¡Hola de nuevo! ¿A menudo se te ocurren ideas para proyectos que literalmente te impiden dormir? Esa sensación cuando te preocupas, te preocupas y no puedes trabajar en otras cosas normalmente. Me pasa varias veces al año. Algunas ideas desaparecen por sí solas después de profundizar en el tema y comprender que será extremadamente difícil beneficiarse de dicha iniciativa. Pero hay tales ideas, desarrolladas que incluso un par de horas, me capturan tanto que ya no puedo comer. Esta publicación trata sobre cómo logré realizar una de estas ideas en un par de noches después del trabajo y no morí de hambre. Pero la idea en sí misma inicialmente parecía bastante ambiciosa: un juego PvP en el que los jugadores compiten entre sí y responden preguntas.

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2.
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- (Player) — id , , , , , .
- (Game) — , , , , ..
- (Round) — . , , .
- (Question) — , - .
- (Answer) — , -
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interface Player {
id: string;
rating: number;
username: string;
games: number;
wins: number;
losses: number;
createdAt: number;
lastGame: number|null;
}
, , - . , , "" MySQL, Postgres MongoDB . Redis. , , key-value JSON. , Redis . , Redis "" , , ""(scores), pub/sub, Redis , .
, , , winGame looseGame, . , , Redis sorted set, , (score). . sorted set id , (score) .
, , . , , . ? "Rating system". - , ELO Rating. , , , . npmjs.com elo-rating ! https://www.npmjs.com/package/elo-rating. , . , — , . , , ! "" player.service.ts , , , "" "" 130 . , , — , , , Player - .
interface IPlayerService {
createPlayer(id: string, name?: string): Promise<boolean>;
getPlayerName(id: string): Promise<string>;
countPlayers(): Promise<number>;
getRatingPosition(id: string): Promise<number>;
getTopPlayerIds(): Promise<string[]>;
getTopPlayerScores(): Promise<{id: string, value: number}[]>;
listPlayers(): Promise<Player[]>;
getPlayerRating(id: string): Promise<number>;
getPlayerScores(id: string): Promise<number>;
getPlayerScorePosition(id: string): Promise<number>;
getPlayerGames(id: string): Promise<number>;
getPlayerWins(id: string): Promise<number>;
winGame(id: string, newRating: number): Promise<boolean>;
looseGame(id: string, newRating: number): Promise<boolean>;
setSession(id: string, data: any): Promise<void>;
getSession(id: string): Promise<any>;
}
, , "" , . .
, — . . , , , :
. -, . - , ( ).
interface Question {
id: string;
message: string;
createdAt: number;
}
key-value, — ID, JSON- . (set) ID , . ? :
, :
class QuestionService {
public static getQuestionKey(id: string) {
return `questions:${id}`;
}
public static getQuestionsListKey() {
return 'questions';
}
async getQuestion(id: string) {
return JSON.parse(
await this.redisService.getClient().get(QuestionService.getQuestionKey(id))
);
}
async addQuestion(message: string): Promise<string> {
const data = {
id: randomStringGenerator(),
createdAt: Date.now(),
message,
};
await this.redisService.getClient()
.set(QuestionService.getQuestionKey(data.id), JSON.stringify(data));
await this.redisService.getClient()
.sadd(QuestionService.getQuestionsListKey(), data.id);
return data.id;
}
async getRandomQuestionId(): Promise<string> {
return this.redisService.getClient()
.srandmember(QuestionService.getQuestionsListKey());
}
async getRandomQuestion() {
const id = await this.getRandomQuestionId(gameId);
return this.getQuestion(id);
}
}
, Redis. , , . , — .
-, . -, , , . , , . , , , , , - , . - , , . , - . 5 https://github.com/aceakash/string-similarity . , — . , , 0.75 , . — , .
(sorted set) . QuestionService, , , -( ), , , ..
, . , - . , QuestionService :
private turnScores: number[] = [8, 5, 3, 2, 1, 1];
public static getAnswersKey(questionId: string): string {
return `answers:${questionId}`;
}
async addAnswer(questionId: string, answer: string): Promise<string> {
return this.redisService.getClient()
.zincrby(QuestionService.getAnswersKey(questionId), 1, answer);
}
async getQuestionAnswers(questionId: string): Promise<string[]> {
return this.redisService.getClient()
.zrevrange(QuestionService.getAnswersKey(questionId), 0, -1);
}
async getTopAnswers(gameId: string, questionId: string): Promise<string[]> {
const copiedAnswers = await this.redisService.getClient()
.get(`answers:game:${gameId}:q:${questionId}`);
if (!copiedAnswers) {
const ans = await this.redisService.getClient()
.zrevrange(QuestionService.getAnswersKey(questionId), 0, 5);
await this.redisService.getClient()
.set(`answers:game:${gameId}:q:${questionId}`, JSON.stringify(ans));
return ans;
}
return JSON.parse(copiedAnswers);
}
async existingAnswer(questionId: string, answer: string): Promise<string | null> {
const answers = await this.getQuestionAnswers(questionId);
const matches = stringSimilarity.findBestMatch(answer, answers);
return matches.bestMatch.rating >= 0.75
?
matches.bestMatch.target
:
null;
}
async getExistingAnswerScore(
gameId: string, questionId: string, answer: string
): Promise<number> {
const topAnswers = await this.getTopAnswers(gameId, questionId);
const matches = stringSimilarity.findBestMatch(answer, topAnswers);
return matches.bestMatch.rating >= 0.75
?
this.turnScores[matches.bestMatchIndex]
:
0;
}
async submitAnswer(gameId: string, questionId: string, answer: string): Promise<number> {
answer = answer.toLowerCase();
const existingAnswer = await this.existingAnswer(questionId, answer);
if (!existingAnswer) {
await this.addAnswer(questionId, answer);
return 0;
} else {
await this.addAnswer(questionId, existingAnswer);
return this.getExistingAnswerScore(gameId, questionId, existingAnswer);
}
}
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, ? , . , ?
, () . 2 — player1 player2 . : , , . , , " " , . — .
enum GameStatus {
WaitingForPlayers,
Active,
Finished,
}
key-value, = ID, value = JSON.stringify(data). ,
interface Game {
id: string;
player1: string;
player2: string;
joined: string[];
status: GameStatus;
round?: number;
winner?: string;
createdAt: number;
updatedAt?: number;
}
, , (? 1 — 1 ), .
interface GameRound {
index: number;
question: string;
currentPlayer: string;
turn: number;
answers: UserAnswer[];
updatedAt?: number;
}
game.service.ts , : , , , , . , - , , . Redis pub/sub. , . , — , - , , .
GameServiceclass GameService {
public static CHANNEL_G_CREATED = 'game-created';
public static CHANNEL_G_STARTED = 'game-started';
public static CHANNEL_G_ENDED = 'game-ended';
public static CHANNEL_G_NEXT_ROUND = 'game-next-round';
public static CHANNEL_G_NEXT_TURN = 'game-next-turn';
public static CHANNEL_G_ANSWER_SUBMIT = 'game-next-turn';
private defaultRounds: number;
private defaultTurns: number;
private timers: any = {};
constructor(
private readonly redisService: RedisService,
private readonly playerService: PlayerService,
private readonly questionService: QuestionService,
@Inject('EventPublisher') private readonly eventPublisher,
) {
this.defaultRounds = config.game.defaultRounds;
this.defaultTurns = config.game.defaultTurns;
}
public static getGameKey(id: string) {
return `game:${id}`;
}
async getGame(gameId: string): Promise<Game> {
const game = await this.redisService.getClient()
.get(GameService.getGameKey(gameId));
if (!game) {
throw new Error(`Game ${gameId} not found`);
}
return JSON.parse(game);
}
async saveGame(game: Game) {
return this.redisService.getClient().set(
GameService.getGameKey(game.id),
JSON.stringify(game)
);
}
async saveRound(gameId: string, round: GameRound) {
return this.redisService.getClient().set(
GameService.getRoundKey(gameId, round.index),
JSON.stringify(round)
);
}
async initGame(player1: string, player2: string): Promise<Game> {
const game: Game = {
id: randomStringGenerator(),
player1,
player2,
joined: [],
status: GameStatus.WaitingForPlayers,
createdAt: Date.now(),
};
await this.saveGame(game);
this.eventPublisher.emit(
GameService.CHANNEL_G_CREATED, JSON.stringify(game)
);
return game;
}
async joinGame(playerId: string, gameId: string) {
const game: Game = await this.getGame(gameId);
if (!game) throw new Error('Game not found err')
if (isUndefined(game.joined.find(element => element === playerId))) {
game.joined.push(playerId);
game.updatedAt = Date.now();
await this.saveGame(game);
}
if (game.joined.length === 2) return this.startGame(game);
}
async startGame(game: Game) {
game.round = 0;
game.updatedAt = Date.now();
game.status = GameStatus.Active;
this.eventPublisher.emit(
GameService.CHANNEL_G_STARTED, JSON.stringify(game)
);
await this.questionService.pickQuestionsForGame(game.id);
await this.nextRound(game);
}
async nextRound(game: Game) {
clearTimeout(this.timers[game.id]);
if (game.round >= this.defaultRounds) {
return this.endGame(game);
}
game.round++;
const round: GameRound = {
index: game.round,
question: await this.questionService.getRandomQuestionId(game.id),
currentPlayer: game.player1,
turn: 1,
answers: [],
};
await this.saveGame(game);
await this.saveRound(game.id, round);
this.timers[game.id] = setTimeout(async () => {
await this.submitAnswer(round.currentPlayer, game.id, '');
}, 20000);
await this.eventPublisher.emit(
GameService.CHANNEL_G_NEXT_ROUND,
JSON.stringify({game, round})
);
}
async nextTurn(game: Game, round: GameRound) {
clearTimeout(this.timers[game.id]);
if (round.turn >= this.defaultTurns) {
return this.nextRound(game);
}
round.turn++;
round.currentPlayer = this.anotherPlayer(round.currentPlayer, game);
round.updatedAt = Date.now();
await this.eventPublisher.emit(
GameService.CHANNEL_G_NEXT_TURN,
JSON.stringify({game, round})
);
this.timers[game.id] = setTimeout(async () => {
await this.submitAnswer(round.currentPlayer, game.id, '');
}, 20000);
return this.saveRound(game.id, round);
}
async answerExistInRound(round: GameRound, answer: string) {
const existingKey = round.answers.find(
rAnswer => stringSimilarity.compareTwoStrings(answer, rAnswer.value) >= 0.85
);
return !isUndefined(existingKey);
}
async submitAnswer(playerId: string, gameId: string, answer: string) {
const game = await this.getGame(gameId);
const round = await this.getCurrentRound(gameId);
if (playerId !== round.currentPlayer) {
throw new Error('Its not your turn');
}
if (answer.length === 0) {
round.updatedAt = Date.now();
this.eventPublisher.emit(
GameService.CHANNEL_G_ANSWER_SUBMIT,
JSON.stringify({game, answer, score: 0, playerId})
);
return this.nextTurn(game, round);
}
if (await this.answerExistInRound(round, answer)) {
throw new Error(' ');
}
round.answers.push({ value: answer, playerId, turn: round.turn });
const score = await this.questionService.submitAnswer(
gameId, round.question, answer
);
if (score > 0) {
await this.addGameScore(gameId, playerId, score);
}
round.updatedAt = Date.now();
this.eventPublisher.emit(
GameService.CHANNEL_G_ANSWER_SUBMIT,
JSON.stringify({game, answer, score, playerId})
);
return this.nextTurn(game, round);
}
async addGameScore(gameId: string, playerId: string, score: number) {
await this.redisService.getClient()
.zincrby(`game:${gameId}:player:scores`, score, playerId);
}
async endGame(game: Game) {
clearTimeout(this.timers[game.id]);
game.updatedAt = Date.now();
game.status = GameStatus.Finished;
game.updatedAt = Date.now();
const places = await this.redisService.getClient()
.zrevrange(`game:${game.id}:player:scores`, 0, -1);
game.winner = places[0];
const winnerRating: number = await this.playerService.getPlayerRating(game.winner);
const looserRating: number = await this.playerService.getPlayerRating(places[1]);
const newRatings = rating.calculate(winnerRating, looserRating);
await this.playerService.winGame(game.winner, newRatings.playerRating);
await this.playerService.looseGame(places[1], newRatings.opponentRating);
await this.redisService.getClient().expire(GameService.getGameKey(game.id), 600)
this.eventPublisher.emit(GameService.CHANNEL_G_ENDED, JSON.stringify(game));
return game;
}
}
, -. , . , — . , , , . Redis (sorted sets). ( , ). . . game.service.ts,
async addPlayerToMatchmakingList(id: string) {
const playerRating = await this.playerService.getPlayerRating(id);
return this.redisService.getClient().zadd('matchmaking-1-1', playerRating, id);
}
async removePlayerFromMatchmakingList(id: string) {
return this.redisService.getClient().zrem('matchmaking-1-1', id);
}
async getMatchmakingListData() {
return this.redisService.getClient().zrange('matchmaking-1-1', 0, -1);
}
async matchPlayers(): Promise<Game> {
const players = await this.redisService.getClient()
.zrevrange('matchmaking-1-1', 0, -1);
while (players.length > 0) {
const pair = players.splice(0, 2);
if (pair.length === 2) {
return this.coinflip()
?
this.initGame(pair[0], pair[1])
:
this.initGame(pair[1], pair[0]);
}
}
}
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"100 1", AndreyDegtyaruk!
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! ! 20 . ? 0 . 3 ,
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SDK Telegraf, , — , . , .
, "" , API key , , . — bot.service.ts, Telegram. , , . :
- /start — (- inline, , custom keyboard )
- /help —
- /player_info — (, , )
- /global_rating —
- /go —
, . , -
getMainMenuKeyboard() {
return {
inline_keyboard: [
[
{
text: ' ',
callback_data: JSON.stringify({type: 'go'})
}
],
[
{
text: ' ',
callback_data: JSON.stringify({type: 'player-rating'})
}
],
[
{
text: ' ',
callback_data: JSON.stringify({type: 'rules'})
}
],
[
{
text: ' ',
callback_data: JSON.stringify({type: 'stats'})
}
],
],
};
}
callback_data. Telegram , , .
, switch/case statement type, . start help, , . , Telegram https, - . , Ngrok .
async commandStart(ctx) {
let name = `${escapeHtml(ctx.from.first_name)}`;
name += ctx.from.last_name ? escapeHtml(ctx.from.last_name) : '';
await this.playerService.createPlayer(ctx.from.id.toString(10), name);
await this.bot.telegram.sendMessage(ctx.from.id, messages.start(name), {
parse_mode: 'HTML',
reply_markup: this.getMainMenuKeyboard(),
});
}
, . , . , , . , , . , .
, Redis pub/sub. . , , , ( ). main.ts, , , . . ""
const redisClient = app.get('EventSubscriber');
redisClient.on(GameService.CHANNEL_G_CREATED, async (data) => {
try {
await botService.sendGameCreated(JSON.parse(data));
} catch (error) {
console.log('Error in CHANNEL_G_CREATED');
console.log(error);
}
});
BotService.sendGameCreated, , .
( , ), - , , , . , ? Stages Scenes, Telegraf, , . , , 30 , Redis.
, , . , , , — ( ). — , , .
this.bot.on('text', async (ctx: any) => {
ctx.message.text = escapeHtml(ctx.message.text);
ctx.message.text = ctx.message.text.toLowerCase();
try {
const state = await this.playerService.getSession(ctx.from.id.toString());
if (!state.currentGame) {
return ctx.reply(
' , .
/help, '
);
}
await this.gameIncomingMessage(ctx, state);
} catch (error) {
console.log('Error during processing TEXT message');
console.log(error);
}
});
this.bot.on('message', async ctx => {
ctx.reply(' ');
});
, , .
Telegram- , . , - . , </>, parseMode HTML, : " html" . , . localhost 50 . , NodeJS . - , , - .
Realmente espero que mi publicación inspire a alguien a implementar sus ideas, hacer que los proyectos favoritos lo hagan más rápido y llevarlos al lanzamiento, ayudar a todo el proceso de creación de proyectos desde la idea hasta la implementación, o simplemente permitirle al menos un poco de placer de lectura. Estoy casi seguro de que el bot no resistirá una gran cantidad de jugadores. Aún así, temporizadores, suscriptores directamente en main, un proceso, etc., etc. Sin embargo, si alguien está interesado en ver el resultado, busque el bot @QuizMatchGameBot . ¡Paz para todos!