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πŸš€ A distributed soft real-time 3D single/multiplayer game build with Erlang/OTP and Three.js

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Earth Defender

A distributed soft real-time 3D single/multiplayer game build with Erlang/OTP and Three.js
Live preview: https://alexprut.github.io/earth-defender/

Demo - Earth Defender

Table of contents

  1. Installation
    1. Client
    2. Server
  2. Architecture
    1. General Architecture
    2. Use Cases
      1. Multiplayer, create new room
      2. Multiplayer, join a room
    3. Client
    4. Server
  3. License

Installation

Below you can see the instructions for building and starting the game client and server.

Client

  1. The client code is inside the ./client directory, open your terminal and type:

    cd client
    
  2. Install Bower dependencies:

    bower install
    
  3. Setup the game client (by default in ./client/js/main.js is included a default game initialization, the file is also included as default in ./client/index.html), below you can see how to initialize a game client:

    document.body.onload = function () {
        game = new Game({
            'maxLife': 1000,
            'maxMeteorietes': 200,
            'isMultiplayer': true,
            'maxPlayers': 10,
            'debug': true
        });
        game.init();
    };
  4. Now you should have a HTTP server to serve the game assets (html, css, ...), the tool to use is up to you (apache, nginx or whatever). As a quick example, you could install Docker and run the below code:

    docker run -p 8000:80 -v "$PWD"/client:/usr/share/nginx/html:ro nginx
    

    You can now access the game at http://localhost:8000

Server

  1. The server code is inside the ./server directory, open your terminal and type:

    cd server
    
  2. Install Erlang.mk (see official instructions here):

    curl https://erlang.mk/erlang.mk -o erlang.mk
    make -f erlang.mk bootstrap
    
  3. Install all dependencies and build the server application:

    make
    
  4. Run the server (the server should be listening on address and port localhost:8888):

    make run
    
  5. You can also run a slave/replica for fault-tolerant purposes (inside the ./server/Makefile you can find a default configuration that you may change):

    make slave
    

Architecture

To allow multiplayer mode play the WebSocket protocol is used, that runs over HTTP for asynchronous communication that can occur concurrently. Since browser can't receive a WebSocket connection, but only initialize one, client to client (P2P) connections is not possibile due to the limitation of the protocol (to solve that problem WebRTC can be used).

General Architecture

General Architecture

Above in the image is illustrated the general architecture of multiplayer game. The client entities (or players) are just browsers with support to WebSockets and WebGL. At first the clients (browser) make a request to the DNS in order to get the address of the WebServer, the DNS is also responsible for the Load Balancing. Once the DNS responses with the address to one of the WebServers the client fetches all the assets (js, images, css, ...). The WebServer is only responsible for providing the game assets, not less nor more. As last step the client contact one of the servers to join a game room or create one and then play. The servers are written in Erlang language and intended to be fault tolerant and distributed.

CAP Theorem

In a perfect world it would be nice to have both Availability and Consistency at the same time. In a real world it's impossible and that is what the CAP Theorem say, you can only have 2 things at once (i.e. CP, AP, AC), theoretically an AC solution could be possible, but we all know that there is no network and hardware that do not fail. For the above game was opted for an AP (i.e. Availability and Partition tolerance) approach. In a soft real-time game it's more important to have an available system than consistent (at least for this game). In case of failure or conflict it is preferred to lose consistency (sync/solve somehow later) and gain availability.

Use Cases

Below are listed the most relevant use cases, user interfaces and the flow diagrams of the messages exchanged between the client and server.

Multiplayer, create new room

Below you can see the user interface:

UI, Multiplayer, create new room

Below you can see the message exchanged between the client and the server:

Flow Diagram, Multiplayer, create new room

Multiplayer, join a room

Below you can see the user interface:

UI, Multiplayer, join new room

Below you can see the message exchanged between the client and the server:

Flow Diagram, Multiplayer, create new room

Client

The client is written using raw CSS, HTML & JavaScript. Here the word client is an abuse, since it is intended as the game renderer/logic itself and the software used to communicate with the server in case of multiplayer game mode. The only library used for the 3D rendering is Three.js.

Below you can see the client architecture:

Client Architecture

The Game class is the core of the game, it contains the game renderer and logic, it uses various instances of the GameElements class which contains game basic objects. Accordingly the classes GameMultiplayer and GameSingleplayer extends the basic game logic and add the features for the multiplayer and singleplayer game mode. In case a multiplayer game mode is selected the GameMultiplayer class uses the GameClient class in order to be able to have a handler and a WebSocket connection with one of the servers. Finally the GameDOMHandler class is responsible of the DOM manipulation activities, it is the class that moves things inside the browser.

Server

The server is written in Erlang language, the libraries used are:

  • Cowboy: which provides support for HTTP and WebSockets
  • Jiffy: a library for handling JSON as external data representation

Below you can see the client architecture:

Server Architecture

The server is intended to be fault-tolerant oriented. As mentioned before the Cowboy module is used to handle the WebSocket connection and the initial HTTP handshake of the last mentioned protocol. The file earth_defender_app.erl is responsible for spawning the one new server process (i.e. Cowboy) which will be the same for any request, earth_defender_sup.erl is the supervisor (i.e. if Cowboy crashes it restarts the process). The core file that handles the WebSocket requests is websocket_handler.erl, a fresh new instance is made at every new client connection. The config.hrl file contains all the configuration, and there is the place where the server is configured with various options. Noteworthy is that the local_room_state.erl is spawned and initialized at the bootstraping of the Cowboy application, the last mentioned file is a local state, that is where all the information about room, players and other stuff is kept and shared among all the clients. Finally the room.erl file spawns a new process every time a new room is created, and it is destroyed when no more players are inside the room, obviously the player.erl file spawns a new process for every client, and contains the information of the player. Finally the slave_handler.erl file is responsible for creating a consistent replica of the master and in case of a master crash taking over and becoming the new master server.

License

Licensed under the MIT License – see the LICENSE file for details.