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maestro-client is maestro's framework that should be included in game rooms

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Maestro Client

maestro-client is maestro's framework that should be included in game rooms.

Dependencies

Installation

  1. Install CMake
# macOS
brew install cmake

# Linux with apt
sudo apt install cmake
  1. Install Conan

    You'll need pip - Python package manager. If you're using Python >= v3, you can use pip3 which installed automatically.

pip3 install conan
# or 
pip install conan
  1. Download Boost v1.63.0

    • For Unix systems, extract the Boost zip to /usr/local/boost_1_63_0.
    • Add BOOST_ROOT environment variable into your terminal configuration file (.bashrc, .zchrc...):
    export BOOST_ROOT="/usr/local/boost_1_63_0"
  2. Install Conan dependencies

make install
# or
conan install . -if _build/conan --update
  1. And we're done! To build for all targets, run:
make build-all

Building

You can generate a project using CMake. The library itself depends on Boost format and restclient-cpp, which depends on libcurl. In order to make the build process easier, the lib includes a precompiled restclient-cpp lib (for MacOS and Linux) in the repository.

By passing the variable CMAKE_PREFIX_PATH, you can tell CMake where the library is located. For example, building a shared library for MacOS can be done with the following command:

cmake -H. -B_builds/mac                              \ # output build artifacts to _builds/mac
      -DCMAKE_BUILD_TYPE=Release                     \ # release build
      -DCMAKE_PREFIX_PATH=../deps/restclient-cpp/mac \ # restclient-cpp location in relation to the build folder

cmake --build _builds/mac # build the project

The previous command will try to find Boost and libcurl on your system. In order to build the library without shared dependencies (outside of things like libc++) you can install curl using conan. The process should be something like the following:

# install dependencies in the _builds/mac folder
conan install . -if _builds/mac

cmake -H. -B_builds/mac -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=../deps/restclient-cpp/mac
cmake --build _builds/mac

You can then check this using otool on MacOS or ldd if built for Linux:

otool -L _builds/mac/lib/libmaestro.dylib

# Outputs
_builds/mac/lib/libmaestro.dylib:
        libmaestro.dylib (compatibility version 0.0.0, current version 0.0.0)
        /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0, current version 23.0.0)
        /System/Library/Frameworks/Security.framework/Versions/A/Security (compatibility version 1.0.0, current version 58286.200.222)
        /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.4)
        /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.200.5)
        /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation (compatibility version 150.0.0, current version 1555.10.0)

The binaries should then be located at lib/libmaestro-client.dylib and bin/example in the build folder.

The process for building on Linux is the same as the previous one, but you have to point to the correct restclient-cpp, changing the path:

# Building for linux (the conan step is optional)
conan install . -if _builds/linux

cmake -H. -B_builds/linux -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=../deps/restclient-cpp/linux
cmake --build _builds/linux

Docker image to build for Linux

There's also a docker image available to build the lib and the room-example for linux if you are running OS X for example or simply don't want to install the dependencies to compile or haven't got it to work, use it like that:

docker run -v $(pwd):/app-src -it quay.io/tfgco/maestro-example-builder:v2.0.0

## inside the container
conan install . -if _builds/linux
cmake -H. -B_builds/linux -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=../deps/restclient-cpp/linux
cmake --build _builds/linux

Building the image for the builder:

docker build -f Dockerfile-builder -t maestro-example-builder .

exit from the container and, as before, if everything went well then, the ouput files should be at at _builds/linux/lib/libmaestro-client.a and _builds/linux/bin/example but will only work on linux.

Integrating Maestro in your game room

Unity instructions

  • Include the files in folder maestro-unity into your Assets folder
  • Initialize maestro like: MaestroClient.Initialize("http://localhost:5000"); Change localhost:5000 for a real maestro api url
  • You will have to keep calling the following methods to report the room's status to maestro:
Method Description
RoomReady() Every time the room is ready to receive new players, e.g. on the init or when a match has just ended
RoomOccupied() When a match is happenning on this room
RoomTerminated() When a room is to die (your room must die gracefully, you must catch SIGKILL and SIGTERM status and only let the room die when Maestro::RoomTerminated is called)
RoomTerminatind() This should be the first method you call when the room is to die, it's to be called when a gracefull shutdown will occur
  • You should also call Ping() method periodically, so that maestro knows that your room server is alive. Call it for example every 30 seconds after the first RoomReady (on room initialization)

C++ instructions

  • Same as unity, using the C++ sources inside cpplib directly or compiling the shared library with the instructions above.

Release Map

  • Milestone 1

  • maestro-client

    • docs
    • fake http server
    • configuration (maestro url / ping interval)
    • http client
    • polling to retrieve (host / port)
    • deal with connection errors
    • catch sigterm/sigkill and handle graceful shutdown
    • unity support
    • tests
    • error handling

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