Showing posts with label stress. Show all posts
Showing posts with label stress. Show all posts

Sunday, May 9, 2010

Oh hey, detecting and updating user presence is ridiculous. ( = pre-submission goals: update #2)

An annoying behind-the-scenes bug turned out, as I've learned after many hours of struggle today, to be far more frustrating and complicated than I could have imagined.

In my Users table in the database, I simply store a boolean, 'logged_in', by which I intend to record which players are currently using the app.  This does not mean whether they are logged into Facebook, since that status is likely unrelated to my app.  So, I define my logged_in boolean to mean whether the user is on either the index (home) page or the playgame.php page.

It's simple enough to ensure this boolean is marked true when the user loads either of these pages.  Detecting their leaving a page, however -- with the added requirements of updating all contingent information -- is unbelievably far more difficult.

Concerning the latter note, if a user leaves a game while it's in progress...
  • They should be marked 'logged_in' = false, since if they're navigating to one of the app pages, that page will restore that boolean to true.
  • Their 'current_game_id' and 'current_pid' variables must be set to null, to indicate they are no longer in that game.
  • If they were the last remaining player in that game, all turns pertaining to that game as well as the game's entry itself must be cleared from the Turns and Games tables, respectively.
  • If there are any other players left in that game, the 'num_players' value for that game must be set to the new correctly decremented value (and I don't want to just subtract 1, in case of race conditions, so I always want to check with how many players are still marked as involved in the game based on 'current_game_id' in the Users table).
  • The other players in the game should be checking for whether their fellow players have left, and must be informed of such dropouts.
 My original solution to detecting a player leaving the game page was to register the window.onunload event to make an AJAX POST to a php script that would update all appropriate things (see the list above).  This worked well enough in Firefox; I checked the results in the database, and Firebug showed me that the POST was indeed going through, despite the fact that the browser was navigating to another page.  However, I ended up discovering that the window.onunload event, or perhaps the POST, wasn't going through fully in Safari.  This led me to realize I should try an entirely different approach that would not rely on a browser event that may not have solid implementation in all browsers...

Many thanks are due here to John for helping me form new ideas for how to make this work.  Without going into the painful details and resulting unfortunate spaghetti-fication of my code (err..), the basic solution architecture is in three components:
  • The Users table now has a field called 'activity_time'.  Every 30 seconds, whether a user is on the home page or the gameplay page, an AJAX POST calls a php script to set this field to the MySQL CURRENT_TIMESTAMP.  So this is saying "user x is still here".
  • While on the gameplay page, the same script additionally checks for (a) any users marked with that 'current_game_id' but whose 'activity_time' is more than 30 seconds old, and (b) any users with one of the 'fb_id's registered (in a Javascript object stored by the page) as involved in that game, but with 'current_game_id' set to null.  [Note: (a) condition = those who have left the app by going to another page outside of it or closing the browser tab/window, and the cron job has not yet cleared up their data; see next bullet...  (b) condition = those who moved back to the app home page, which clears up their game data immediately, or those who have been cleared up already by the cron job.]  The id's of these "dropout" users are sent back to the page; the display of players in the game is updated to remove the dropouts, and a message is given to the user to advise them to return to the home page and start another game...(see below *).
  • There is now a cron job set up on the server to run every 5 minutes.  It calls another php script which retrieves all users whose activity time is more than 50 seconds old, removes any current game data they have, marks them as logged out, and either decreases the number of players in the game they had been in, or deletes that game entirely if it's now empty of players.
(*) Right now, there is no handling for updating the game state as it's stored in the ActionScript within the Flash app instance, nor does the page stop polling for the dropout players' turns.  As I see it, there are two options for where to go from here, regarding this issue:
  • Don't bother fixing the AS game state.  Just redirect the user automatically back to the home page.  This would make sense anyway for games that only had 2 players to start with, since playing alone is not as much fun.
  • Use the ExternalInterface class in AS to receive a notification from the page (via JS); update the game state accordingly; allow play to continue without the lost player(s).
Given how much trouble logout status has given me for many hours today, I'm inclined to go with the first option (or just let the user figure out that it doesn't work, and that they need to manually go back to the home page or leave the app).  It might turn out to be pretty quick to implement the second option, as long as there is still at least one player in the game, but I would rather turn my attention and remaining time towards a couple of the other goals on my pre-submission list, since I do think they are still important.

Finally, finally:


(I wonder how many Pandora hours I've used, out of my 40 hours given for the month, just from working today...)

Tuesday, April 27, 2010

The Facebook API battle/disaster night

I thought it would be fairly simple...


I had worked on a Facebook iframe application once before, and I remembered that the addition of requiring Facebook login and then being able to render XFBML components was not very complicated at all.  It was a matter of pasting in some code in a few different places, and magically, the page would request you to log in and add the application, and then it could show you your Facebook picture and name.  (By the way: FBML = Facebook Markup Language, and XFBML is the version you can use on off-site pages, i.e. your pages in an iframe, or on Connect app pages.)

Well, there I was, just over a year later.  I began delving into the wiki/documentation on authentication etc., and what I began to realize is that everything seemed to be in transition.  There was this new "graph API", and OAuth authentication, and a new Javascript API -- or at least, these all appear to be new, based on the look of the pages and what I could gather from the descriptions.

I really only wanted to be able do 3 things: require login and authentication of the app, pull/display users' names, and pull/display users' profile picture thumbnail.

Many long hours of confusion later, I had gone through stages something like this:
  1. using the wrong new stuff (a PHP API which I now think is supposed to be for Connect apps?);
  2. trying to use the old PHP library, cross-domain receiver file, XFBML, and iframe resizing... I don't even remember what didn't work in this combination, but some piece didn't;
  3. trying to combine the old PHP library and XFBML paste-in code with some of the newer stuff, I think? I don't even remember;
  4. attempting to manually implement the OAuth redirection cycle (things like obtaining a key and this and that), which actually almost worked...;
  5. deciding to give up on making this an iframe application that's actually within the Facebook chrome, and instead, switching it over to a Connect app, using the easy authentication/login via the new Javascript API and all of which is luckily still compatible with XFBML.
...wow.  It was a long, tiring, frustrating struggle.  Much of it was due to over-documentation, if you will, and a lack of clarity in terms of marking pages regarding at which level of API/platform transition the information and code on that page would still be relevant and functional.


And now for the bombardment of a list of links.  Here are some of the many Wiki pages/sections I tried to use to figure this out...

(Note: seems like they are really in transition currently - some of the links may not work or will give a message saying the content is moved/updated)


New (pages are in the theme of the new documentation)

Overview guide to apps (new)

Authentication (new)

Graph API (new)

JavaScript SDK (new)

Old REST API - apparently the precursor to the new Graph API


Old, but seems to still apply / be compatible with new stuff

XFBML (including tag list)


Old, and seems to not apply / not be compatible with new stuff

API (old?)

PHP (old?)

FB_RequireFeatures (old?) - for dynamically loading components of the JS API (via FeatureLoader.js.php)

Authorization and Authentication for Canvas Page Applications on Facebook - matches with the old(?) PHP library

Extended Permissions

Connect/Setting up your site - including XFBML rendering (but uses the FeatureLoader.js.php)

Wednesday, January 27, 2010

Backlogged Intro Post

Well, hello world.  Just figured I should get a post up on here and record a bit of how this experience is getting started.

My idea for this project came to me out of relatively nowhere during a long and stressful thought process and discussion about potential senior projects on a car ride with my parents.  I have memories of playing with my father a paper-and-pencil game to which he always referred as "Trace Race".  To over-generalize, I realized that the game - being simple yet challenging and thus engaging - could be translated to an online version in the form of a Facebook application, and through such a project I would gain a great variety of experience in technologies in which I am interested.

I don't want to reiterate my entire proposal document here (as I stressed out enough already while writing it) so I will just post a couple of links...

Here is the Wikipedia article which explains the basic premise of the gameplay.  I will be emulating the exact version I always played with my father, so a few specifics here and there may differ.

This Checkers application is an example of a turn-based game on Facebook which I find to have a simple, clean, effective, and attractive design (all of which are characteristics I want to achieve in my game).  One interesting difference it has from my plan is that it the board and pieces are not made in Flash (as I plan to do), but rather are apparently just well-positioned images.  In the case of this game, it works; I'm not sure about relative efficiency, but based on my HTML knowledge I don't think it would work for my game.

The one element that particularly worries me because it is a hole in my knowledge is how to implement the concurrent multiplayer experience I want.  Whereas with most of the rest of the project I have pieces of experience such that I'm pretty confident I can pull together what I want to do (aside of perhaps the Flash/Actionscript...), I have never before tried to figure out how an update or action of some sort by one user can automatically be pushed through to show up on other concurrent users' screens.  The only thing that comes to mind is to poll a database at some constant [very short] interval to look for a change which will then be pushed to the front end.  This seems rather inefficient...  So, to prove to myself that fast multiuser Flash gameplay was totally possible, I looked for an example and found this game called Guess the Sketch Challenge which is really just online Pictionary.

This is a brief informal introduction to my idea and inspiration.  I will post a version of my abstract soon, at Joe's request.