A Wee Bit of Engineering!

Warning! Engineering Construction!

Warning! Under Construction!

Over the past two weeks I have been conducting a great deal of engineering work on Ancient Armies to get it ready for the implementation of column movement.

It all started when I was looking at a bug with the fatigue system. This is the bug that my new telematics system picked up a few posts ago where fatigued units were not regaining their freshness after exertions.

Whilst probing around the fatigue system I was horrified by the fact that the code for it seemed to be literally everywhere! Having the code for a single subsystem littering an entire game can make it very difficult to understand, debug and can of itself cause many other engineering problems further down the line.

An inspection of the cohesion subsystem revealed a similar issue. :/

I was mortified. I’m typically very hot on software coupling and cohesion. I guess it was just the way these two subsystems had evolved over time.

In the interests of simplification and maintainability, I decided to completely refactor both of these subsystems so that they are both located in one place within their own respective classes.

Doing this was a non-trivial affair, it involved grabbing bits of code from all over the system and moulding them into a singular coherent class.

It took a fair bit of time but the rewards have more than made up for it.

For a start, it made fixing the fatigue system incredibly easy:

Fatigue goes up, fatigue goes down! (click for larger version)

Fatigue goes up,  fatigue goes down! (finally!) (click for larger version)

For the first time, fatigue in the game is now being recovered properly after a unit’s exertions. The screenshot above shows the game providing real-time data to my telematics application on the right. This shows two units exerting and then resting with their fatigue levels doing exactly what I expected them to!

The telematics application has been a God-Send. For a start it originally discovered this issue, something that would have been very difficult to spot with standard tools. But more importantly, it also easily verified that my fix was working!

To try and prove this code fix was working from within the code editor would have been a tedious and time consuming affair. But with telematics, it is as easy as running the game and viewing the results!

The telematics system also came to the rescue with cohesion too:

The telematics application lending a hand in diagnosing a cohesion issue. (click for larger version)

The telematics application lending a hand in diagnosing a cohesion issue. (click for larger version)

After the refactor of the cohesion subsystem, the graphics weren’t showing a unit’s cohesion levels properly. A quick run up of the telematics application proved that there was nothing wrong with the underlying modelling and that it was in fact an update issue to the graphical subsystem!

Again, without telematics, this would have taken much longer to determine as it would have been difficult proving that the cohesion system was working properly over time.

The other tooling to provide great assistance was my new automated build process – as introduced in the previous blog entry. Seeing the installers magically appear on my NAS drive after committing code never grows old. Nor does being able to tell exactly which version of Ancient Armies I’m running! Both of these seemingly small details, go a long way to making the job of cracking bugs a lot easier.

Although the refactoring of the fatigue and cohesion subsystems took two weeks, it leaves the software in a much better state.

For a start, all the complexities of cohesion and fatigue modelling are encapsulated and hidden away within their respective classes. None of the rest of the system needs to know how they work. Even when I’m calling these sub-systems, I no longer need to memorise how they work as it is all nicely tucked away.

When other systems within Ancient Armies call fatigue and cohesion, they can now ask simple questions like, is a unit fatigued? or exhausted? and they can do so without having to do any of the sums themselves. This helps to simplify the code and to ensure that one achieves consistent results throughout the game.

The other big bonus from the refactor, is that if either sub-system needs tweaking in the future, I know exactly where to go – they are both housed in their own files. More importantly, I only need to learn what the code is doing in that one file to fully understand the subsystem. This is far easier than traipsing through the entire game’s codebase trying to work out what’s going on!

Finally, in what seems like a long journey, I am now in a position to start work on column based movement. So tune into the next post to see some of the early results from my efforts.

Laters

RobP

 

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Telematics – Done!

It's Magic!

It’s Magic!

This is a relatively short update post.

The photo above shows the end result of my work on telematics. Here I have a game running on my Surface Book laptop on the left, whilst my Surface Pro on the right is picking up that game’s internal data in real-time! 🙂

As a result I’m a very happy chappy!

I can now run with two machines, with one of them configured to show me realtime data feeds directly from within the game itself. This will reduce by a significant order of magnitude the amount of time that I will need to invest in future debugging endeavours.

The finished application.

The finished application.

The finished application has had a lot of additional functionality added to it to allow one to pan and zoom around the data – hence all the additional buttons.

It’s underlying protocol has also been switched from Named-Pipes to TCP/IP. This change proved to be remarkably trivial thanks to the way I architected both Hermes (the communications layer) and the Telematics solution itself.

In terms of project time, I pretty much hit the nail on the head too:

Not bad.... Only an hour out...

Not bad…. Only an hour out…

The original estimate was for 1 week of development, the actual time taken was one week plus 57 minutes. As estimates go, that was a good one!

I’m now in a good place with regard to communications. I quite literally have the technology to code the multiplayer functionality that I want to add.

So where now?

The next phase is bug fixing. This will be a few weeks of relatively-boring-but-has-to-be-done-fixing and architectural tweaks.

Once complete I will make a start on the mythical column movement.

I will see you then!

Laters

RobP

Telematics – Courtesy of Hermes!

Telematics Baby! (Click for full size)

Telematics Baby! (Click for full size)

Last week I alluded to having to write a new telematics system for Ancient Armies.

Well, it’s now here, mostly….

The screenshot above was taken from the new telematics application. It can connect to any game running on any networked machine and provide real-time graphical detail with regards to the multitude of hidden variables within the game.

Below is a screenshot of the game that was sending its data:

The scenario that's sending its data.

The scenario that’s sending its data. (Click for full-sized image)

You will need the eyes of an eagle-hawk, but the only noticeable difference between this game window and the older ones is the new telematics button on the far right of the main toolbar.

This button is normally hidden by default. To show it and gain the use of telematics one must first go to the options screen and pop across to the new Telematics tab:

The new telematics tab!

The new telematics tab!

This tab allows one to enable telematics and to pick the machine that the telematics application resides on. I have greyed out my machine names as I don’t want the internet to know the names of my local computers.

Once enabled, the telematics button becomes available on the main menu. Simply click this to allow the automatic sending of data.

If the telematics application is not running whilst the game is sending data, this is not an issue. The system will simply wait for the telematics application to start then automatically send the backlog of telematics data. In the meantime, one can carry on playing!

This new feature brings a lot to the table. Firstly, I can now see what’s happing in every unit on the battlefield, all in realtime! Being able to see their variables changing over time allows me to spot bugs easily and to check that the modelling is working as expected.

In fact this system has already found its first issue. If you look at the first screenshot at the top of this post you will see the cohesion (orange) and fatigue (blue) levels for all the units in the scenario over the first turn.

One thing I noticed is that for some orders, the units were not recovering from their exertions. Such an issue would have been very difficult to spot without this tool and may well have gone unnoticed whilst introducing many subtle issues.

The other thing that this system brings to the table is Hermes.

What’s Hermes?

Hermes is my new communications layer for the game. In fact, like Chronos and Atlas before it, it has been made generic enough that it can be used for any game or program.

The best thing about Hermes is that it hides the complexities of low level communications thus making it very easy to use. It also allows one to use a variety of low level protocols (simply inject them in), all whilst presenting developers with the same simple to use interface.

As expected, Hermes also handles all the other issues normally associated with communications, such as multi-threading and queuing. All in all, a very powerful system. 😎

In terms of the game itself, having Hermes in place means that multiplayer gaming is now a possibility – I just need make use of the technology that is now there!

However, there is still more work to do on the telematics system. My expectation is that I will be finished by the end of next week.

Time on Telematics!

Time on Telematics!

In fact my JIRA system says that I have just over a day’s worth of additional development to do – assuming my estimating was good. That’s after having invested nearly 4 days of effort into this system – 4 days well spent in my book.

I’ll leave you with a video showing how this new system works. Enjoy!

Laters

RobP