I just watched Build a Play2Earn game tutorial on youtube.
So whenever the game is done and player won, playerWon() from smart contract is called by moralis cloud which uses admin private key.
Question here is, what if 1k or 10k people played the game and won simultaneously or between the similar time? I know it'd be hectic for one admin account to process tons of transactions at the same time because of the nonce issue.
What's the production level solution to this?
Related
Our organization is moving towards integrating Version One and HP ALM so that requirements, tests, defects synchronize bidirectionally. Right now we researching on all the possible use cases that we can setup for integration. One of the challenge we are facing is 'User Story Splitting'. If a user story doesn't get completed during a sprint, we split the user story and move the remaining work to next sprint. After integration Version One and HP ALM, how does this synchronization work? How do define that case for integration?
I'm not sure which integration approach you chose for this activity. Let me share the challenges we faced during our implementation of similar functionality using Rally.
There is a functionality in Rally by which we are able to split an existing User Story across two iterations/releases. This is generally done for User Stories which were part of one iteration but due to delays or other reasons is being moved to the next iteration. Both entries maintain the efforts at each iteration level. The original user story gets prefixed by “Unfinished” and the new story gets prefixed by “Continued”. There is also a parent user story created for both of these.
This functionality of Rally is however not exposed in its RestAPI interface and no events get triggered or notifications available. The new user story comes in with the add event, but the changes done to the existing with prefix does not flow.
To track the changes done to the older user story we requested user to make manual change in the old story.
Hope this helps.
Look at the use case given below:
Problem statement: The project management and development team are using VersionOne as a project management system and HPALM as a development system. If these two systems are not synchronized, the Project Manager does not have clear visibility into the status of a task and similar details to plan incoming customer requests.
Solution: When HPALM and VersionOne are integrated, the Project Manager will have real time visibility into the work of development team, which in turn will improve the overall planning and estimation process.
The Project Manager logs a ‘user story’ in VersionOne.
The ‘user story’ synchronizes to HPALM.
The development team breaks the ‘story’ into ‘tasks’ in JIRA.
Once the development team completes all tasks and changes the status
of user story in Jira to ‘complete’, the change would also
synchronize to VersionOne.
If this is similar to what you are looking for, checkout OpsHub Integration Manager and the datasheet for VersionOne - HP ALM integration on their website.
I'm looking for the simplest way to create AS3 multiplayer game. I've made few as3 games, so I basically know the language and its limits.
I've never been into server-like coding.
I want to create a simple game, just like my previous ones, but this time with multiplayer connections. I don't want p2p connection, more likely I'm looking for server/room hosting.
About the game: Something similiar to hybrid of casual mugen game and a 2d-platform shooters (watch TeeWorlds, Soldat). I don't need large database, eventually I could use some xml saved files for that purpose (no need to keep real-time data management). In the first throw I don't need accounts for that game, more like open access, same for everyone.
What are your suggestions? Which engine/enviroment/modules could I use to bring AS3 to multiplayer game? And any tutorials how to start?
Most ready made servers for multiplayer games are commercial and you'll eventually have to pay a monthly fee or so. For now, you could try AppWarp that has some tutorials here http://appwarp.shephertz.com/game-development-center/basic-concepts/
Others options you can explore are SmartFoxServer or Yahoo Games Network (former Player.IO). But all these options have costs. But if the game is simple enough you might be better suited with a Java server written from scratch, or PHP.
I am fairly new to Windows Phone development. We have a scenario where we allow user to upload or download files but along with authentication (oAuth, NTLM, forms all standard mechanism but not limited to oAuth).
Now so far our RnD suggest that we have following options
1- Resource Intensive Agent
The constraints associated with Resource Intensive (like Minimum battery etc.) have lead us to drop this option
2- Periodic Agent
A relatively better option, however as they run after 30 minutes and the constraint of 10 minutes duration gives us doubt that on mobile if user wants to upload a video of say 1-2 GB, it does not guarantee competition and u can anticipate other problems associated with this approach.
3- Background File Transfer
This is the best option in our scenario however my colleague told me that it does not support basic windows authentication and that we cannot change user-agent etc.
4- On Application
Another option is to perform network operation on application but we cant retain user on application for longer duration and also after sometime lock screen would appear. So...
Can anyone who have experienced similar scenario or from product team can guide here. It's a common scenario, are we missing something here? or is it really API limitation?
Resource Intensive Agents will indeed not work for your use case because they require external power to work. Not to mention that if the user receives a phone call the agent terminates.
Periodic Agent Have a 25 second limited duration, not 10 minutes (10 minutes are in resource intensive agents), so they are really no an option if you need to upload a gigabyte of information.
Background File Transfers have a hard limit of 100 megabytes. (It's even less on cellular internet).
On Application is a very possible option, you can prevent the phone from going to lock screen if that's a problem. The bigger issue here is that the user is pretty much stuck for the duration of the upload. More importantly, this seems to be your only option out of the four you mentioned.
I'd like to build a 2-player turn based game with an authoritative server to manage the game state/logic. The flow I have in mind is something like:
Players are subscribed to a unique game channel (via pubnub/pusher/something similar)
Players submit their turns over HTTP directly to the game server
The server runs the game logic and publishes the result to the game's channel (which both players are subscribed to)
The client handles the response and renders the outcome
matchmaking kind of confuses me though. Any suggestions?
Is that the "right" way of using a pub/sub service in this scenraio? Is there a better approach (something other than polling the server constantly)?
This is a heated topic at our office! I've been using PubNub as an authoritative game server using creative choice of channel names. It works like this:
Run a node.js server (doesn't have to be node; can be anything) that serves your content, and also acts as an authoritative entity.
When a client connects, generate a UUID (can be done either server-side or client-side) and have both the client and server listen on that channel (something like "my_game_[UUID]").
Because no other clients know this channel name, the client and server can communicate freely on this channel.
The server can talk to everyone, and clients can perform secure actions through the server and communicate with each other using an "unsecure" vanilla pubnub channel.
Your proposal sounds great and is the "right" way. The challenge you face is shared from the beginning of the computer epoch, where synchronizing data is a requirement between multiple devices such as a mobile smartphone. Polling is SLOW and expensive (and does not make sense for a large number of players). Multiplayer games is a great example need to pair players and provide game rooms. Your solution is to:
Create a Game Lobby, where players can create game rooms and join game rooms.
Create an Auto-Pair of players (Quick Join) [Recommended]
You may solve this technical challenge with products such as Socket.IO and some other open source options. However you want to just build your game rather than focus on deploying a Node.JS server and hooking it up to Express.
Instead use a Cloud Service like PubNub, PusherApp or Beacon Push. Utilize the Pub/Sub API to synchronize users in a multiplayer environment easily.
I've created a simple game where 2 players make a simultaneous choice in each round, and the winner of the round is determined by a set of rules specific to the game. Sort of like how Rock Paper Scissors works.
I'd like to be able to offer this game online where 2 players can find and play against each other. There would be some central server to arbitrate the game, and then each player would interact with the game using some game client of his choice that we would provide (i.e. web-based, mobile-based, Flash, etc).
Obviously, a player could also play against a computer opponent that we could provide. I'd also like to have the capability to allow programmers to submit computer programs that they've written to act as players and play against other programs in some sort of tournament.
I realize that the specifics of my game would certainly need to be written from scratch, but it seems that all of the work that the servers would have to do to communicate with the clients and maintain the state of the game has probably been done many times before. This is probably the bulk of the work.
Does anyone have any ideas for how this could be done quickly and easily? Are there servers available with some sort of standard interface to drop new games into? Is there some sort of open source game server? How would you go about doing this?
Seeing as the clients only communicate with the game server occasionally (as opposed to continuously), a web framework should be able to serve as your "basic game server". While web frameworks may be made for providing "web pages", they can certainly be (ab)used to serve as request handlers.
This certainly doesn't force you to make the game a browser game; standalone game clients can be made easily, and they can communicate with your game server using basic http. I also heard this thing called Ajax is pretty nifty for such things.
Not only will you find a lot of ready-made http-based servers, as an added bonus, there is a lot more documentation on how to work with Web 2.0®©™ than "game servers". You just need to know that you want a web framework that lets you easily manage sessions and receive/respond to requests and a client library that does likewise.
As an added aside, "maintaining the state of the game", as you put it, falls 100% within the domain of the actual game logic. But many web frameworks come with good database support, and will surely be useful for this kind of thing.