Architecture
- Client-Server (non-monolithic/microservices)(?)
Frontend
- Basically: Frontend ←–> REST-API (CRUD) ←–> Matchmaking Library
Backend
Registration with aoe2-Profile-ID
- e.g. `!register <aoe2 profile id>` – register the given account with the discord name
- then you are asked by Direct Message to create a lobby with special randomly generated settings
- the created lobby and the options are then checked by the bot and the mapping to the account is done internally
- good thing is that the register endpoint can theoretically be queried from the outside with all kinds of stuff (should be platform-agnostic, whether it's from openage or from voobly, from a discord bot, a web-app or anything else)
Persistence
- basic PG stuff I guess for the user information
- maybe a fast in-memory database for anything temporary that is only needed during the actual matchmaking process
UX
- if it is less likely that you will find a match in the next 2-3 minutes, it will recommend you better settings to find a faster match
- people should see how many players queue in the different settings
- they should be free to queue at a setting they chose to find a match
- they should be able to play what they want
- if there are no players in that settings, we give feedback and recommend them settings how they would find a faster match
- like having dynamically pop up an Arabia 1v1 queue because there are like 25 people queuing right now
- could click on it and jump into the queue
- if there is another queue for Socotra, and you have Socotra in your settings as a “beloved map”,
- and there are 7 people in it, you could feel free to pull that into your personal queue as well and check if one or both queues gives you a game and so on
Recorded games upload and analysation
- could even reward special plays analysed from the recorded game
- we might want to reimplement/contribute to a recorded game parser in Rust ( https://github.com/SiegeEngineers/genie-rs/tree/default/crates/genie-rec )
- could get the recorded games from official API