Nicolo John Davis
Nicolo John Davis
Timer
This has come up a few times, so I think we should prioritize this. Suggestions: - Some timers in `ctx` that capture the time at the beginning of a turn...
Python Bots
General plan to implement a Python client that people can use to write bots. The client will just use a websocket implementation to communicate with the Node server (there should...
Ideas for improvement: * [x] Poll for changes to state so that refreshes are not required. (done in #510) * [x] Option to automatically remove room if all users leave...
#### 1. Secret Log Events We have secret state, but log events all go to a global log. We need some mechanism to allow sending a customized log per player...
There is currently a [proposal](https://github.com/nicolodavis/boardgame.io/pull/629#issuecomment-616900537) to change the signature of moves that could benefit from some feedback from the community: ###### current ``` move: (G, ctx, ...args) => {}, ```...
We currently destructure the state object on the React client: [source](https://github.com/nicolodavis/boardgame.io/blob/master/src/client/react.js#L122). This allows you to access `G` as `props.G` rather than having to do `props.state.G`. However, it does cause name...
The multiplayer Tic-Tac-Toe example demonstrates that you can: 1. disconnect the server 2. make a move The move will fill the cell, and yet allow you to continue filling other...
Now that we've decoupled the server implementation from socket.io, it's time to start adding other transport layer implementations that can scale to multiple nodes. SocketCluster and ClusterWS look like possibilities.
The undo logic is currently only handled on the server for a multiplayer game. The client merely sends an undo message to the server and has to wait for the...
We should probably build a transport layer that works using WebRTC that would make it easy to host games without running a server (just share a link and anyone that...