0.13 brings the first multi-device network play to Tic-tac-toe Collection, local network play. With this post I will explain some of the details about how it works and why I made certain descisions.
There are a few types of multi-device play I want to support, but I felt it was important to start with local network. The most important is that I strongly believe as much of the app should work offline as possible. In the long term, it should also continue to work if I stop maintaining any server infrastructure it uses. Another point is that local network play has fewer security considerations. I make a pretty big assumption that you trust who you are playing with, since they will likely be in the same room.
There are two quite separate parts to multi-device process, and these two parts will exist regardless of whether the game is local network or over the internet, private or matchmade, or pretty much anything else. They are device discovery, and actual game data exchange.
For local network device discovery I chose UDP broadcast. The game sends a short message to every device on the network, while simultaneously listening for broadcasts from other devices. It’s possible for networks to block broadcasts (and is quite common for public WiFi hotspots to prevent devices from seeing each other at all) but for most people at home, this will work. No real data is exchanged at this point.
For the exchange of actual game data there are quite a few options, but for the first release I decided on HTTP polling. A big reason for this was simplicity, but also the knowledge that in the future much of the code would be the same when running over the internet.
The HTTP server is implemented using EmbedIO, a small HTTP server that supports .NET Standard. The client uses Refit, a library that generates REST clients from interface definitions and my default choice for HTTP clients.
The structure of the API and data exchanged during play is really simple. There is one GET endpoint for getting the current state and another POST endpoint for sending a change. Additionally, ETags are used to avoid sending state data if nothing has changed.
Overall, the technical side of implementing multiplayer was straightforward. The hardest part by far was designing the updated UI for showing player details, both on the player setup screen and in game. I think there are still improvements that can be made.
0.12.4 includes a signficant rewrite of large parts of the core game engine. Bits that I didn’t like had started to build up, and some plans I have for new game modes looked to be quite difficult to implement because of decisions I made earlier that seemd like a good idea at the time.
The current state of the engine is now much better, however the process does make me nervous. The changes affect not just how the engine plays the game, but also how data is saved and loaded. And people generally don’t like their save games being corrupted.
So as part of the work for this version I also wrote a tool (that I have been intending to write for a while) that checks for save game compatibility. The idea is the tool creates games with various combinations of settings, plays them through (with the easy AI) and saves the result. As part of the normal automated tests I run with each version, these save games are then loaded, the moves replayed, and the result compared with the previous result. Any discrepancies are failures that I can investigate.
Importantly, the initial set of games is based on running the tool before the big engine changes. Unfortunately (or perhaps forrunately) it discovered a bug straight away. Loading a game with “free turn” set to true (i.e. any of the Chain game modes) would not always pick up the “free turn” setting (this was fixed in 0.12.3).
So the plan is every time I add a new game mode (or change the engine significantly), I generate a new set of save files, and during every release the current set of save files is checked for compatibility. Hopefully this should keep everyone happily saving and loading.
0.9.2 doesn’t contain any new features, but does contain a lot of optimizations. Here is more detail on some of them.
Tic-tac-toe Collection is built using Xamarin Forms. This post assumes familiarity with Xamarin, Xamarin Forms and .NET. I do have another post planned with more detail on these steps for those less familiar.
Firstly, I enabled Proguard, a toold for stripping out unused code at the Java byte code level. Doing this for Xamarin is a bit weird because the version of Proguard you get by default does not work if you are targeting Android 7.0 or newer. A Nuget package is recommended but that didn’t work for me either due to some path issues. So I just extracted the jar and specified the path manually.
I grabbed an example Proguard config file off the internet, added some extra bits I found elsewhere for Google Ads, and tried to run it. I worked through the errors about missing things, adding to the config file as I went. On the whole, actually straightforward.
The next step was to enable “link all” in the Xamarin linker settings, to remove unused code at the .NET level. This time however, instead of immediately excluding things from linking that caused problems, I realised I could actually reduce the number of things only referenced using reflection.
By default Xamarin Forms uses reflection heavily when data binding. This can be largely avoided by using compiled bindings. To use it you need to do two things: firstly, enable XAML compilation (which you should have been using already); secondly, add appropriate `x:DataType` properties to your XAML.
This underused feature allows the compiler to generate strongly typed bindings based on the type you specify.
After doing that, the only things left that the linker was breaking was types used in JSON serialization, which were easily fixed.
The final thing I did was to replace Autofac. Autofac was the first IoC container I was introduced to and has been my default choice, pretty much without any thought. However I came across this chart of IoC performance and realised I was not using any of the clever features that justified Autofac and so, switched to LightInject.
Enabling Proguard and the linker cut the APK size down from about 32MB to 22MB. The improvements from the compiled bindings and Autofac changes are harder to measure.
The most notable improvement is cutting in half the time to go from the main screen to the game screen directly, and all of the steps will have helped.