Halo lagi! Apakah Anda sering menemukan ide untuk proyek yang benar-benar mencegah Anda tidur? Perasaan itu ketika Anda khawatir, khawatir dan tidak bisa mengerjakan hal-hal lain secara normal. Itu terjadi pada saya beberapa kali dalam setahun. Beberapa ide menghilang dengan sendirinya setelah mempelajari topik dan pemahaman bahwa akan sangat sulit untuk mendapatkan manfaat dari inisiatif semacam itu. Tetapi ada ide-ide seperti itu, yang berkembang yang bahkan beberapa jam, sangat menangkap saya sehingga saya tidak bisa makan. Posting ini adalah tentang bagaimana saya berhasil mewujudkan salah satu ide ini dalam beberapa malam setelah bekerja dan tidak mati kelaparan. Tapi ide itu sendiri awalnya terdengar agak ambisius - sebuah permainan PvP di mana para pemain bersaing satu sama lain, menjawab pertanyaan.

" - Botlify", . - , . , 14-15 , .
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- (Player) — id , , , , , .
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- (Round) — . , , .
- (Question) — , - .
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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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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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- — 0
! ! 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 . - , , - .
Saya benar-benar berharap posting saya akan menginspirasi seseorang untuk mengimplementasikan ide-ide mereka, membuat proyek-proyek kesayangan melakukannya lebih cepat dan membawa mereka untuk rilis, membantu seluruh proses pembuatan proyek dari ide ke implementasi, atau hanya membiarkan Anda mendapatkan setidaknya sedikit kesenangan membaca. Saya hampir yakin bahwa bot tidak akan menahan sejumlah besar pemain. Tetap saja, pengatur waktu, pelanggan langsung di utama, satu proses, dll., Dll. Namun demikian, jika seseorang tertarik untuk melihat hasilnya, cari bot @QuizMatchGameBot . Damai untuk semua orang!