- There are support libraries for games
- mymes -> Send message
- myrank -> Top player info
- my history -> game history
- my pot -> game jackpot
- EDK:
- WS Handler
- Authentication
- Payment
- Agones
- Merchant management
- User management
- Can run standalone service
Points Of Satisfaction
- Have HTLM to call to cheat . Easy for QC test
- The features already have libraries to address common features
- EDK
- Good for integration
- Game setting: enough to build the setting & allow http.
Points Of Dissatisfaction
- There is no documentation page for aggregating documentation
- Getting started: Introduction for beginners in game development
- Functions of libraries
- Diagram illustrating the structure of a standalone game
- Integration with 'gateway' or something similar
- Game cloning speed
- There is no standard document for quickly cloning a game
- How to design proto?
- How to implement logic?
- There is no standard document for quickly cloning a game
- Logic game
- There aren't flow chart to describe the implementation flow (Session, channel, message, user-actor model.)
- When looking at it for the first time, you don't know where to start
- UnitTest
- There is no local test for testing the game -> So the deployment must ensure the logic of testing
Points for Improvement
-
Add libraries into mykit to Init project
- Include common code libraries to avoid having to copy (mymes, myrank ..)
-
Create multiple channels in a service
- Why not create multiple channels -> Users can play on various different channels for one game
- Reason:
- Currently, users are opening multiple tables and can place multiple bets in one game -> I have observed that users often do this
- Currently, Long Hổ uses library protoactor.NewActorSystem to support multiple channels -> actor_system -> channel_actor -> user_actor => We should use this advantages
-
Define proto according to a specific template, with clear divisions
- game.proto: Defines the API for a component or service. This typically specifies the remote procedure calls (RPCs) and message types used for communication.
- game_model.proto: Defines the object models or data structures used in your application or system. These models are often used to represent data in a structured format.
- game_config.proto: Defines the configuration settings for your application. These settings can be used to customize the behavior or parameters of your application.
- game_code.proto: Defines error codes and possibly error messages that can be used in your application to handle and report errors.
- game_butler.proto: Defines APIs specifically for operators or administrators to manage or control aspects of the system.
-
UnitTest
- Auto Team will build standard test to call and test local witch connect to stg.
-
Logic game
- There should be a flow chart to describe the implementation flow
Conclusion
- We need to improve the structure to shorten the game development time for developers. Allocate time for enhancing logic and performance.

