While there are a number of freely accessible servers out there offering clones of the classic SCRABBLE® game, I wanted a game I could host on my own server, and experiment with different dictionaries, board layouts, tile sets, and rule combinations. And I wanted it to be completely free. The public servers I found didn't work for me because:
- Their code is not public, and setting up your own server is not an option.
- They are generally limited to a single version of the game.
- Their (English) dictionaries are usually based on the standard American Scrabble Tournament dictionary, which is stuffed full of obscure words that only a dedicated aficionado would know. This makes their robot games inaccessible for casual players, as a computer player will beat them every time.
- They plague you with tedious advertisements and in-app purchases.
Enter Hans Hübner's html-scrabble, which this is a fork of. I started out working on their code but rapidly realised the scope and number of changes I intended required a fork, rather than bothering them with hundreds of pull requests.
You will need installations of git
and a recent version of node.js
to
support development.
git clone https://github.com/cdot/Xanado.git
cd Xanado
npm install
npm run build
This clones the repository locally, then installs the dependencies. Finally it builds the client code.
Two versions are built, a client-server version supporting multiple players, and a standalone version offering solo games against the computer. As much as possible of the code is shared between the two versions.
The repository has subdirectories as follows:
audio
contains audio samplesbin
has top level scriptsbuild
has webpack configuration files used for buildingcss
contains style sheetscss/default
contains the default theme. Other subdirectories contain files that can override all or some of the default css.
dictionaries
contains all the dictionariesdist
is where distributions are builteditions
contains the edition specificationsgames
contains the database of games (initially empty)html
has the html for the user interfaces,games_ui.html
for the control panel, andgame_ui.html
for the game itself.i18n
contains the master Englishen.json
,qqq
documentation, and any other contributed translations of the interface.images
contains images used by the gamesrc
has all the source codesrc/backend
has game code specific to the backendsrc/browser
has shared browser-specific codesrc/client
has the client user interface code for the client-server versionsrc/common
has generic code and interface specificationssrc/design
is the Valett programsrc/game
has basic game code shared between frontend and backendsrc/i18n
has the translationssrc/server
has the server code for the client-server versionsrc/standalone
has the solo layer interface that runs entirely in the browser
test
has all the unit tests and fixtures
Players access /
on the server. This will load the games
interface, which is used to view available games and create new games.
The following describes the client-server version of the game.
A game is joined by opening a server URL which identifies the game
and player (GET /join/gameKey/playerKey
). The server adds the
player to the game and responds with the gameKey and playerKey, and
establishes web sockets for further communication. The games interface
supports exploration of existing and past games, and creation of new
games. Players join a game from this interface, which redirects to
a game URL.
The game interface asks the server for the state of the
game using a GET /game/gameKey
URI. The server recognises this as a
request for JSON, and serves up the game, as serialised to
(CBOR)[http://github.com/cdot/CBOR). The UI thaws this data and loads the
game, then manually connects the socket, attaching handlers.
Once construction is complete, the UI will listen for events coming
over the socket from the server and modify the client local copy of
the game accordingly. It will also listen for user interface events
coming from the user, and will POST messages using the /command
route
to reflect user actions: makeMove
, challenge
, swap
, takeBack
,
pass
, confirmGameOver
, pause
and unpause
.
Information about a play is passed to the server in a Move
object,
and results are broadcast asynchronously over the sockets as events
parameterised by Turn
objects. A single play will usually result in
a single Turn
being broadcast, but there is no theoretical
limit on the number of Turn
objects that might be broadcast for a
single interactive play. For example, a robot play following a human
play will likely result in a sequence of turns. Turn
objects are recorded
in the game history, allowing a full replay of game events at a later
date (e.g. when refreshing the UI.)
A complete list of the routes handled by the server can be found in
the code documentation for the Server
class.
The standalone game works in essentially the same way, except that sockets are not required and the game code that normally runs in the server, runs directly in the browser instead.
The test
subdirectory contains unit tests for the server
written using the mocha framework. Run them using npm run test
.
Also supported is test coverage analysis using istanbul; run
npm run coverage
.
Coverage statistics are outout in the coverage
directory.
You can also run eslint on the code using npm run lint
.
The client UI supports an automaton for UI testing. This can be enabled by passing autoplay
in the URL parameters to an open game. Once a first manual play has been played, all subsequent plays in that UI will be completed automatically.
npm run debug_server
will run the server with debug options enabled
(very verbose). The --debug
option to bin/server.js
gives fine
control over the messages. Use node --inspect bin/server.js
to run
the server with the Chrome debugger.
Client code is webpacked into the dist
directory using
npm run build
. This minifies the Javascript, making it hard to debug.
However npm run debug_build
will webpack the code without minification,
making debugging easier.
If the server is run without any parameters (i.e. node bin/server.js
)
then it will serve the top level HTML from the dist
directory. This
requires that the dist
code has been built.
Alternatively you can use the HTML direct from the html
directory
by passing --html html
to node bin/server.js
. This HTML loads the
code direct from the src
tree and is the approach used during development.
First ensure indexes are up to date by running npm run indexing
, and that
translations are consistent using npm run tx
.
build/Dockerfile
is used for building local docker images (assuming you have
a docker server running).
npm run docker
will build a local docker image
$ docker run -p9093:9093 xanado
will run the image, mapping port 9093 on the docker image to port 9093 on the host. Note that docker requires the app to listen on all interfaces i.e. host 0.0.0.0
.
The docker image is automatically built when a new version is checked in to github.
Use npm publish --dry-run
to test the configuration and make sure all
required files are published. Publishing happens automatically when the
code is pushed to github (it's published to the npm repository, and
can be installed using npm install @cdot/xanado
)
Xanado uses the
Wikimedia jQuery.i18n framework
to support translations. To generate your own translation, copy
i18n/en.json
to a file using your language code (e.g. uk.json
for
Ukranian) and edit the new file to provide the translation. qqq.json
contains descriptions of all the strings requiring translation. You
can use npm run tx
to check the completeness of your translations.
If you create a new translation, you will have to add it to
i18n/index.json
for the standalone game to pick it up (or run
npm run indexing
, which will do that for you).
Support for theming the UI exists at two levels.
- To theme the look of the jQuery components of the UI, you can select a jQuery theme in the user preferences dialog.
- To theme the Xanado specific classes, you can add your own CSS file
to the
css/
directory. An example is given incss/exander77
.
If you add a new theme, use npm run indexing
to add it to the index files.
The build system uses webpack to generate indexes and minimal browser scripts in the dist
subdirectory. Run it using npm run build
(or npm run debug_build
). The dist
code is built automatically
when the code is pushed to github.
When the server is run, it resolves the path to the client code using the optional html_dir
configuration setting. This defaults to dist
, so by default the webpacked client code is served to clients. html_dir
can be overridden using the --html
/-h
options on the server invocation command line. Setting it to html
will serve the unpacked client code instead (npm run debug_server
).
The code is documented using jsdoc
. The documentation is automatically
built when a new version is pushed to github, and can be found on github pages.
For development, npm run doc
will generate the documentation in the doc
directory.
You can read the doc in a browser by opening file:///..../doc/index.html
or, if the game server is running, by loading http://localhost:9093/doc/index.html
(adjust URL to suit your install)
The github repository has a list of issues that need to be addressed, including a number of enhancements. Here are some other enhancements that you might like to explore.
Game definitions can be found in .json
files in the editions
directory.
To create your own word game, it's easiest if you start from one of the existing editions.
layout
- layout of the bottom right quadrant of the board (boards must be bilaterally symmetrical).M
is the middle/start square,d
andD
double letter and double word squares,t
andT
triple, andq
andQ
quad._
is an empty square.swapCount
andrackCount
are the sizes of the swap and main racks.bonuses
maps from a number of tiles placed to a bonus score.bag
is an array of tiles, each with:letter
a unicode string representing the letter. If not given then the tile is a blank.score
score for playing that tilecount
number of that tile in the bag
If you create a new edition, you will have to add it to
editions/index.json
for the standalone game to pick it up (or
npx run build
, which will do that for you).
Choosing point values for tiles, and the number of tiles of each letter,
can be difficult to get right. Included is a version of
Joshua Lewis' Valett program
which analyses a word corpus and recommends tile values and counts for the
letter combinations encountered in the corpus based on probability (the corpus
can be any big list of words, or it can simply be a lexicon). Run the program
node bin/valett.js
for help.
Dictionary support is based on Daniel Weck's work. XANADO dictionaries work both on the server and also in the browser.
Dictionaries are stored in the dictionaries
directory and are generated
from a lexicon (list of words in a big text file). To build a new dictionary,
follow the instructions given when you run:
$ node node_modules/@cdot/dictionary/bin/compress.js
Run it with no parameters for help.
If you are extending an existing dictionary with new words, you don't
need to run the compressor. If there is a file in the dictionaries
folder with the same name as the dictionary and the extension .white
it will be read and the words in it loaded into the dictionary when
the server starts. It will affect the performance of the dictionary,
so you are recommended to run the compressor every so often to
incorporate those words.
If you create a new dictionary, you will have to add it to
dictionaries/index.json
for the standalone game to pick it up. This
is done automatically when you npm run build
.
The dictionary support is designed to be reusable in other games. It might be fun to implement Wordle, for example, or the word search game often found in newspapers where you try to make as many words as possible from a 9 letter anagram. See github for more.
It would be nice to see a truly public server that anyone could sign in to and play against other random people. However this would have to be done with great care.
- there are already a number of security features, such as simple XSS avoidance (thanks to @pkolano) and use of HTTPS, but it has some potential holes that might be exploited by an evil person. An audit is required.
- would also have to address things like the size and performance of the database, and the performance of the robot.
- the games interface would be unusable without some sort of grouping of users and/or games - for example, into "rooms".