}
50% {
opacity: 0;
}
to {
opacity: 1;
}
}
button#resetbutton {
background-color: #C55;
color: #FFF;
grid-row: 2;
grid-column: 8;
}
</style>
</head>
</html>

View file

@ -1,10 +1,21 @@
//Four Line Dropper Frontend/Backend - A webapp that allows one to play a game of Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
use std::collections::BTreeMap;
use crate::constants::{AI_EASY_MAX_CHOICES, AI_NORMAL_MAX_CHOICES, COLS, ROWS};
use crate::state::{BoardState, BoardType, Turn};
use crate::game_logic::check_win_draw;
use crate::random_helper::get_seeded_random;
use crate::state::{board_deep_clone, BoardState, BoardType, Turn};
use rand::{thread_rng, Rng};
const AI_THIRD_MAX_UTILITY: f64 = 0.89;
#[allow(dead_code)]
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum AIDifficulty {
Easy,
@ -63,6 +74,8 @@ pub fn get_ai_choice(
player: Turn,
board: &BoardType,
) -> Result<SlotChoice, String> {
let mut rng = get_seeded_random()?;
let mut utilities = Vec::with_capacity(COLS as usize);
for i in 0..(COLS as usize) {
let slot = i.into();
@ -70,7 +83,7 @@ pub fn get_ai_choice(
return Err("Internal error: get_ai_choice() iterated to SlotChoice::Invalid".into());
}
if let Some(utility) = get_utility_for_slot(player, slot, board) {
utilities.push(utility);
utilities.push((i, utility));
}
}
@ -79,14 +92,13 @@ pub fn get_ai_choice(
}
// shuffle utilities for the cases where there are equivalent utilities
let mut utilities: Vec<(usize, f64)> = utilities.into_iter().enumerate().collect();
if utilities.len() > 1 {
for i in 1..utilities.len() {
utilities.swap(i, thread_rng().gen_range(0..=i));
utilities.swap(i, rng.rand_range(0..((i + 1) as u32)) as usize);
}
}
let pick_some_of_choices = |amount: usize| -> Result<SlotChoice, String> {
let mut pick_some_of_choices = |amount: usize| -> Result<SlotChoice, String> {
let mut maximums: BTreeMap<i64, usize> = BTreeMap::new();
for (idx, utility) in &utilities {
// f64 cannot be used as Key since it doesn't implement Ord.
@ -94,7 +106,7 @@ pub fn get_ai_choice(
// order.
let mut utility_value = (utility * 10000.0) as i64;
while maximums.contains_key(&utility_value) {
utility_value += thread_rng().gen_range(-3..=3);
utility_value += rng.rand_range(0..7) as i64 - 3;
}
maximums.insert(utility_value, *idx);
}
@ -108,7 +120,7 @@ pub fn get_ai_choice(
// don't use random if only 1 item is to be picked
let random_number: usize = if mod_amount > 1 {
thread_rng().gen::<usize>() % mod_amount
rng.rand_u32() as usize % mod_amount
} else {
0
};
@ -147,7 +159,9 @@ fn get_utility_for_slot(player: Turn, slot: SlotChoice, board: &BoardType) -> Op
// slot is full, cannot place in slot
return None;
}
while idx < (ROWS * COLS) as usize && board[idx + COLS as usize].get() == BoardState::Empty {
while idx < ((ROWS - 1) * COLS) as usize
&& board[idx + COLS as usize].get() == BoardState::Empty
{
idx += COLS as usize;
}
@ -165,25 +179,37 @@ fn get_utility_for_slot(player: Turn, slot: SlotChoice, board: &BoardType) -> Op
// check if placing a token here connects 2 pieces
if get_block_amount(player.get_opposite(), idx, 2, board) {
utility *= 1.5;
if utility >= 0.8 {
utility = 0.8;
utility *= 1.22;
if utility >= AI_THIRD_MAX_UTILITY {
utility = AI_THIRD_MAX_UTILITY;
}
}
// check if placing a token here blocks 2 pieces
if get_block_amount(player, idx, 2, board) {
utility *= 1.2;
if utility >= 0.8 {
utility = 0.8;
utility *= 1.11;
if utility >= AI_THIRD_MAX_UTILITY {
utility = AI_THIRD_MAX_UTILITY;
}
}
// check if placing a token here connects 1 piece
if get_block_amount(player.get_opposite(), idx, 1, board) {
utility *= 1.09;
if utility >= 0.8 {
utility = 0.8;
utility *= 1.05;
if utility >= AI_THIRD_MAX_UTILITY {
utility = AI_THIRD_MAX_UTILITY;
}
}
// check if placing a token here allows the opposing player to win
if idx >= COLS as usize {
let cloned_board = board_deep_clone(board);
cloned_board[idx].replace(player.into());
cloned_board[idx - (COLS as usize)].replace(player.get_opposite().into());
if let Some((state, _)) = check_win_draw(&cloned_board) {
if state == player.get_opposite().into() {
utility *= 0.1;
}
}
}
@ -213,7 +239,7 @@ fn get_block_amount(player: Turn, idx: usize, amount: usize, board: &BoardType)
}
// check right
count = 0;
// count = 0; // don't reset count, since horizontal may pass through idx
temp_idx = idx;
while temp_idx % (COLS as usize) < (COLS - 1) as usize {
temp_idx += 1;
@ -257,6 +283,21 @@ fn get_block_amount(player: Turn, idx: usize, amount: usize, board: &BoardType)
}
}
// check diagonal right up
// count = 0; // don't reset count as diagonal may pass through idx
temp_idx = idx;
while temp_idx % (COLS as usize) < (COLS - 1) as usize && temp_idx / (COLS as usize) > 0 {
temp_idx = temp_idx + 1 - COLS as usize;
if board[temp_idx].get() == opposite.into() {
count += 1;
if count >= amount {
return true;
}
} else {
break;
}
}
// check diagonal right down
count = 0;
temp_idx = idx;
@ -275,7 +316,7 @@ fn get_block_amount(player: Turn, idx: usize, amount: usize, board: &BoardType)
}
// check diagonal left up
count = 0;
// count = 0; // don't reset count as diagonal may pass through idx
temp_idx = idx;
while temp_idx % (COLS as usize) > 0 && temp_idx / (COLS as usize) > 0 {
temp_idx = temp_idx - 1 - COLS as usize;
@ -289,21 +330,27 @@ fn get_block_amount(player: Turn, idx: usize, amount: usize, board: &BoardType)
}
}
// check diagonal right up
count = 0;
temp_idx = idx;
while temp_idx % (COLS as usize) < (COLS - 1) as usize && temp_idx / (COLS as usize) > 0 {
temp_idx = temp_idx + 1 - COLS as usize;
if board[temp_idx].get() == opposite.into() {
count += 1;
if count >= amount {
return true;
}
} else {
break;
}
}
// exhausted all possible potential wins, therefore does not block a win
false
}
#[cfg(test)]
mod tests {
use crate::state::new_empty_board;
use super::*;
#[test]
fn test_get_block_amount() {
let board = new_empty_board();
board[51].set(BoardState::Cyan);
board[52].set(BoardState::Cyan);
board[53].set(BoardState::Cyan);
assert!(!get_block_amount(Turn::MagentaPlayer, 50, 4, &board));
assert!(get_block_amount(Turn::MagentaPlayer, 50, 3, &board));
assert!(get_block_amount(Turn::MagentaPlayer, 50, 2, &board));
assert!(!get_block_amount(Turn::MagentaPlayer, 54, 4, &board));
assert!(get_block_amount(Turn::MagentaPlayer, 54, 3, &board));
assert!(get_block_amount(Turn::MagentaPlayer, 54, 2, &board));
}
}

View file

@ -1,7 +1,44 @@
//Four Line Dropper Frontend/Backend - A webapp that allows one to play a game of Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
pub const ROWS: u8 = 8;
pub const COLS: u8 = 7;
#[allow(dead_code)]
pub const INFO_TEXT_MAX_ITEMS: u32 = 100;
pub const AI_EASY_MAX_CHOICES: usize = 5;
pub const AI_NORMAL_MAX_CHOICES: usize = 3;
#[allow(dead_code)]
pub const AI_CHOICE_DURATION_MILLIS: i32 = 1000;
#[allow(dead_code)]
pub const PLAYER_COUNT_LIMIT: usize = 1000;
#[allow(dead_code)]
pub const TURN_SECONDS: u64 = 25;
#[allow(dead_code)]
pub const GAME_CLEANUP_TIMEOUT: u64 = (TURN_SECONDS + 1) * ((ROWS * COLS) as u64 + 5u64);
#[allow(dead_code)]
pub const PLAYER_CLEANUP_TIMEOUT: u64 = 300;
#[allow(dead_code)]
pub const BACKEND_TICK_DURATION_MILLIS: i32 = 500;
#[allow(dead_code)]
pub const BACKEND_CLEANUP_INTERVAL_SECONDS: u64 = 120;
#[allow(dead_code)]
pub const BACKEND_PHRASE_MAX_LENGTH: usize = 128;
// TODO: Change this to "https://asdm.seodisparate.com/api" when backend is installed
#[allow(dead_code)]
#[cfg(debug_assertions)]
pub const BACKEND_URL: &str = "http://testlocalhost/api";
#[allow(dead_code)]
#[cfg(not(debug_assertions))]
pub const BACKEND_URL: &str = "https://asdm.seodisparate.com/api";

350
front_end/src/game_logic.rs Normal file
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@ -0,0 +1,350 @@
//Four Line Dropper Frontend/Backend - A webapp that allows one to play a game of Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
use crate::constants::{COLS, ROWS};
use crate::state::{BoardState, BoardType};
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum WinType {
Horizontal(usize),
Vertical(usize),
DiagonalUp(usize),
DiagonalDown(usize),
None,
}
/// Returns a BoardState if win/draw, None if game is still going
pub fn check_win_draw(board: &BoardType) -> Option<(BoardState, WinType)> {
let mut has_empty_slot = false;
for slot in board {
match slot.get() {
BoardState::Empty => {
has_empty_slot = true;
break;
}
BoardState::Cyan
| BoardState::CyanWin
| BoardState::Magenta
| BoardState::MagentaWin => (),
}
}
if !has_empty_slot {
return Some((BoardState::Empty, WinType::None));
}
let check_result = |state| -> Option<BoardState> {
match state {
BoardState::Empty => None,
BoardState::Cyan | BoardState::CyanWin => Some(BoardState::Cyan),
BoardState::Magenta | BoardState::MagentaWin => Some(BoardState::Magenta),
}
};
// check horizontals
for y in 0..(ROWS as usize) {
for x in 0..((COLS - 3) as usize) {
let idx = x + y * (COLS as usize);
let result = check_result(has_right_horizontal_at_idx(idx, board));
if let Some(result) = result {
return Some((result, WinType::Horizontal(idx)));
}
}
}
// check verticals
for y in 0..((ROWS - 3) as usize) {
for x in 0..(COLS as usize) {
let idx = x + y * (COLS as usize);
let result = check_result(has_down_vertical_at_idx(idx, board));
if let Some(result) = result {
return Some((result, WinType::Vertical(idx)));
}
}
}
// check up diagonals
for y in 3..(ROWS as usize) {
for x in 0..((COLS - 3) as usize) {
let idx = x + y * (COLS as usize);
let result = check_result(has_right_up_diagonal_at_idx(idx, board));
if let Some(result) = result {
return Some((result, WinType::DiagonalUp(idx)));
}
}
}
// check down diagonals
for y in 0..((ROWS - 3) as usize) {
for x in 0..((COLS - 3) as usize) {
let idx = x + y * (COLS as usize);
let result = check_result(has_right_down_diagonal_at_idx(idx, board));
if let Some(result) = result {
return Some((result, WinType::DiagonalDown(idx)));
}
}
}
None
}
fn has_right_horizontal_at_idx(idx: usize, board: &BoardType) -> BoardState {
let state_at_idx = board[idx].get();
if idx % (COLS as usize) < (COLS as usize) - 3 {
for x in 0..=3 {
if board[idx + x].get() != state_at_idx {
break;
} else if x == 3 {
return state_at_idx;
}
}
}
BoardState::Empty
}
fn has_down_vertical_at_idx(idx: usize, board: &BoardType) -> BoardState {
let state_at_idx = board[idx].get();
if idx / (COLS as usize) < (ROWS as usize) - 3 {
for y in 0..=3 {
if board[idx + y * (COLS as usize)].get() != state_at_idx {
break;
} else if y == 3 {
return state_at_idx;
}
}
}
BoardState::Empty
}
fn has_right_up_diagonal_at_idx(idx: usize, board: &BoardType) -> BoardState {
let state_at_idx = board[idx].get();
if idx % (COLS as usize) < (COLS as usize) - 3 && idx / (COLS as usize) > 2 {
for i in 0..=3 {
if board[idx + i - i * (COLS as usize)].get() != state_at_idx {
break;
} else if i == 3 {
return state_at_idx;
}
}
}
BoardState::Empty
}
fn has_right_down_diagonal_at_idx(idx: usize, board: &BoardType) -> BoardState {
let state_at_idx = board[idx].get();
if idx % (COLS as usize) < (COLS as usize) - 3 && idx / (COLS as usize) < (ROWS as usize) - 3 {
for i in 0..=3 {
if board[idx + i + i * (COLS as usize)].get() != state_at_idx {
break;
} else if i == 3 {
return state_at_idx;
}
}
}
BoardState::Empty
}
#[cfg(test)]
mod tests {
use crate::state::{new_empty_board, BoardState};
use super::*;
#[test]
fn test_horizontal_check() {
let board = new_empty_board();
for y in 0..(ROWS as usize) {
for x in 0..(COLS as usize) {
assert_eq!(
has_right_horizontal_at_idx(x + y * (COLS as usize), &board),
BoardState::Empty
);
}
}
board[50].replace(BoardState::Cyan);
board[51].replace(BoardState::Cyan);
board[52].replace(BoardState::Cyan);
board[53].replace(BoardState::Cyan);
for y in 0..(ROWS as usize) {
for x in 0..(COLS as usize) {
let idx = x + y * (COLS as usize);
if idx == 50 {
assert_eq!(has_right_horizontal_at_idx(idx, &board), BoardState::Cyan);
} else {
assert_eq!(has_right_horizontal_at_idx(idx, &board), BoardState::Empty);
}
}
}
board[51].replace(BoardState::Magenta);
board[43].replace(BoardState::Magenta);
board[44].replace(BoardState::Magenta);
board[45].replace(BoardState::Magenta);
board[46].replace(BoardState::Magenta);
for y in 0..(ROWS as usize) {
for x in 0..(COLS as usize) {
let idx = x + y * (COLS as usize);
if idx == 43 {
assert_eq!(
has_right_horizontal_at_idx(idx, &board),
BoardState::Magenta
);
} else {
assert_eq!(has_right_horizontal_at_idx(idx, &board), BoardState::Empty);
}
}
}
}
#[test]
fn test_vertical_check() {
let board = new_empty_board();
for y in 0..(ROWS as usize) {
for x in 0..(COLS as usize) {
assert_eq!(
has_down_vertical_at_idx(x + y * (COLS as usize), &board),
BoardState::Empty
);
}
}
board[30].replace(BoardState::Cyan);
board[37].replace(BoardState::Cyan);
board[44].replace(BoardState::Cyan);
board[51].replace(BoardState::Cyan);
for y in 0..(ROWS as usize) {
for x in 0..(COLS as usize) {
let idx = x + y * (COLS as usize);
if idx == 30 {
assert_eq!(has_down_vertical_at_idx(idx, &board), BoardState::Cyan);
} else {
assert_eq!(has_down_vertical_at_idx(idx, &board), BoardState::Empty);
}
}
}
board[16].replace(BoardState::Magenta);
board[23].replace(BoardState::Magenta);
board[30].replace(BoardState::Magenta);
board[37].replace(BoardState::Magenta);
for y in 0..(ROWS as usize) {
for x in 0..(COLS as usize) {
let idx = x + y * (COLS as usize);
if idx == 16 {
assert_eq!(has_down_vertical_at_idx(idx, &board), BoardState::Magenta);
} else {
assert_eq!(has_down_vertical_at_idx(idx, &board), BoardState::Empty);
}
}
}
}
#[test]
fn test_upper_diagonal_check() {
let board = new_empty_board();
board[44].replace(BoardState::Cyan);
board[38].replace(BoardState::Cyan);
board[32].replace(BoardState::Cyan);
board[26].replace(BoardState::Cyan);
for y in 0..(ROWS as usize) {
for x in 0..(COLS as usize) {
let idx = x + y * (COLS as usize);
if idx == 44 {
assert_eq!(has_right_up_diagonal_at_idx(idx, &board), BoardState::Cyan);
} else {
assert_eq!(has_right_up_diagonal_at_idx(idx, &board), BoardState::Empty);
}
}
}
board[38].replace(BoardState::Magenta);
board[28].replace(BoardState::Magenta);
board[22].replace(BoardState::Magenta);
board[16].replace(BoardState::Magenta);
board[10].replace(BoardState::Magenta);
for y in 0..(ROWS as usize) {
for x in 0..(COLS as usize) {
let idx = x + y * (COLS as usize);
if idx == 28 {
assert_eq!(
has_right_up_diagonal_at_idx(idx, &board),
BoardState::Magenta
);
} else {
assert_eq!(has_right_up_diagonal_at_idx(idx, &board), BoardState::Empty);
}
}
}
}
#[test]
fn test_lower_diagonal_check() {
let board = new_empty_board();
board[17].replace(BoardState::Cyan);
board[25].replace(BoardState::Cyan);
board[33].replace(BoardState::Cyan);
board[41].replace(BoardState::Cyan);
for y in 0..(ROWS as usize) {
for x in 0..(COLS as usize) {
let idx = x + y * (COLS as usize);
if idx == 17 {
assert_eq!(
has_right_down_diagonal_at_idx(idx, &board),
BoardState::Cyan
);
} else {
assert_eq!(
has_right_down_diagonal_at_idx(idx, &board),
BoardState::Empty
);
}
}
}
board[25].replace(BoardState::Magenta);
board[28].replace(BoardState::Magenta);
board[36].replace(BoardState::Magenta);
board[44].replace(BoardState::Magenta);
board[52].replace(BoardState::Magenta);
for y in 0..(ROWS as usize) {
for x in 0..(COLS as usize) {
let idx = x + y * (COLS as usize);
if idx == 28 {
assert_eq!(
has_right_down_diagonal_at_idx(idx, &board),
BoardState::Magenta
);
} else {
assert_eq!(
has_right_down_diagonal_at_idx(idx, &board),
BoardState::Empty
);
}
}
}
}
}

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@ -0,0 +1,175 @@
//Four Line Dropper Frontend - A webapp that allows one to play a game of Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
use js_sys::{Function, JsString, Promise};
use std::collections::HashMap;
use wasm_bindgen::{JsCast, JsValue};
use wasm_bindgen_futures::JsFuture;
use web_sys::{window, Document, Window};
use crate::constants::BACKEND_URL;
pub fn get_window_document() -> Result<(Window, Document), String> {
let window = window().ok_or_else(|| String::from("Failed to get window"))?;
let document = window
.document()
.ok_or_else(|| String::from("Failed to get document"))?;
Ok((window, document))
}
pub fn append_to_info_text(
document: &Document,
id: &str,
msg: &str,
limit: u32,
) -> Result<(), String> {
let info_text = document
.get_element_by_id(id)
.ok_or_else(|| format!("Failed to get info_text \"{}\"", id))?;
let height = info_text.client_height();
// create the new text to be appended in the text
let p = document
.create_element("p")
.map_err(|e| format!("{:?}", e))?;
p.set_inner_html(msg);
// check if scrolled to top
let at_top: bool = info_text.scroll_top() <= height - info_text.scroll_height();
// append text to output
info_text
.append_with_node_1(&p)
.map_err(|e| format!("{:?}", e))?;
while info_text.child_element_count() > limit {
info_text
.remove_child(
&info_text.first_child().ok_or_else(|| {
format!("Failed to get first_child() of info_text \"{}\"", id)
})?,
)
.map_err(|e| format!("{:?}", e))?;
}
if at_top {
info_text.set_scroll_top(height - info_text.scroll_height());
}
Ok(())
}
pub fn element_append_class(document: &Document, id: &str, class: &str) -> Result<(), String> {
let element = document
.get_element_by_id(id)
.ok_or_else(|| format!("Failed to get element with id \"{}\"", id))?;
let new_class = format!("{} {}", element.class_name(), class);
element.set_class_name(&string_remove_extra_whitespace(&new_class));
Ok(())
}
pub fn element_remove_class(document: &Document, id: &str, class: &str) -> Result<(), String> {
let element = document
.get_element_by_id(id)
.ok_or_else(|| format!("Failed to get element with id \"{}\"", id))?;
let mut element_class: String = element.class_name();
let idx_opt = element_class.find(class);
if let Some(idx) = idx_opt {
let mut remaining = element_class.split_off(idx);
element_class += &remaining.split_off(class.len());
}
element.set_class_name(&string_remove_extra_whitespace(&element_class));
Ok(())
}
fn string_remove_extra_whitespace(s: &str) -> String {
let mut replacement_string = String::with_capacity(s.len());
let mut is_space = false;
for c in s.chars() {
if c != ' ' {
replacement_string.push(c);
is_space = false;
} else if is_space {
continue;
} else {
replacement_string.push(c);
is_space = true;
}
}
replacement_string
}
pub fn element_has_class(document: &Document, id: &str, class: &str) -> Result<bool, String> {
let element = document
.get_element_by_id(id)
.ok_or_else(|| format!("Failed to get element with id \"{}\"", id))?;
let element_class: String = element.class_name();
Ok(element_class.contains(class))
}
pub async fn send_to_backend(entries: HashMap<String, String>) -> Result<String, String> {
let mut send_json_string = String::from("{");
for (key, value) in entries {
send_json_string.push('"');
send_json_string.push_str(&key);
send_json_string.push_str("\":");
if key == "id" || key == "position" {
send_json_string.push_str(&value);
} else {
send_json_string.push('"');
send_json_string.push_str(&value);
send_json_string.push('"');
}
send_json_string.push(',');
}
send_json_string.truncate(send_json_string.len() - 1);
send_json_string.push('}');
// TODO check usage of "no-cors"
let function = Function::new_no_args(&format!(
"
let fetch_settings = {{}};
fetch_settings.method = 'POST';
fetch_settings.headers = {{}};
fetch_settings.headers['Content-Type'] = 'application/json';
fetch_settings.headers['Accept'] = 'text/html,application/json';
//fetch_settings.mode = 'no-cors';
fetch_settings.body = '{}';
return fetch('{}', fetch_settings)
.then((response) => {{
return response.text();
}});
",
send_json_string, BACKEND_URL,
));
let jsvalue: JsValue = function
.call0(&function)
.map_err(|e| format!("Failed to POST to backend: {:?}", e))?;
let promise: Promise = jsvalue.dyn_into().map_err(|e| {
format!(
"Failed to get Promise out of JsValue when POSTing to backend: {:?}",
e
)
})?;
let future_result: JsValue = JsFuture::from(promise)
.await
.map_err(|e| format!("Failed to await promise when POSTing to backend: {:?}", e))?;
let json_string = String::from(JsString::from(future_result));
Ok(json_string)
}

View file

@ -1,5 +1,16 @@
//Four Line Dropper Frontend - A webapp that allows one to play a game of Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
mod ai;
mod constants;
mod game_logic;
mod html_helper;
mod random_helper;
mod state;
mod yew_components;

View file

@ -0,0 +1,14 @@
//Four Line Dropper Frontend - A webapp that allows one to play a game of Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
use js_sys::Math::random;
use oorandom::Rand32;
pub fn get_seeded_random() -> Result<Rand32, String> {
Ok(Rand32::new((random() * u64::MAX as f64) as u64))
}

View file

@ -1,15 +1,145 @@
use crate::yew_components::MainMenuMessage;
use std::cell::Cell;
//Four Line Dropper Frontend/Backend - A webapp that allows one to play a game of Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
use crate::ai::AIDifficulty;
use crate::constants::{COLS, ROWS};
use crate::game_logic::{check_win_draw, WinType};
use serde::{Deserialize, Serialize};
use std::cell::{Cell, RefCell};
use std::collections::hash_set::HashSet;
use std::fmt::Display;
use std::rc::Rc;
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
#[allow(dead_code)]
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum GameState {
MainMenu,
SinglePlayer,
SinglePlayer(Turn, AIDifficulty),
LocalMultiplayer,
NetworkedMultiplayer,
PostGameResults(Turn),
NetworkedMultiplayer {
paired: bool,
current_side: Option<Turn>,
current_turn: Turn,
phrase: Option<String>,
},
PostGameResults(BoardState),
}
impl GameState {
#[allow(dead_code)]
pub fn is_networked_multiplayer(&self) -> bool {
matches!(
*self,
GameState::NetworkedMultiplayer {
paired: _,
current_side: _,
current_turn: _,
phrase: _,
}
)
}
#[allow(dead_code)]
pub fn set_networked_paired(&mut self) {
if let GameState::NetworkedMultiplayer {
ref mut paired,
current_side: _,
current_turn: _,
phrase: _,
} = self
{
*paired = true;
}
}
#[allow(dead_code)]
pub fn get_networked_current_side(&self) -> Option<Turn> {
if let GameState::NetworkedMultiplayer {
paired: _,
current_side,
current_turn: _,
phrase: _,
} = *self
{
current_side
} else {
None
}
}
#[allow(dead_code)]
pub fn set_networked_current_side(&mut self, side: Option<Turn>) {
if let GameState::NetworkedMultiplayer {
paired: _,
ref mut current_side,
current_turn: _,
phrase: _,
} = self
{
*current_side = side;
}
}
#[allow(dead_code)]
pub fn get_current_turn(&self) -> Turn {
if let GameState::SinglePlayer(turn, _) = *self {
turn
} else if let GameState::NetworkedMultiplayer {
paired: _,
current_side: _,
current_turn,
phrase: _,
} = *self
{
current_turn
} else {
Turn::CyanPlayer
}
}
#[allow(dead_code)]
pub fn set_networked_current_turn(&mut self, turn: Turn) {
if let GameState::NetworkedMultiplayer {
paired: _,
current_side: _,
ref mut current_turn,
phrase: _,
} = self
{
*current_turn = turn;
}
}
#[allow(dead_code)]
pub fn get_phrase(&self) -> Option<String> {
if let GameState::NetworkedMultiplayer {
paired: _,
current_side: _,
current_turn: _,
phrase,
} = self
{
phrase.clone()
} else {
None
}
}
#[allow(dead_code)]
pub fn get_singleplayer_current_side(&self) -> Option<Turn> {
if let GameState::SinglePlayer(turn, _) = *self {
Some(turn)
} else {
None
}
}
}
impl Default for GameState {
@ -21,18 +151,26 @@ impl Default for GameState {
impl From<MainMenuMessage> for GameState {
fn from(msg: MainMenuMessage) -> Self {
match msg {
MainMenuMessage::SinglePlayer => GameState::SinglePlayer,
MainMenuMessage::SinglePlayer(t, ai) => GameState::SinglePlayer(t, ai),
MainMenuMessage::LocalMultiplayer => GameState::LocalMultiplayer,
MainMenuMessage::NetworkedMultiplayer => GameState::NetworkedMultiplayer,
MainMenuMessage::NetworkedMultiplayer(phrase) => GameState::NetworkedMultiplayer {
paired: false,
current_side: None,
current_turn: Turn::CyanPlayer,
phrase,
},
}
}
}
#[allow(dead_code)]
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum BoardState {
Empty,
Cyan,
Magenta,
CyanWin,
MagentaWin,
}
impl Default for BoardState {
@ -46,7 +184,9 @@ impl Display for BoardState {
match *self {
BoardState::Empty => f.write_str("open"),
BoardState::Cyan => f.write_str("cyan"),
BoardState::CyanWin => f.write_str("cyan win"),
BoardState::Magenta => f.write_str("magenta"),
BoardState::MagentaWin => f.write_str("magenta win"),
}
}
}
@ -61,11 +201,39 @@ impl From<Turn> for BoardState {
}
impl BoardState {
#[allow(dead_code)]
pub fn is_empty(&self) -> bool {
*self == BoardState::Empty
}
#[allow(dead_code)]
pub fn is_win(self) -> bool {
match self {
BoardState::Empty | BoardState::Cyan | BoardState::Magenta => false,
BoardState::CyanWin | BoardState::MagentaWin => true,
}
}
#[allow(dead_code)]
pub fn into_win(self) -> Self {
match self {
BoardState::Empty => BoardState::Empty,
BoardState::Cyan | BoardState::CyanWin => BoardState::CyanWin,
BoardState::Magenta | BoardState::MagentaWin => BoardState::MagentaWin,
}
}
#[allow(dead_code, clippy::wrong_self_convention)]
pub fn from_win(self) -> Self {
match self {
BoardState::Empty => BoardState::Empty,
BoardState::Cyan | BoardState::CyanWin => BoardState::Cyan,
BoardState::Magenta | BoardState::MagentaWin => BoardState::Magenta,
}
}
}
#[allow(dead_code)]
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum Turn {
CyanPlayer,
@ -84,13 +252,14 @@ impl Display for Turn {
impl From<BoardState> for Turn {
fn from(board_state: BoardState) -> Self {
match board_state {
BoardState::Empty | BoardState::Cyan => Turn::CyanPlayer,
BoardState::Magenta => Turn::MagentaPlayer,
BoardState::Empty | BoardState::Cyan | BoardState::CyanWin => Turn::CyanPlayer,
BoardState::Magenta | BoardState::MagentaWin => Turn::MagentaPlayer,
}
}
}
impl Turn {
#[allow(dead_code)]
pub fn get_color(&self) -> &str {
match *self {
Turn::CyanPlayer => "cyan",
@ -108,77 +277,478 @@ impl Turn {
pub type BoardType = [Rc<Cell<BoardState>>; 56];
#[allow(dead_code)]
pub fn new_empty_board() -> BoardType {
[
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
]
}
#[allow(dead_code)]
pub fn board_deep_clone(board: &BoardType) -> BoardType {
let cloned_board = new_empty_board();
for i in 0..board.len() {
cloned_board[i].replace(board[i].get());
}
cloned_board
}
pub type PlacedType = [Rc<Cell<bool>>; 56];
#[allow(dead_code)]
pub fn new_placed() -> PlacedType {
[
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
Rc::new(Cell::new(false)),
]
}
#[allow(dead_code)]
#[derive(Clone, Debug, PartialEq)]
pub struct SharedState {
pub board: BoardType,
pub game_state: Rc<Cell<GameState>>,
pub game_state: Rc<RefCell<GameState>>,
pub turn: Rc<Cell<Turn>>,
pub placed: PlacedType,
}
impl Default for SharedState {
fn default() -> Self {
Self {
// cannot use [<type>; 56] because Rc does not impl Copy
board: [
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
Rc::new(Cell::new(BoardState::default())),
],
game_state: Rc::new(Cell::new(GameState::default())),
board: new_empty_board(),
game_state: Rc::new(RefCell::new(GameState::default())),
turn: Rc::new(Cell::new(Turn::CyanPlayer)),
placed: new_placed(),
}
}
}
// This enum moved from yew_components module so that this module would have no
// dependencies on the yew_components module
#[allow(dead_code)]
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum MainMenuMessage {
SinglePlayer(Turn, AIDifficulty),
LocalMultiplayer,
NetworkedMultiplayer(Option<String>),
}
#[allow(dead_code)]
pub fn new_string_board() -> String {
let mut board = String::with_capacity(56);
for _i in 0..56 {
board.push('a');
}
board
}
#[allow(dead_code)]
pub fn board_from_string(board_string: &str) -> BoardType {
let board = new_empty_board();
for (idx, c) in board_string.chars().enumerate() {
match c {
'a' => board[idx].replace(BoardState::Empty),
'b' | 'f' => board[idx].replace(BoardState::Cyan),
'd' | 'h' => board[idx].replace(BoardState::CyanWin),
'c' | 'g' => board[idx].replace(BoardState::Magenta),
'e' | 'i' => board[idx].replace(BoardState::MagentaWin),
_ => BoardState::Empty,
};
}
board
}
/// Returns the board as a String, and None if game has not ended, Empty if game
/// ended in a draw, or a player if that player has won
#[allow(dead_code)]
pub fn string_from_board(board: &BoardType, placed: usize) -> (String, Option<BoardState>) {
let mut board_string = String::with_capacity(56);
// check for winning pieces
let mut win_set: HashSet<usize> = HashSet::new();
let win_opt = check_win_draw(board);
if let Some((_board_state, win_type)) = win_opt {
match win_type {
WinType::Horizontal(pos) => {
for i in pos..(pos + 4) {
win_set.insert(i);
}
}
WinType::Vertical(pos) => {
for i in 0..4 {
win_set.insert(pos + i * COLS as usize);
}
}
WinType::DiagonalUp(pos) => {
for i in 0..4 {
win_set.insert(pos + i - i * COLS as usize);
}
}
WinType::DiagonalDown(pos) => {
for i in 0..4 {
win_set.insert(pos + i + i * COLS as usize);
}
}
WinType::None => (),
}
}
// set values to String
let mut is_full = true;
for (idx, board_state) in board.iter().enumerate().take((COLS * ROWS) as usize) {
board_string.push(match board_state.get() {
BoardState::Empty => {
is_full = false;
'a'
}
BoardState::Cyan | BoardState::CyanWin => {
if win_set.contains(&idx) {
if idx == placed {
'h'
} else {
'd'
}
} else if idx == placed {
'f'
} else {
'b'
}
}
BoardState::Magenta | BoardState::MagentaWin => {
if win_set.contains(&idx) {
if idx == placed {
'i'
} else {
'e'
}
} else if idx == placed {
'g'
} else {
'c'
}
}
});
}
if is_full && win_set.is_empty() {
(board_string, Some(BoardState::Empty))
} else if !win_set.is_empty() {
let winning_char: char =
board_string.chars().collect::<Vec<char>>()[*win_set.iter().next().unwrap()];
(
board_string.clone(),
if winning_char == 'd' || winning_char == 'h' {
Some(BoardState::CyanWin)
} else {
Some(BoardState::MagentaWin)
},
)
} else {
(board_string, None)
}
}
#[allow(dead_code)]
#[derive(Debug, Serialize, Deserialize)]
pub struct PairingRequestResponse {
pub r#type: String,
pub id: u32,
pub status: String,
pub color: Option<String>,
}
#[allow(dead_code)]
#[derive(Debug, Serialize, Deserialize)]
pub struct PairingStatusResponse {
pub r#type: String,
pub status: String,
pub color: Option<String>,
}
#[allow(dead_code)]
#[derive(Debug, Serialize, Deserialize)]
pub struct GameStateResponse {
pub r#type: String,
pub status: String,
pub board: Option<String>,
pub peer_emote: Option<String>,
pub updated_time: Option<String>,
}
#[allow(dead_code)]
#[derive(Debug, Serialize, Deserialize)]
pub struct PlaceTokenResponse {
pub r#type: String,
pub status: String,
pub board: String,
}
#[allow(dead_code)]
#[derive(Debug, Serialize, Deserialize)]
pub struct SendEmoteRequestResponse {
pub r#type: String,
pub status: String,
}
#[allow(dead_code)]
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum NetworkedGameState {
CyanTurn,
MagentaTurn,
CyanWon,
MagentaWon,
Draw,
Disconnected,
InternalError,
NotPaired,
UnknownID,
}
#[allow(dead_code)]
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum PlacedEnum {
Accepted,
Illegal,
NotYourTurn,
Other(NetworkedGameState),
}
#[allow(dead_code)]
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
pub enum EmoteEnum {
Smile,
Neutral,
Frown,
Think,
}
impl Display for EmoteEnum {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match *self {
EmoteEnum::Smile => f.write_str("smile"),
EmoteEnum::Neutral => f.write_str("neutral"),
EmoteEnum::Frown => f.write_str("frown"),
EmoteEnum::Think => f.write_str("think"),
}
}
}
impl TryFrom<&str> for EmoteEnum {
type Error = ();
fn try_from(value: &str) -> Result<Self, Self::Error> {
match value.to_lowercase().as_str() {
"smile" => Ok(Self::Smile),
"neutral" => Ok(Self::Neutral),
"frown" => Ok(Self::Frown),
"think" => Ok(Self::Think),
_ => Err(()),
}
}
}
impl From<EmoteEnum> for String {
fn from(e: EmoteEnum) -> Self {
match e {
EmoteEnum::Smile => "smile".into(),
EmoteEnum::Neutral => "neutral".into(),
EmoteEnum::Frown => "frown".into(),
EmoteEnum::Think => "think".into(),
}
}
}
impl EmoteEnum {
pub fn get_unicode(&self) -> char {
match *self {
EmoteEnum::Smile => '🙂',
EmoteEnum::Neutral => '😐',
EmoteEnum::Frown => '🙁',
EmoteEnum::Think => '🤔',
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_is_networked_multiplayer_enum() {
let state = GameState::MainMenu;
assert!(!state.is_networked_multiplayer());
let state = GameState::LocalMultiplayer;
assert!(!state.is_networked_multiplayer());
let state = GameState::NetworkedMultiplayer {
paired: false,
current_side: None,
current_turn: Turn::CyanPlayer,
phrase: None,
};
assert!(state.is_networked_multiplayer());
let state = GameState::NetworkedMultiplayer {
paired: true,
current_side: Some(Turn::CyanPlayer),
current_turn: Turn::MagentaPlayer,
phrase: None,
};
assert!(state.is_networked_multiplayer());
}
#[test]
fn test_board_string() {
let board = new_empty_board();
board[49].set(BoardState::Cyan);
board[51].set(BoardState::Cyan);
board[52].set(BoardState::Cyan);
board[53].set(BoardState::Cyan);
board[54].set(BoardState::Cyan);
board[55].set(BoardState::Magenta);
let (board_string, state_opt) = string_from_board(&board, 51);
let board_chars: Vec<char> = board_string.chars().collect();
assert_eq!(board_chars[49], 'b');
assert_eq!(board_chars[50], 'a');
assert_eq!(board_chars[51], 'h');
assert_eq!(board_chars[52], 'd');
assert_eq!(board_chars[53], 'd');
assert_eq!(board_chars[54], 'd');
assert_eq!(board_chars[55], 'c');
assert_eq!(state_opt, Some(BoardState::CyanWin));
board[49].set(BoardState::Magenta);
board[51].set(BoardState::Magenta);
board[52].set(BoardState::Magenta);
board[53].set(BoardState::Magenta);
board[54].set(BoardState::Magenta);
board[55].set(BoardState::Cyan);
let (board_string, state_opt) = string_from_board(&board, 51);
let board_chars: Vec<char> = board_string.chars().collect();
assert_eq!(board_chars[49], 'c');
assert_eq!(board_chars[50], 'a');
assert_eq!(board_chars[51], 'i');
assert_eq!(board_chars[52], 'e');
assert_eq!(board_chars[53], 'e');
assert_eq!(board_chars[54], 'e');
assert_eq!(board_chars[55], 'b');
assert_eq!(state_opt, Some(BoardState::MagentaWin));
}
}

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18
plans/release_plan.md Normal file
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@ -0,0 +1,18 @@
# Release Plan
The first Sprint will focus on developing the Minimum Viable Product (MVP).
Every Sprint afterwards will iterate on the MVP until it reaches enough
maturity, or in other words, has implemented all the main features.
After the main features have been implemented, every Sprint afterwards will
refine the product. See the `technical_release_plan.md` for technical details.
# Sprints
The first Sprint will focus on creating the prototype that will serve as the
Minimum Viable Product (MVP).
Every Sprint afterwards will choose and work on User Stories that are ideally
the highest priority (at the time) and of lowest estimated size (priority takes
precedence, but low sizes are ideal).

View file

@ -0,0 +1,51 @@
# Disclaimer
This Release Plan was created in April, a few weeks after the project weas
actually started. However, the intended plan for releases has not changed during
the creation of the project.
# Technical Release Plan
## First Stage: Web-app Minimum Viable Product front-end
The first release will be the Minimum Viable Product (MVP) of the front-end.
This front-end will display the game board and other pertinent info.
## Second Stage: Develop the front-end MVP
The front-end MVP will be incrementally and iteratively improved until the
following features are finished:
- Local Multiplayer (Two people playing the game on the same device)
- Single Player (One person playing against an AI of varying difficulties)
## Third Stage: Define the back-end protocol
In preparation for Networked Multiplayer for the project, the back-end must
have a protocol defined that both the front-end and back-end must use to
communicate properly.
## Fourth Stage: Define the back-end database
The back-end must store state and keep track of ongoing Networked Multiplayer
games. Thus, it is required to set up the database schema that the back-end will
use for this purpose.
## Fifth Stage: Develop the back-end software
The back-end will be created based on the back-end protocol and back-end
database schema. Note that the protocol and database schema may change as
necessary due to further discoveries and feedback regarding the development of
the back-end
## Sixth Stage: Connect the front-end to the back-end
The front-end will be improved upon to enable the Networked Multiplayer feature
by communicating with the back-end as described by the back-end protocol. This
stage will probably also encounter bugs that may arise in either the back-end or
front-end as this feature is being developed, so bug fixing will probably occur
as well.
## Seventh Stage: Refinement
At this point, all the main features of Four-Line Dropper are implemented.
What's left is bug-fixing and implementation of additional extra features.

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@ -0,0 +1,47 @@
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Sprint 3 Retrospective}
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Things to know at first:}
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The first two retrospectives are available in the product backlog values in separate columns. This retrospective is the first one to be split-off into its own document.}
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About Sprint 3 (with notes about previous Sprints)}
\par \pard\plain \s16\loch\sl276\slmult1\sb0\sa140\loch\ql\ltrpar{\loch
The first two Sprints had one task that was commented as \u8220\'93almost done\u8221\'94, but because of the definition of done, they were left as unfinished. The first was the \u8220\'93Game Logic Turn Implementation\u8221\'94 which may change due to adding the \u8220\'93Networked Multiplayer\u8221\'94 feature. So it was a dependency on a future task that kept this User Story from being marked completed. The second in the second Sprint was \u8220\'93AI Implementation\u8221\'94, because it could use more tweaking as improvement (which might never be considered done because of how much tweaking is possible). Long story short, Utility-based Game AI is simple and works well for this game where up to 7 possible moves can be made per turn, but can be tweaked in how it determines the utility for each move.}
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\par \pard\plain \s16\loch\sl276\slmult1\sb0\sa140\loch\ql\ltrpar{\loch
As for Sprint 3, issues in my personal life prevented me from finishing the tasks, and it turns out setting up the backend was more difficult than setting up the game AI. However, most of the \u8220\'93backbone\u8221\'94 of Networked Multiplayer stuff was done (such as defining the database schema at the backend using sqlite, and the protocol for requests to the backend via http requests). So what\u8217\'92s left is mostly busywork, and not much extra planning should be needed.}
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The Next Sprint}
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The goal for this week (Sprint 4 starting March 28}{\loch\super\loch
th}{\loch
), is to finish the unfinished tasks from Sprint 3. As long as I allocate time for this, I predict most of the tasks should be finished. On a good week, perhaps all of the planned items for the Sprint will be finished.}
\par }

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{\*\ftnsep\chftnsep}\pgndec\pard\plain \s29\rtlch\af8\afs56\alang1081\ab \ltrch\lang1033\langfe2052\hich\af4\loch\qc\widctlpar\hyphpar0\sb240\sa120\keepn\ltrpar\cf0\f4\fs56\lang1033\b\kerning1\dbch\af7\langfe2052\loch\sb240\sa120\ltrpar{\loch
Sprint 4 Retrospective}
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The Work Done}
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The skeleton code of the backend from the previous week has now been fully fleshed out into a working (possibly buggy) system. Bugs may be discovered when this backend is connected with the frontend of \u8220\'93Four Line Dropper\u8221\'94. Through some (manual) testing, the backend does handle requests made in JSON, and always responds with JSON regarding errors or expected data.}
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Unfinished Tasks}
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Again, the tasks that are unfinished actually have a dependency on future tasks. Since these dependent tasks are recurring, it probably is a \u8220\'93code smell\u8221\'94 of User Stories and tasks that have not been sufficiently decomposed enough to avoid this problem. I may rework/split up some User Stories before starting on the next Sprint.}
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Anyways, the current Sprint is basically \u8220\'93done\u8221\'94, but dependencies on future tasks prevent it from being \u8220\'93officially done\u8221\'94 with all tasks.}
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What\u8217\'92s Next}
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As mentioned earlier, I may have to rework the User Stories and Tasks to follow the \u8220\'93INVEST\u8221\'94 acronym better. Then I will attempt to connect the frontend to the backend as the goal of the next Sprint.}
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Post Retrospective Notes}
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I\u8217\'92ve decided to keep the User Stories as-is, since the User Stories / Tasks that depend on others should be completed by the end of Sprint 5, except \u8220\'93AI Implementation\u8221\'94 (AI can still be tweaked indefinitely, so it may just be marked done at the end of the project). As long as I have time to finish the required tasks, Everything post Sprint 5 should be \u8220\'93extra\u8221\'94 as the main expected functionality should be finished (unless some bugs are discovered).}
\par }

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Sprint 5 Retrospective}
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What was done this Sprint}
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The connection between the back-end and the front-end was set up (with some bug-fixes along the way). This part wasn\u8217\'92t difficult because of the previously planned out back-end protocol made it easier to integrate the connection to the back-end in the front-end. There was an issue at first connecting to the back-end, but it was discovered that it was a browser \u8220\'93feature\u8221\'94 involving \u8220\'93CORS\u8221\'94 (I think) where basically the back-end and the front-end needed to be hosted by the same server (and port), otherwise the front-end would fail to connect to the back-end. This required setting up a testing environment that set this up properly, which also would reflect how the deployed set-up would work (front-end at \u8220\'93}{{\field{\*\fldinst HYPERLINK "https://asdm.seodisparate.com/game" }{\fldrslt {\loch\rtlch\alang255 \ltrch\lang255\langfe255\loch\cf9\lang255\ul\ulc0\dbch\langfe255\loch
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\u8221\'94 and back-end at \u8220\'93}{{\field{\*\fldinst HYPERLINK "https://asdm.seodisparate.com/api" }{\fldrslt {\loch\rtlch\alang255 \ltrch\lang255\langfe255\loch\cf9\lang255\ul\ulc0\dbch\langfe255\loch
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\u8221\'94).}
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What\u8217\'92s Left}
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Now that all the main features of the game have been implemented, what\u8217\'92s left is refinement and possible implementation of \u8220\'93nice-to-have\u8221\'94 features.}
\par }

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Sprint 6 Retrospective}
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What was completed}
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By the end of Sprint 6, almost all User Stories have been marked as done, except for one \u8220\'93Exciter\u8221\'94 User Story (\u8220\'93Board Column Emotes\u8221\'94).}
\par \pard\plain \s16\loch\sl276\slmult1\sb0\sa140\loch\ql\ltrpar{\loch
This Sprint marked the following User Stories as DONE: \u8220\'93End Game Options\u8221\'94, \u8220\'93AI Implementation\u8221\'94 (fine tuning AI), \u8220\'93In-game Emotes\u8221\'94, and \u8220\'93Multiplayer Phrase Pairing\u8221\'94.}
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Thoughts}
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It took some work adding the additional functionality for \u8220\'93In-game Emotes\u8221\'94 and \u8220\'93Multiplayer Phrase Pairing\u8221\'94 such that both protocol and database specifications had to be updated (and their usage in the back-end/front-end). In the end, it was nice to get nearly all of the User Stories marked as done. Setting up a MVP (Minimum Viable Product) and building upon it proved to be a good strategy for building up this project. The Scrum process facilitated the organization and set-up for the programming work, and has proven its usefulness.}
\par \pard\plain \s16\loch\sl276\slmult1\sb0\sa140\loch\ql\sb0\sa140\ltrpar{\loch
As this final Sprint focused more on \u8220\'93refinement\u8221\'94, the Sprint resulted in a few new (add-on) features and some refactoring/fixes.}
\par }

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@ -0,0 +1,52 @@
# Backend Database Specification
The backend will use sqlite to store all state for storing players (and their
IDs, and paired state), and games in progress.
## Table definitions
```
// enable foreign_keys restrictions
PRAGMA foreign_keys = ON;
// fields should be self explanatory for the players table
// "phrase" is used to connect players with identical "phrase" text to make it
// easier to connect with the player one wants to play with
CREATE TABLE players (id INTEGER PRIMARY KEY NOT NULL,
date_added TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
game_id INTEGER,
phrase TEXT,
FOREIGN KEY(game_id) REFERENCES games(id) ON DELETE CASCADE);
// "cyan_player" and "magenta_player" should correspond to an existing entry in
// table "players".
// "board" is as explained in backend_protocol_specification.md
// "status" is "0" for cyan's turn, "1" for magenta's turn, "2" for cyan won,
// "3" for magenta won, "4" for draw.
CREATE TABLE games (id INTEGER PRIMARY KEY NOT NULL,
cyan_player INTEGER UNIQUE,
magenta_player INTEGER UNIQUE,
date_added TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
board TEXT NOT NULL,
status INTEGER NOT NULL,
turn_time_start TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
FOREIGN KEY(cyan_player) REFERENCES players (id) ON DELETE SET NULL,
FOREIGN KEY(magenta_player) REFERENCES players (id) ON DELETE SET NULL);
// "type" is one of the four possible emotes
CREATE TABLE emotes (id INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL,
type TEXT NOT NULL,
date_added TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
receiver_id INTEGER NOT NULL,
FOREIGN KEY(receiver_id) REFERENCES players (id) ON DELETE CASCADE);
```
"date" entries are used for garbage collection of the database. A predefined
length of time will be used to cleanup stale entries. Whenever an entry in the
"games" table is updated, the "date" entry will be updated as well.

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@ -0,0 +1,185 @@
# Backend Protocol
The backend will be available at https://asdm.seodisparate.com/api .
The frontend will send http POST requests to the URL with JSON as the body
of the request, and the backend will respond with JSON.
## Requests
1. Request ID and Pairing
```
{
"type": "pairing_request",
}
```
An optional "phrase" parameter can be sent to match against other players with
the same "phrase".
```
{
"type": "pairing_request",
"phrase": "user_defined_phrase",
}
```
2. Check pairing status
```
{
"type": "check_pairing",
"id": "id given by backend",
}
```
3. Request Turn action
```
{
"id": "id given by backend",
"type": "place_token",
"position": 7,
}
```
4. Disconnect
```
{
"id": "id given by backend",
"type": "disconnect",
}
```
5. Request Game State:
```
{
"id": "id given by backend",
"type": "game_state",
}
```
6. Chat Emote Send:
```
{
"id": "id given by backend",
"type": "send_emote",
"emote": "smile", // or "frown", or "neutral", or "think"
}
```
## Responses
1. Request ID Response
```
{
"type": "pairing_response",
"id": "id set by backend",
"status": "waiting",
}
```
```
{
"type": "pairing_response",
"id": "id set by backend",
"status": "paired",
"color": "cyan", // or "magenta"
}
```
If there are too many players such that a new game cannot be feasibly started,
then the back-end will respond with "too\_many\_players".
```
{
"type": "pairing_response",
"status": "too_many_players"
}
```
2. Check pairing status
```
{
"type": "pairing_status",
"status": "waiting", // or "unknown_id"
}
```
```
{
"type": "pairing_status",
"status": "paired",
"color": "magenta", // or "cyan"
}
```
3. Request Turn action Response
```
{
"type": "place_token",
"status": "not_paired_yet", // or "accepted", "illegal",
// "not_your_turn", "game_ended_draw",
// "game_ended_cyan_won",
// "game_ended_magenta_won", "unknown_id"
"board": "abcdefg..." // see protocol 5 response for details
}
```
4. Disconnect Response
```
{
"type": "disconnect",
"status": "ok", // or "unknown_id"
}
```
5. Request Game State Response
```
{
"type": "game_state",
"status": "not_paired", // or "unknown_id", "cyan_turn", "magenta_turn",
// "cyan_won", "magenta_won", "draw",
// "opponent_disconnected", "internal_error"
// "board" may not be in the response if "unknown_id" is the status
"board": "abcdefg...",// 56-char long string with mapping:
// a - empty
// b - cyan
// c - magenta
// d - cyan winning piece
// e - magenta winning piece
// f - cyan placed
// g - magenta placed
// h - cyan winning and placed piece
// i - magenta winning and placed piece
// optional "peer_emote" entry is message from opponent
"peer_emote": "smile",// or "frown", or "neutral", or "think"
// should always be available when "board" is available
"updated_time": "2022-04-30 12:00:00"
}
```
6. Send Emote Request Response
```
{
"type": "send_emote",
"status": "ok", // or "invalid_emote", "peer_disconnected",
// "internal_error"
}
```
Note that the backend will stop keeping track of the game once both players have
successfully requested the Game State once after the game has ended. Thus,
future requests may return "unknown\_id" as the "status".
Note that if a player has disconnected, the other player will receive a "status"
of "opponent\_disconnected". Future requests will return "unknown\_id".

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@ -1,20 +1,20 @@
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<table:table-cell table:style-name="ce45" table:formula="of:=SUM([.$H3:.$H100])" office:value-type="float" office:value="182" calcext:value-type="float">
<text:p>182</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce45" table:formula="of:=SUM([.$I3:.$I100])" office:value-type="float" office:value="148" calcext:value-type="float">
<text:p>148</text:p>
<table:table-cell table:style-name="ce45" table:formula="of:=SUM([.$I3:.$I100])" office:value-type="float" office:value="151" calcext:value-type="float">
<text:p>151</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce45" table:formula="of:=SUM([.$H2:.$I2])" office:value-type="float" office:value="322" calcext:value-type="float">
<text:p>322</text:p>
<table:table-cell table:style-name="ce45" table:formula="of:=SUM([.$H2:.$I2])" office:value-type="float" office:value="333" calcext:value-type="float">
<text:p>333</text:p>
</table:table-cell>
<table:table-cell table:number-columns-repeated="2" table:style-name="ce51" office:value-type="percentage" office:value="1" calcext:value-type="percentage">
<text:p>100.00%</text:p>
@ -490,14 +490,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H3:.$I3])" office:value-type="float" office:value="16" calcext:value-type="float">
<text:p>16</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J3]/[.$J$2]" office:value-type="percentage" office:value="0.0496894409937888" calcext:value-type="percentage">
<text:p>4.97%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J3]/[.$J$2]" office:value-type="percentage" office:value="0.0480480480480481" calcext:value-type="percentage">
<text:p>4.80%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G3]/[.$G$2]" office:value-type="percentage" office:value="0.0107758620689655" calcext:value-type="percentage">
<text:p>1.08%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G3]/[.$G$2]" office:value-type="percentage" office:value="0.0118343195266272" calcext:value-type="percentage">
<text:p>1.18%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K3]/[.$L3]" office:value-type="float" office:value="4.6111801242236" calcext:value-type="float">
<text:p>4.6111801242236</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K3]/[.$L3]" office:value-type="float" office:value="4.06006006006006" calcext:value-type="float">
<text:p>4.06006006006006</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -527,14 +527,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H4:.$I4])" office:value-type="float" office:value="16" calcext:value-type="float">
<text:p>16</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J4]/[.$J$2]" office:value-type="percentage" office:value="0.0496894409937888" calcext:value-type="percentage">
<text:p>4.97%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J4]/[.$J$2]" office:value-type="percentage" office:value="0.0480480480480481" calcext:value-type="percentage">
<text:p>4.80%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G4]/[.$G$2]" office:value-type="percentage" office:value="0.0431034482758621" calcext:value-type="percentage">
<text:p>4.31%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G4]/[.$G$2]" office:value-type="percentage" office:value="0.0473372781065089" calcext:value-type="percentage">
<text:p>4.73%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K4]/[.$L4]" office:value-type="float" office:value="1.1527950310559" calcext:value-type="float">
<text:p>1.1527950310559</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K4]/[.$L4]" office:value-type="float" office:value="1.01501501501502" calcext:value-type="float">
<text:p>1.01501501501502</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -567,14 +567,14 @@
<table:table-cell table:style-name="ce47" table:formula="of:=SUM([.$H5:.$I5])" office:value-type="float" office:value="8" calcext:value-type="float">
<text:p>8</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J5]/[.$J$2]" office:value-type="percentage" office:value="0.0248447204968944" calcext:value-type="percentage">
<text:p>2.48%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J5]/[.$J$2]" office:value-type="percentage" office:value="0.024024024024024" calcext:value-type="percentage">
<text:p>2.40%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G5]/[.$G$2]" office:value-type="percentage" office:value="0.0398706896551724" calcext:value-type="percentage">
<text:p>3.99%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G5]/[.$G$2]" office:value-type="percentage" office:value="0.0437869822485207" calcext:value-type="percentage">
<text:p>4.38%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K5]/[.$L5]" office:value-type="float" office:value="0.623132449219406" calcext:value-type="float">
<text:p>0.623132449219406</text:p>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K5]/[.$L5]" office:value-type="float" office:value="0.548656764872981" calcext:value-type="float">
<text:p>0.548656764872981</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:number-columns-repeated="1011"/>
</table:table-row>
@ -607,14 +607,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H6:.$I6])" office:value-type="float" office:value="16" calcext:value-type="float">
<text:p>16</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J6]/[.$J$2]" office:value-type="percentage" office:value="0.0496894409937888" calcext:value-type="percentage">
<text:p>4.97%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J6]/[.$J$2]" office:value-type="percentage" office:value="0.0480480480480481" calcext:value-type="percentage">
<text:p>4.80%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G6]/[.$G$2]" office:value-type="percentage" office:value="0.0140086206896552" calcext:value-type="percentage">
<text:p>1.40%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G6]/[.$G$2]" office:value-type="percentage" office:value="0.0153846153846154" calcext:value-type="percentage">
<text:p>1.54%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K6]/[.$L6]" office:value-type="float" office:value="3.54706163401816" calcext:value-type="float">
<text:p>3.54706163401816</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K6]/[.$L6]" office:value-type="float" office:value="3.12312312312312" calcext:value-type="float">
<text:p>3.12312312312312</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -644,14 +644,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H7:.$I7])" office:value-type="float" office:value="16" calcext:value-type="float">
<text:p>16</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J7]/[.$J$2]" office:value-type="percentage" office:value="0.0496894409937888" calcext:value-type="percentage">
<text:p>4.97%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J7]/[.$J$2]" office:value-type="percentage" office:value="0.0480480480480481" calcext:value-type="percentage">
<text:p>4.80%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G7]/[.$G$2]" office:value-type="percentage" office:value="0.0193965517241379" calcext:value-type="percentage">
<text:p>1.94%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G7]/[.$G$2]" office:value-type="percentage" office:value="0.021301775147929" calcext:value-type="percentage">
<text:p>2.13%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K7]/[.$L7]" office:value-type="float" office:value="2.56176673567978" calcext:value-type="float">
<text:p>2.56176673567978</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K7]/[.$L7]" office:value-type="float" office:value="2.25558892225559" calcext:value-type="float">
<text:p>2.25558892225559</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -686,14 +686,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H8:.$I8])" office:value-type="float" office:value="17" calcext:value-type="float">
<text:p>17</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J8]/[.$J$2]" office:value-type="percentage" office:value="0.0527950310559006" calcext:value-type="percentage">
<text:p>5.28%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J8]/[.$J$2]" office:value-type="percentage" office:value="0.0510510510510511" calcext:value-type="percentage">
<text:p>5.11%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G8]/[.$G$2]" office:value-type="percentage" office:value="0.0269396551724138" calcext:value-type="percentage">
<text:p>2.69%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G8]/[.$G$2]" office:value-type="percentage" office:value="0.029585798816568" calcext:value-type="percentage">
<text:p>2.96%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K8]/[.$L8]" office:value-type="float" office:value="1.95975155279503" calcext:value-type="float">
<text:p>1.95975155279503</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K8]/[.$L8]" office:value-type="float" office:value="1.72552552552553" calcext:value-type="float">
<text:p>1.72552552552553</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -725,14 +725,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H9:.$I9])" office:value-type="float" office:value="18" calcext:value-type="float">
<text:p>18</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J9]/[.$J$2]" office:value-type="percentage" office:value="0.0559006211180124" calcext:value-type="percentage">
<text:p>5.59%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J9]/[.$J$2]" office:value-type="percentage" office:value="0.0540540540540541" calcext:value-type="percentage">
<text:p>5.41%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G9]/[.$G$2]" office:value-type="percentage" office:value="0.0247844827586207" calcext:value-type="percentage">
<text:p>2.48%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G9]/[.$G$2]" office:value-type="percentage" office:value="0.0272189349112426" calcext:value-type="percentage">
<text:p>2.72%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K9]/[.$L9]" office:value-type="float" office:value="2.25546853902241" calcext:value-type="float">
<text:p>2.25546853902241</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K9]/[.$L9]" office:value-type="float" office:value="1.98589894242068" calcext:value-type="float">
<text:p>1.98589894242068</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -762,14 +762,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H10:.$I10])" office:value-type="float" office:value="16" calcext:value-type="float">
<text:p>16</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J10]/[.$J$2]" office:value-type="percentage" office:value="0.0496894409937888" calcext:value-type="percentage">
<text:p>4.97%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J10]/[.$J$2]" office:value-type="percentage" office:value="0.0480480480480481" calcext:value-type="percentage">
<text:p>4.80%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G10]/[.$G$2]" office:value-type="percentage" office:value="0.021551724137931" calcext:value-type="percentage">
<text:p>2.16%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G10]/[.$G$2]" office:value-type="percentage" office:value="0.0236686390532544" calcext:value-type="percentage">
<text:p>2.37%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K10]/[.$L10]" office:value-type="float" office:value="2.3055900621118" calcext:value-type="float">
<text:p>2.3055900621118</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K10]/[.$L10]" office:value-type="float" office:value="2.03003003003003" calcext:value-type="float">
<text:p>2.03003003003003</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -802,14 +802,14 @@
<table:table-cell table:style-name="ce47" table:formula="of:=SUM([.$H11:.$I11])" office:value-type="float" office:value="9" calcext:value-type="float">
<text:p>9</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J11]/[.$J$2]" office:value-type="percentage" office:value="0.0279503105590062" calcext:value-type="percentage">
<text:p>2.80%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J11]/[.$J$2]" office:value-type="percentage" office:value="0.027027027027027" calcext:value-type="percentage">
<text:p>2.70%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G11]/[.$G$2]" office:value-type="percentage" office:value="0.0140086206896552" calcext:value-type="percentage">
<text:p>1.40%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G11]/[.$G$2]" office:value-type="percentage" office:value="0.0153846153846154" calcext:value-type="percentage">
<text:p>1.54%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K11]/[.$L11]" office:value-type="float" office:value="1.99522216913521" calcext:value-type="float">
<text:p>1.99522216913521</text:p>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K11]/[.$L11]" office:value-type="float" office:value="1.75675675675676" calcext:value-type="float">
<text:p>1.75675675675676</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:number-columns-repeated="1011"/>
</table:table-row>
@ -842,14 +842,14 @@
<table:table-cell table:style-name="ce48" table:formula="of:=SUM([.$H12:.$I12])" office:value-type="float" office:value="17" calcext:value-type="float">
<text:p>17</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$J12]/[.$J$2]" office:value-type="percentage" office:value="0.0527950310559006" calcext:value-type="percentage">
<text:p>5.28%</text:p>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$J12]/[.$J$2]" office:value-type="percentage" office:value="0.0510510510510511" calcext:value-type="percentage">
<text:p>5.11%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$G12]/[.$G$2]" office:value-type="percentage" office:value="0.0258620689655172" calcext:value-type="percentage">
<text:p>2.59%</text:p>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$G12]/[.$G$2]" office:value-type="percentage" office:value="0.0284023668639053" calcext:value-type="percentage">
<text:p>2.84%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce48" table:formula="of:=[.$K12]/[.$L12]" office:value-type="float" office:value="2.04140786749482" calcext:value-type="float">
<text:p>2.04140786749482</text:p>
<table:table-cell table:style-name="ce48" table:formula="of:=[.$K12]/[.$L12]" office:value-type="float" office:value="1.79742242242242" calcext:value-type="float">
<text:p>1.79742242242242</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce48" table:number-columns-repeated="1011"/>
</table:table-row>
@ -872,8 +872,8 @@
<table:table-cell table:style-name="ce47" office:value-type="string" calcext:value-type="string">
<text:p>Exciter</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" office:value-type="float" office:value="100" calcext:value-type="float">
<text:p>100</text:p>
<table:table-cell table:style-name="ce47" office:value-type="float" office:value="70" calcext:value-type="float">
<text:p>70</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" office:value-type="float" office:value="7" calcext:value-type="float">
<text:p>7</text:p>
@ -884,14 +884,14 @@
<table:table-cell table:style-name="ce47" table:formula="of:=SUM([.$H13:.$I13])" office:value-type="float" office:value="11" calcext:value-type="float">
<text:p>11</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J13]/[.$J$2]" office:value-type="percentage" office:value="0.0341614906832298" calcext:value-type="percentage">
<text:p>3.42%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J13]/[.$J$2]" office:value-type="percentage" office:value="0.033033033033033" calcext:value-type="percentage">
<text:p>3.30%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G13]/[.$G$2]" office:value-type="percentage" office:value="0.107758620689655" calcext:value-type="percentage">
<text:p>10.78%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G13]/[.$G$2]" office:value-type="percentage" office:value="0.0828402366863905" calcext:value-type="percentage">
<text:p>8.28%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K13]/[.$L13]" office:value-type="float" office:value="0.317018633540373" calcext:value-type="float">
<text:p>0.317018633540373</text:p>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K13]/[.$L13]" office:value-type="float" office:value="0.398755898755899" calcext:value-type="float">
<text:p>0.398755898755899</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:number-columns-repeated="1011"/>
</table:table-row>
@ -921,14 +921,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H14:.$I14])" office:value-type="float" office:value="16" calcext:value-type="float">
<text:p>16</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J14]/[.$J$2]" office:value-type="percentage" office:value="0.0496894409937888" calcext:value-type="percentage">
<text:p>4.97%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J14]/[.$J$2]" office:value-type="percentage" office:value="0.0480480480480481" calcext:value-type="percentage">
<text:p>4.80%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G14]/[.$G$2]" office:value-type="percentage" office:value="0.0323275862068966" calcext:value-type="percentage">
<text:p>3.23%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G14]/[.$G$2]" office:value-type="percentage" office:value="0.0355029585798817" calcext:value-type="percentage">
<text:p>3.55%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K14]/[.$L14]" office:value-type="float" office:value="1.53706004140787" calcext:value-type="float">
<text:p>1.53706004140787</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K14]/[.$L14]" office:value-type="float" office:value="1.35335335335335" calcext:value-type="float">
<text:p>1.35335335335335</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -958,14 +958,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H15:.$I15])" office:value-type="float" office:value="16" calcext:value-type="float">
<text:p>16</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J15]/[.$J$2]" office:value-type="percentage" office:value="0.0496894409937888" calcext:value-type="percentage">
<text:p>4.97%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J15]/[.$J$2]" office:value-type="percentage" office:value="0.0480480480480481" calcext:value-type="percentage">
<text:p>4.80%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G15]/[.$G$2]" office:value-type="percentage" office:value="0.0700431034482759" calcext:value-type="percentage">
<text:p>7.00%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G15]/[.$G$2]" office:value-type="percentage" office:value="0.0769230769230769" calcext:value-type="percentage">
<text:p>7.69%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K15]/[.$L15]" office:value-type="float" office:value="0.709412326803631" calcext:value-type="float">
<text:p>0.709412326803631</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K15]/[.$L15]" office:value-type="float" office:value="0.624624624624625" calcext:value-type="float">
<text:p>0.624624624624625</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -1000,14 +1000,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H16:.$I16])" office:value-type="float" office:value="15" calcext:value-type="float">
<text:p>15</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J16]/[.$J$2]" office:value-type="percentage" office:value="0.046583850931677" calcext:value-type="percentage">
<text:p>4.66%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J16]/[.$J$2]" office:value-type="percentage" office:value="0.045045045045045" calcext:value-type="percentage">
<text:p>4.50%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G16]/[.$G$2]" office:value-type="percentage" office:value="0.0754310344827586" calcext:value-type="percentage">
<text:p>7.54%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G16]/[.$G$2]" office:value-type="percentage" office:value="0.0828402366863905" calcext:value-type="percentage">
<text:p>8.28%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K16]/[.$L16]" office:value-type="float" office:value="0.61756876663709" calcext:value-type="float">
<text:p>0.61756876663709</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K16]/[.$L16]" office:value-type="float" office:value="0.543758043758044" calcext:value-type="float">
<text:p>0.543758043758044</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -1040,14 +1040,14 @@
<table:table-cell table:style-name="ce47" table:formula="of:=SUM([.$H17:.$I17])" office:value-type="float" office:value="13" calcext:value-type="float">
<text:p>13</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J17]/[.$J$2]" office:value-type="percentage" office:value="0.0403726708074534" calcext:value-type="percentage">
<text:p>4.04%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J17]/[.$J$2]" office:value-type="percentage" office:value="0.039039039039039" calcext:value-type="percentage">
<text:p>3.90%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G17]/[.$G$2]" office:value-type="percentage" office:value="0.0829741379310345" calcext:value-type="percentage">
<text:p>8.30%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G17]/[.$G$2]" office:value-type="percentage" office:value="0.0911242603550296" calcext:value-type="percentage">
<text:p>9.11%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K17]/[.$L17]" office:value-type="float" office:value="0.486569331289828" calcext:value-type="float">
<text:p>0.486569331289828</text:p>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K17]/[.$L17]" office:value-type="float" office:value="0.428415428415428" calcext:value-type="float">
<text:p>0.428415428415428</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:number-columns-repeated="1011"/>
</table:table-row>
@ -1068,8 +1068,8 @@
<table:table-cell table:style-name="ce46" office:value-type="string" calcext:value-type="string">
<text:p>Mandatory</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" office:value-type="float" office:value="45" calcext:value-type="float">
<text:p>45</text:p>
<table:table-cell table:style-name="ce46" office:value-type="float" office:value="25" calcext:value-type="float">
<text:p>25</text:p>
</table:table-cell>
<table:table-cell table:number-columns-repeated="2" table:style-name="ce46" office:value-type="float" office:value="9" calcext:value-type="float">
<text:p>9</text:p>
@ -1077,14 +1077,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H18:.$I18])" office:value-type="float" office:value="18" calcext:value-type="float">
<text:p>18</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J18]/[.$J$2]" office:value-type="percentage" office:value="0.0559006211180124" calcext:value-type="percentage">
<text:p>5.59%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J18]/[.$J$2]" office:value-type="percentage" office:value="0.0540540540540541" calcext:value-type="percentage">
<text:p>5.41%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G18]/[.$G$2]" office:value-type="percentage" office:value="0.0484913793103448" calcext:value-type="percentage">
<text:p>4.85%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G18]/[.$G$2]" office:value-type="percentage" office:value="0.029585798816568" calcext:value-type="percentage">
<text:p>2.96%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K18]/[.$L18]" office:value-type="float" office:value="1.1527950310559" calcext:value-type="float">
<text:p>1.1527950310559</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K18]/[.$L18]" office:value-type="float" office:value="1.82702702702703" calcext:value-type="float">
<text:p>1.82702702702703</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -1105,8 +1105,8 @@
<table:table-cell table:style-name="ce46" office:value-type="string" calcext:value-type="string">
<text:p>Mandatory</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" office:value-type="float" office:value="50" calcext:value-type="float">
<text:p>50</text:p>
<table:table-cell table:style-name="ce46" office:value-type="float" office:value="20" calcext:value-type="float">
<text:p>20</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" office:value-type="float" office:value="9" calcext:value-type="float">
<text:p>9</text:p>
@ -1117,14 +1117,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H19:.$I19])" office:value-type="float" office:value="17" calcext:value-type="float">
<text:p>17</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J19]/[.$J$2]" office:value-type="percentage" office:value="0.0527950310559006" calcext:value-type="percentage">
<text:p>5.28%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J19]/[.$J$2]" office:value-type="percentage" office:value="0.0510510510510511" calcext:value-type="percentage">
<text:p>5.11%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G19]/[.$G$2]" office:value-type="percentage" office:value="0.0538793103448276" calcext:value-type="percentage">
<text:p>5.39%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G19]/[.$G$2]" office:value-type="percentage" office:value="0.0236686390532544" calcext:value-type="percentage">
<text:p>2.37%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K19]/[.$L19]" office:value-type="float" office:value="0.979875776397516" calcext:value-type="float">
<text:p>0.979875776397516</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K19]/[.$L19]" office:value-type="float" office:value="2.15690690690691" calcext:value-type="float">
<text:p>2.15690690690691</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -1145,8 +1145,8 @@
<table:table-cell table:style-name="ce46" office:value-type="string" calcext:value-type="string">
<text:p>Mandatory</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" office:value-type="float" office:value="68" calcext:value-type="float">
<text:p>68</text:p>
<table:table-cell table:style-name="ce46" office:value-type="float" office:value="20" calcext:value-type="float">
<text:p>20</text:p>
</table:table-cell>
<table:table-cell table:number-columns-repeated="2" table:style-name="ce46" office:value-type="float" office:value="8" calcext:value-type="float">
<text:p>8</text:p>
@ -1154,14 +1154,14 @@
<table:table-cell table:style-name="ce46" table:formula="of:=SUM([.$H20:.$I20])" office:value-type="float" office:value="16" calcext:value-type="float">
<text:p>16</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J20]/[.$J$2]" office:value-type="percentage" office:value="0.0496894409937888" calcext:value-type="percentage">
<text:p>4.97%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$J20]/[.$J$2]" office:value-type="percentage" office:value="0.0480480480480481" calcext:value-type="percentage">
<text:p>4.80%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G20]/[.$G$2]" office:value-type="percentage" office:value="0.0732758620689655" calcext:value-type="percentage">
<text:p>7.33%</text:p>
<table:table-cell table:style-name="ce52" table:formula="of:=[.$G20]/[.$G$2]" office:value-type="percentage" office:value="0.0236686390532544" calcext:value-type="percentage">
<text:p>2.37%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K20]/[.$L20]" office:value-type="float" office:value="0.67811472415053" calcext:value-type="float">
<text:p>0.67811472415053</text:p>
<table:table-cell table:style-name="ce46" table:formula="of:=[.$K20]/[.$L20]" office:value-type="float" office:value="2.03003003003003" calcext:value-type="float">
<text:p>2.03003003003003</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce46" table:number-columns-repeated="1011"/>
</table:table-row>
@ -1191,14 +1191,14 @@
<table:table-cell table:style-name="ce48" table:formula="of:=SUM([.$H21:.$I21])" office:value-type="float" office:value="18" calcext:value-type="float">
<text:p>18</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$J21]/[.$J$2]" office:value-type="percentage" office:value="0.0559006211180124" calcext:value-type="percentage">
<text:p>5.59%</text:p>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$J21]/[.$J$2]" office:value-type="percentage" office:value="0.0540540540540541" calcext:value-type="percentage">
<text:p>5.41%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$G21]/[.$G$2]" office:value-type="percentage" office:value="0.0571120689655172" calcext:value-type="percentage">
<text:p>5.71%</text:p>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$G21]/[.$G$2]" office:value-type="percentage" office:value="0.0627218934911243" calcext:value-type="percentage">
<text:p>6.27%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce48" table:formula="of:=[.$K21]/[.$L21]" office:value-type="float" office:value="0.978788233915387" calcext:value-type="float">
<text:p>0.978788233915387</text:p>
<table:table-cell table:style-name="ce48" table:formula="of:=[.$K21]/[.$L21]" office:value-type="float" office:value="0.861805201427843" calcext:value-type="float">
<text:p>0.861805201427843</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce48" table:number-columns-repeated="1011"/>
</table:table-row>
@ -1231,14 +1231,14 @@
<table:table-cell table:style-name="ce48" table:formula="of:=SUM([.$H22:.$I22])" office:value-type="float" office:value="15" calcext:value-type="float">
<text:p>15</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$J22]/[.$J$2]" office:value-type="percentage" office:value="0.046583850931677" calcext:value-type="percentage">
<text:p>4.66%</text:p>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$J22]/[.$J$2]" office:value-type="percentage" office:value="0.045045045045045" calcext:value-type="percentage">
<text:p>4.50%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$G22]/[.$G$2]" office:value-type="percentage" office:value="0.0517241379310345" calcext:value-type="percentage">
<text:p>5.17%</text:p>
<table:table-cell table:style-name="ce54" table:formula="of:=[.$G22]/[.$G$2]" office:value-type="percentage" office:value="0.0568047337278107" calcext:value-type="percentage">
<text:p>5.68%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce48" table:formula="of:=[.$K22]/[.$L22]" office:value-type="float" office:value="0.900621118012422" calcext:value-type="float">
<text:p>0.900621118012422</text:p>
<table:table-cell table:style-name="ce48" table:formula="of:=[.$K22]/[.$L22]" office:value-type="float" office:value="0.792980480480481" calcext:value-type="float">
<text:p>0.792980480480481</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce48" table:number-columns-repeated="1011"/>
</table:table-row>
@ -1271,14 +1271,14 @@
<table:table-cell table:style-name="ce47" table:formula="of:=SUM([.$H23:.$I23])" office:value-type="float" office:value="9" calcext:value-type="float">
<text:p>9</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J23]/[.$J$2]" office:value-type="percentage" office:value="0.0279503105590062" calcext:value-type="percentage">
<text:p>2.80%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J23]/[.$J$2]" office:value-type="percentage" office:value="0.027027027027027" calcext:value-type="percentage">
<text:p>2.70%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G23]/[.$G$2]" office:value-type="percentage" office:value="0.0506465517241379" calcext:value-type="percentage">
<text:p>5.06%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G23]/[.$G$2]" office:value-type="percentage" office:value="0.0556213017751479" calcext:value-type="percentage">
<text:p>5.56%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K23]/[.$L23]" office:value-type="float" office:value="0.551869961675697" calcext:value-type="float">
<text:p>0.551869961675697</text:p>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K23]/[.$L23]" office:value-type="float" office:value="0.485911443358252" calcext:value-type="float">
<text:p>0.485911443358252</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:number-columns-repeated="1011"/>
</table:table-row>
@ -1311,14 +1311,14 @@
<table:table-cell table:style-name="ce47" table:formula="of:=SUM([.$H24:.$I24])" office:value-type="float" office:value="9" calcext:value-type="float">
<text:p>9</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J24]/[.$J$2]" office:value-type="percentage" office:value="0.0279503105590062" calcext:value-type="percentage">
<text:p>2.80%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J24]/[.$J$2]" office:value-type="percentage" office:value="0.027027027027027" calcext:value-type="percentage">
<text:p>2.70%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G24]/[.$G$2]" office:value-type="percentage" office:value="0.0560344827586207" calcext:value-type="percentage">
<text:p>5.60%</text:p>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G24]/[.$G$2]" office:value-type="percentage" office:value="0.0615384615384615" calcext:value-type="percentage">
<text:p>6.15%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K24]/[.$L24]" office:value-type="float" office:value="0.498805542283803" calcext:value-type="float">
<text:p>0.498805542283803</text:p>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K24]/[.$L24]" office:value-type="float" office:value="0.439189189189189" calcext:value-type="float">
<text:p>0.439189189189189</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:number-columns-repeated="1011"/>
</table:table-row>
@ -1343,7 +1343,70 @@
<table:table-cell table:style-name="ce21" table:number-columns-repeated="2"/>
<table:table-cell table:style-name="ce13" table:number-columns-repeated="1012"/>
</table:table-row>
<table:table-row table:style-name="ro1" table:number-rows-repeated="1048550">
<table:table-row table:style-name="ro6">
<table:table-cell table:style-name="ce41" office:value-type="string" calcext:value-type="string">
<text:p>Multiplayer Phrase Pairing</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce41" office:value-type="string" calcext:value-type="string">
<text:p>Networking</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce41" office:value-type="string" calcext:value-type="string">
<text:p>As a player, I would like to be able to pair with another Player I know, by setting up a common phrase that will match me with the Player I know, so that I can play a game with the Player I know.</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce41" office:value-type="string" calcext:value-type="string">
<text:p>Set up a “room code” system where Players can specify a “phrase” or “code word” that will only pair them with other Players that use the same “phrase”.</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce41" office:value-type="string" calcext:value-type="string">
<text:p>The back-end should be able to pair Players with identical “phrases” or “code words”. The front-end should allow the Player to set a “phrase” or “code word”.</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" office:value-type="string" calcext:value-type="string">
<text:p>Exciter</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" office:value-type="float" office:value="45" calcext:value-type="float">
<text:p>45</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" office:value-type="float" office:value="8" calcext:value-type="float">
<text:p>8</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" office:value-type="float" office:value="3" calcext:value-type="float">
<text:p>3</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" office:value-type="float" office:value="11" calcext:value-type="float">
<text:p>11</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$J26]/[.$J$2]" office:value-type="percentage" office:value="0.033033033033033" calcext:value-type="percentage">
<text:p>3.30%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce53" table:formula="of:=[.$G26]/[.$G$2]" office:value-type="percentage" office:value="0.0532544378698225" calcext:value-type="percentage">
<text:p>5.33%</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:formula="of:=[.$K26]/[.$L26]" office:value-type="float" office:value="0.620286953620287" calcext:value-type="float">
<text:p>0.620286953620287</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce47" table:number-columns-repeated="1011"/>
</table:table-row>
<table:table-row table:style-name="ro4">
<table:table-cell table:style-name="ce6" office:value-type="string" calcext:value-type="string">
<text:p>Refactoring and Code Improvement</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce6" office:value-type="string" calcext:value-type="string">
<text:p>Constraint</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce6" office:value-type="string" calcext:value-type="string">
<text:p>As I developer, I expect the code to be improved when improvements can be made to improve code quality and prevent technical debt.</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce6"/>
<table:table-cell table:style-name="ce6" office:value-type="string" calcext:value-type="string">
<text:p>The front-end and back-end code should be reasonably maintained, with fixes and/or refactorings where possible.</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce13" office:value-type="string" calcext:value-type="string">
<text:p>Mandatory</text:p>
</table:table-cell>
<table:table-cell table:style-name="ce13" table:number-columns-repeated="4"/>
<table:table-cell table:style-name="ce21" table:number-columns-repeated="2"/>
<table:table-cell table:style-name="ce13" table:number-columns-repeated="1012"/>
</table:table-row>
<table:table-row table:style-name="ro1" table:number-rows-repeated="1048548">
<table:table-cell table:number-columns-repeated="1024"/>
</table:table-row>
<table:table-row table:style-name="ro1">

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