Thanks for your interest in contributing to OpenDuelyst! This document will introduce you to the code and guide you through making a change.
- Helpful Links
- Code Structure
- Setting up a Development Environment
- Starting the Game Locally
- Common Troubleshooting Steps
- Making App (Frontend) Changes
- Making Server/Worker (Backend) Changes
- Opening Pull Requests
- Versioning
- Where to Get Help
- OpenDuelyst Roadmap
- Architecture Documentation
- Open Issues
- Node.js v16 API Reference
- Redis Documentation
- Postgres v14 Documentation
- Firebase API Reference (Frontend)
- Firebase API Reference (Backend)
- Socket.io v4 Documentation
- JSON Web Token Documentation
- Mocha Unit Testing API Reference
- Chai Assertion API Reference
An in-depth explanation of the code can be found in the Architecture Documentation above. It contains some pointers to the specific places in the code used by each service or component.
To help you get acquainted more quickly, here is a list of files and directories commonly used when working on the game:
app/
contains code for the frontend / game clientconfig/
contains configuration for backend servicesdocker-compose.yaml
contains our Docker container configurationdocs
contains documentation, including this guidegulp/
andgulpfile.babel.js
contain workflow automation, for tasks like building the codepackage.json
contains our Node.js dependenciesserver
contains code for the HTTP API server and the WebSocket game serversterraform
contains code for provisioning staging and production environmentstest
contains unit and integration testsworker
contains code for the worker, which processes asynchronous background jobs
For JavaScript code, we use ESLint to enforce code style.
Its configuration can be found in .eslintrc.json
.
You can run the linter with yarn lint:js
.
You can automatically format JS code to meet these standards by running
yarn format:js
.
For CoffeeScript code, we use CoffeeLint to enforce code style.
Its configuration can be found in coffeelint.json
.
You can run linters with yarn lint:coffee
, yarn lint:coffee:app
, or
yarn lint:coffee:backend
.
Most of the code is written in CoffeeScript, which compiles into JavaScript. We are considering replacing CoffeeScript with JavaScript (see Issue #4).
We should also consider moving to TypeScript where possible.
There is a fairly strict tsconfig.json
in the repo which has been
preconfigured for new code. After writing new TypeScript code, you can run
yarn tsc
to build it using this config.
Before you get started, you'll need Node.js and Docker Desktop These will enable you to run the code in containers, and to interact with the JavaScript build process.
We recommend installing Node.js by using Volta, which helps manage Node.js versions for you. We use the latest LTS release of Node, which is currently v18.
Once you have npm
, you can use it to install Yarn (the package manager we
use):
npm install -g yarn@1
npm install -g cross-env
Before proceeding, disable the deprecated git://
protocol for fetching
packages:
git config --global url."https://".insteadOf git://
Once you have Yarn installed, you can install the dependencies for the game. Run the following in the repository root directory:
yarn install --dev # Install remaining Node.js dependencies.
yarn tsc:chroma-js # Compile TypeScript dependencies.
In order to successfully run the game, you will need a Firebase Realtime Database.
Fortunately, Google provides a free version of this service called the "Spark Pricing Plan".
Create a Firebase (Google) account, a Firebase project, and a Firebase Realtime Database. Be sure to create the Realtime Database in the US Central region, as the Europe and Singapore regions will give you a URL which is incompatible with our Firebase client.
Once you have created a Firebase account and a Realtime Database, take note of your Realtime Database's URL, as you'll need it when building the code. You will also want to configure the Security Rules for your database. You can copy these from firebaseRules.json in the repo.
Now that dependencies are installed, you can build the game code and its assets. This step will take a few minutes.
cross-env FIREBASE_URL=<YOUR_FIREBASE_URL> yarn build
Including the Firebase URL is important, since it enables the game client to communicate with the servers. There's a link button on the front page of the realtime database you can press to copy the correct URL; don't copy and paste the address. We want the URl provided on the front page; it should look something like 'https://[name_of_database]-default-rtdb.firebaseio.com/".
After the initial build, you can save time with yarn build:app
(code only; no
assets) or yarn build:web
(frontend HTML/CSS/JS only).
Now that you have a development environment set up, there's a bit more Firebase configuration needed. From your Firebase project settings page, click the "Service Accounts" tab.
First, click "Database Secrets" and create a new legacy token.
Create a file named .env
in the repo root with the following contents:
FIREBASE_URL=<YOUR_FIREBASE_URL>
FIREBASE_LEGACY_TOKEN=<YOUR_FIREBASE_LEGACY_TOKEN>
Next, still on the Firebase "Service Accounts" page, click on the Service Accounts popout to open Google Cloud. Create a new service account with the ability to read from and write to Firebase. You can achieve this by using the "Firebase Realtime Database Admin" role, but you may want to restrict this later.
On the Google "Service Accounts" page, clicking "Manage Keys" next to the
newly-created service account will let you create a new JSON key. Do this, and
save it as serviceAccountKey.json
in the repo root.
Note: Both .env
and serviceAccountKey.json
are ignored by Git for this repo,
so these secrets can't be accidentally committed.
If you would like to enable the shop, set the value of
/system-status/shop_enabled
in Firebase to true
. Once this is done, the shop
will appear in the main menu.
Now that the game has been built and Firebase has been configured, you can start the servers locally and play a game. We use Docker Compose to manage containers for the game servers, Redis cache, and Postgres database.
As a final step before starting the game servers, the Postgres database must be
initialized. To do this, run docker compose up migrate
.
Now you can run docker compose up
to start the game servers and their
dependencies.
Once you see Duelyst 'development' started on port 3000
in the logs, the
server is ready! Open http://localhost:3000/ in a browser to load the client,
create a user, and play a practice game.
After you load Duelyst in your browser, there are two key places to monitor:
-
The browser console, which will relay all errors generated by the app. Filtering this to only the
warning
anderror
log levels will make things more readable. -
The console output of Docker Compose, which will multiplex log output from all of the game containers. Keep an eye out in particular for any error stack traces, which will be hard to miss since they span several lines and break from the typical log format.
Errors from both of these sources should give you both a file and line number
to reference. If not, you can generally search for the error string to find out
where the error is originating in the code. Some errors originate from our
dependencies, so you can also search for error strings in the node_modules/
directory if you're having trouble tracking something down.
Now that you have the full development environment set up, you can try making
changes to the game client. To do this, edit any code, cards, or resources
desired in the app/
directory.
When finished, build the game once more:
FIREBASE_URL=<YOUR_FIREBASE_URL> yarn build
You can now run docker compose up
again and load the client to test your
changes.
When working on the Server or Worker code, you don't need to rebuild the game.
Instead, simply run docker compose up
again, and load the game client to test
your changes.
Don't forget to run unit tests with yarn test:unit
, and integration tests
with yarn test:integration
. If you notice a failing test for code you haven't
changed, please file a new bug
issue.
Once you have a contribution ready, you can open a pull request to get it reviewed.
First, fork OpenDuelyst on Github, and push your branch to the fork. Then, when signed into Github, you'll be prompted to open a pull request when viewing the OpenDuelyst repo.
If the contribution solves an open issue, you can automatically close that issue when the PR is merged. To do this, include the text "Closes #1234" in the PR description (to automatically close issue #1234).
When you open a pull request, some tasks will automatically start in our Continuous Integration (CI) environment to lint and test the code.
We use Github Actions for CI, so you can see the atatus and results of these tasks right in the pull request itself.
Once the PR has been reviewed and accepted, it will be merged into the main
branch. At this point, you are now an OpenDuelyst developer. Congratulations!
OpenDuelyst uses Semantic Versioning for its releases.
In version 1.96.17
, 1
is the MAJOR
version, 96
is the MINOR
version,
and 17
is the PATCH
version.
For OpenDuelyst, the MAJOR
version should not exceed 1
. Note that the
immediate release after 1.99
is 1.100
and not 2.0.0
.
At the moment, you can get help with OpenDuelyst by opening an issue. Since this is a volunteer project, it may take a few days for someone to look at your issue.
You can also join the OpenDuelyst Discord server for technical discussion and support.