Monday, July 6, 2015

Current Development

The alliance bug was finally found and removed. It was a side effect of the last big refactoring of the code, which started about 9 months ago and is still ongoing.
The trade screen got a small overhaul: labels, graphics and design all got tweaked a bit.

The following is just some technical stuff for the interested ones:

I am using unit tests, and have enhanced the framework in the last few days. The framework now uses actual game data that is user independent (base data): researches, goods, star-systems and so on. The game server uses interfaces to exchange data with a backup system, or exchange data with clients.

Now I can for example test the method that is used when a user joins a game: user placement in a star-system, placement of the first colony-ship and all the rest that does happen is now easily reproduced, without the need to mock each element of the base data that is needed.

The unit test framework now uses the sql connector to read the base data of the game, and changes back to a dummy data-connector during testing, so that nothing is written to the database. Works like a charm.

Now the communication network is on the focus. In the game, that will only be seen by the fact that the bug with the "there are unread messages in the comunication networks"-Buttons will be removed.
Work in this area will be useful when doing the next overhaul of the "direct message"-system. And soon, the colony building "communication center" will create a player controlled communication network, and work as a trade station.
Both did work before starting the refactoring ( this was implemented in sql stored procedures) and have to be reprogrammed to be executed by game server procedures.

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