Rock, Paper, Orleans (RPO) is a game built using dotnet, Orleans, and runs in Azure. The idea behind RPO is that you write a "player bot" in which you implement your player logic. The game engine essentially runs forever as a dotnet Worker service (which we may tweak later to run as an Orleans timer). Players wait in a lobby, and are matchmade each round randomly. The game is played, the winner and loser recorded, and the next game started.
To get this project up and running on your own machine and in your own Azure subscription, you'll need the following things:
- An Azure subscription (sign up here for free).
- dotnet 6.0 on your machine.
- The Azure CLI installed.
- The Azure Dev CLI, as this project makes use of the exciting new updates offered by
azd
. - Either the Azure Storage Emulator or Azure Cosmos DB emulator on your development machine.
- Ideally, you'll have Visual Studio Preview or Visual Studio Code to make tweaks and - hopefully - write and contribute your own player to the RPO ecosystem.
Here's what RPO looks like when you have it up and running. In this screenshot, we're using the dark theme, and we have all the default players (at the time of v1's release) running in the app.
The game topology consists of a series of Visual Studio projects you'll find in the src
folder. Here's a breakout of these projects so you understand what's what.
Project | Purpose |
---|---|
GameController | The dotnet worker service project that hosts the game engine, or the "game loop". This project's front door is the Orleans Dashboard, as this is the one silo in the solution that hosts Grains. |
Leaderboard | This is the front-end UI of the app. |
Players | Hosts the more basic players in the app. |
Rando | Hosts the "random" player and the "slow random" player, which emulates a player taking a longer period of time to perform their move. Also contains the Captain Obvious player, which demonstrates implementing a simple logic flow in a player's implementation. |
.Abstractions | This project contains the various Grain interfaces or abstractions, as well as any models (the "nouns" in the system as well as the behavioral abstractions) are contained here. |
.Grains | Implementations of the Grain interfaces. |
RockPaperOrleans | Infrastructure and convenience classes that simplify the programming model of building and hosting players. |
Whether you run the app using Visual Studio, VS Code, Tye, or you just deploy it first, understand the order in which the services must start.
- Game Controller
- Leaderboard
- Any players
If you don't start things up in this order, well - it won't work. At the moment, the system is also set up such that each service should be run as a single-instance. You'd only need compute instance of each service running. If you scale them out, well - that might be weird, too. You're at your leisure to try but... yeah. Moving on!
We used AZD to make this process easier. You'll find that we adhered to the AZD-friendly layout for the infra
parts, where our Bicep files and ARM parameter files are located. This makes deployment as simple as:
azd provision -e rpo
azd deploy --service gamecontroller
- Click the link written to the screen once the
gamecontroller
app is deployed to open up the RPO Orleans Dashboard, where you can see all the silos and grains as the additional services appear. azd deploy --service leaderboard
- Click the link written to screen once the
leaderboard
app is deployed to open up the RPO leaderboard, or main user interface. Leave the leaderboard open as you run the next two AZD commands, and you'll see players appear as the apps start up in Azure. azd deploy --service players
azd deploy --service rando
- Watch as the game loop runs and players win and lose and move up and down in the leaderboard.
Or, you can just do it all in one step and open the links as they're written to screen with azd up
.
To write a player, you create a new class that inherits from PlayerBase
. You can override any of the methods, but you're only required to implement the Go()
method. Go
is where all the logic for your player is stored.
Let's walk through some of the players we shipped with v1 of RPO give you an overview of how to write a player bot, and then later, how to host it (don't worry, it's simple).
In the Players
project, there are a series of very-basic players that behave in very-obvious ways.
public class AlwaysPaper : PlayerBase
{
public AlwaysPaper(ILogger<AlwaysPaper> logger) : base(logger) { }
public override Task<Play> Go()
=> Task.FromResult(Play.Paper);
}
public class AlwaysRock : PlayerBase
{
public AlwaysRock(ILogger<AlwaysRock> logger) : base(logger) { }
public override Task<Play> Go()
=> Task.FromResult(Play.Rock);
}
public class AlwaysScissors : PlayerBase
{
public AlwaysScissors(ILogger<AlwaysScissors> logger) : base(logger) { }
public override Task<Play> Go()
=> Task.FromResult(Play.Scissors);
}
The Rando
project contains, obviously, the Rando
player, which, probably-also-obviously, throws random moves. Literally random. He has a pal named SlowRando
that is built to show how the game loop continues to work fine even when a bot is slow.
One day we'll implement logic to control a bot that just stops or is too slow, but for now we'll control that using code reviews.
The code for these simple players is, again, probably pretty obvious in nature.
public class Rando : PlayerBase
{
public Rando(ILogger<Rando> logger) : base(logger) { }
public override Task<Play> Go() => Task.FromResult((Play)Random.Shared.Next(0, 3));
}
// simulate a player taking a few seconds to run
public class SlowRando : PlayerBase
{
public SlowRando(ILogger<Rando> logger) : base(logger) { }
public override async Task<Play> Go()
{
await Task.Delay(Random.Shared.Next(250, 1000));
return (Play)Random.Shared.Next(0, 3);
}
}
CaptainObvious
bases his move off the name of the player, or more generally, a component of the name of the player using very-very-basic pattern matching.
public class CaptainObvious : PlayerBase
{
private Player _opponent;
public CaptainObvious(ILogger<CaptainObvious> logger) : base(logger) { }
public override Task OnOpponentSelected(Player player, Player opponent)
{
_opponent = opponent;
return base.OnOpponentSelected(player, opponent);
}
public override Task<Play> Go()
{
var result = (_opponent) switch
{
Player _ when _opponent.Name.ToLower().Contains("scissors") => Play.Rock,
Player _ when _opponent.Name.ToLower().Contains("rock") => Play.Paper,
Player _ when _opponent.Name.ToLower().Contains("paper") => Play.Scissors,
_ => (Play)Random.Shared.Next(0, 3)
};
return Task.FromResult(result);
}
}
Both Rando
and Players
show examples of how to host multiple players in one Kestrel host. We've provided the extension method PlayRockPaperScissors
you can use on the ISiloBuilder
of your own host code, and the EnlistPlayer<T>
method which takes any PlayerBase
inheritor.
That means you can host multiple players, like our Players
host:
IHost host = Host.CreateDefaultBuilder(args)
.UseOrleans((context, siloBuilder) =>
{
siloBuilder
.PlayRockPaperOrleans(context.Configuration)
.EnlistPlayer<AlwaysPaper>()
.EnlistPlayer<AlwaysRock>()
.EnlistPlayer<AlwaysScissors>();
})
.ConfigureServices((services) =>
{
services.AddWorkerAppApplicationInsights("Players Silo");
})
.Build();
Or, you can write your own worker service project and configure it to host your own player.
IHost host = Host.CreateDefaultBuilder(args)
.UseOrleans((context, siloBuilder) =>
{
siloBuilder
.PlayRockPaperOrleans(context.Configuration)
.EnlistPlayer<YourAwesomeCustomPlayer>()
})
.ConfigureServices((services) =>
{
services.AddWorkerAppApplicationInsights("Custom Player Silo");
})
.Build();
As with any codebase, there are a few things you should know before you dive in, and especially, before you deploy. Nothing big, just, a few notes.
In SiloBuilderExtensions.cs
, we've defaulted to using the Azure Storage providers for both clustering and grain storage. If you'd prefer to use Cosmos DB, just swap these lines of code, and make sure your Cosmos DB emulator is running and that each of the projects' appsettings.json
are configured appropriately.
RPO has a ton of logs to aid with development-time and debugging. You'll want to update the appsettings.json
to "turn down the log verbosity" to warning or lower once you're ready to deploy "for real" or you'll have a LOT of logs.
We'd like you to write your own player, so feel free to send a pull request. When you do, please either add your player to the Players
project, or write your own host. If you do, make sure to set up your own ports for the silo and gateway ports for your host, and add your service to the azure.yaml
file and corresponding Bicep/JSON files to the infra/modules
folder. In addition, please add your own workflow in the .github
folder, so we can deploy your player separately if you're hosting it on your own.