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Releases: vaslabs/cardgame

3.1

08 Nov 22:39
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Changelog

  • Fixes GrabCards failing verification when grabbing 5 or more cards
  • Fixes commands not verifying when they contain a hidden card

Security enhancements

07 Nov 15:34
a63e64a
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  • No longer possible to impersonate a user - user actions must be signed
  • Library updates
  • Join game API changes including signature: signature and logical clock validation
  • Renamed package to cardgame-simulator

Bug fixes

03 Sep 18:57
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Changelog

  • Personalise game restarted event so the right player can display their hand

Gathering cards and points

02 Sep 17:52
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New features

gathering_points

Bugfixes

  • Logical clock syncing fixes

Play game via websocket

23 Aug 10:09
aeb8665
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  • Websocket replaces server sent events and game actions done via http. This helps reduce the probability of throttling if game is played via reverse proxies (e.g. ngrok)

Idempotent events + new configuration

07 Aug 17:05
e9716ca
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Gameplay improvement #3

Avoid duplication of events and players going out of sync by introducing a logical clock protocol based on vector-clocks

Discard cards in the beginning of the game #4

There is new configuration support now for the starting rules.
A discardAll can be configured in the starting rules with the names of the cards that should be discarded before the players start the game.

First cardgame server release

14 Apr 10:29
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First release

Server supports:

  • Game admin creating games

  • Multiple players can join the game

  • Actions supported:

    • Draw cards (from top and bottom)
    • Borrow cards from deck (must be returned by end of turn)
    • Players switching turns
    • Stealing cards from each other
    • Throwing cards to discard pile
    • Retrieving cards from discard pile
    • Throwing dice
    • Shuffling hand
    • Returning a card back to deck at any position, face up or face down
    • Players can leave the game if they have an empty hand
    • Players can switch direction of play (just indicative)
  • Actions are done through http

  • Results are retrieve via a server sent event stream

  • If clients get out of sink they can retrieve the whole game state