82 lines
2 KiB
Markdown
82 lines
2 KiB
Markdown
# Cards For Humanity
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Live at [https://cards.doordesk.net](https://cards.doordesk.net)
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A game master server for the popular game [Cards Against Humanity](https://www.cardsagainsthumanity.com/) using data from [Chris Hallberg](https://crhallberg.com/)'s project [JSON Against Humanity](https://github.com/crhallberg/json-against-humanity) (everyone say "Thanks, Chris!")
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This started as a problem trying to play games with friends who are all on different platforms. This shall be as cross-platform as it gets. I want it to work on anything that can establish a connection and allow anyone to write any front-end they can dream up whether it be a web page, chat bot, VR, etc. Any clients who share a master server can play together across any platform.
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## Test/Dev:
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### Server
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With auto-reload:
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- [Install cargo-watch](https://github.com/watchexec/cargo-watch?tab=readme-ov-file#install)
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Then:
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```sh
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watch -i client -cx run
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```
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or if you're lazy like me just run `./test`
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Without auto-reload:
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```sh
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cargo run
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```
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### Client
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- [Install Trunk](https://trunkrs.dev/#install)
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Then:
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```sh
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trunk serve --open
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```
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## Build:
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### Client
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```sh
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trunk build --release
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```
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### Server
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```sh
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cargo build --release
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```
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---
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- The server automatically serves the built client from `/dist` at `127.0.0.1:3030`. When building for release the client automatically points to doordesk
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- Configure any custom clients to connect to `ws://127.0.0.1:3030/websocket` for local testing or `wss://cards.doordesk.net/websocket` to use my server
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## Tools:
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There is a tool named socket_blaster used for stress testing the server.
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Run
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```sh
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cargo run -p socket_blaster -- -h
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```
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to see available options.
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## TODO:
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- prevent zombie users after browser crash
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- figure out proper auth - client's problem?
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- use db
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- test bincode and probably move away from json
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- make typescript sdk
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- support card text editing
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- prevent import of cards that have been seen already and edited
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- handle duplicates
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- efficiency
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- make demo clients for multiple platforms and screens
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