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Prerequisites: .NET SDK 3.1 To run a dev server: dotnet watch -p Cardgame run

Cardgame is split into three pieces: the game engine, a web-based UI and card implementations. Component layering:

      ♦-----♦      ♥--------♥    ♠-------♠
      | GUI |      | Engine |    | Cards |
      ♦--+--♦      ♥---+----♥    ♠-------♠
          \           /         / 
           v         v         v   
            \       /         /      
             ♣-----♣   ♠-----♠
             | All +->-+ API |
             ♣--+--♣   ♠-----♠
                |
                v           ♣ composition
                |           ♦ frontend
            ♠---+---♠       ♥ backend
            | Model |       ♠ common
            ♠-------♠

The point of the All/API split is to prevent card implementations from depending on how the engine actually works; Model contains the types which the server and client use to describe gamestate.

Currently the top-level app connects them together using Blazor Server, implementing the hosting interfaces from Cardgame.UI using shared memory:

                  ♣----------♣
                  | Cardgame |
                  ♣-----+----♣            
                 /      |     \
                v       v      v
               /        |       \
        ♦-----♦    ♥----+---♥    ♠-------♠
        | GUI |    | Engine |    | Cards |
        ♦-----♦    ♥--------♥    ♠-------♠

In theory the client could be WASM instead, with a structure like this:

♦--------♦   ♠----------♠   ♥--------♥
| Client |->-| Protocol |-<-| Server |
♦----+---♦   ♠----------♠   ♥---v----♥        
     |    \               /     |
     v     v             v      v
     |      \           /       |
  ♦--+--♦     ♠-------♠     ♥---+----♥
  | GUI |     | Cards |     | Engine |  
  ♦-----♦     ♠-------♠     ♥--------♥

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websocket-based reimplementation of a popular game

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