larsan

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Cubeia Provides Poker to the Indian Market

Cubeia has provided the software for a real-money poker network in India.

14 October 2013 (Stockholm, Sweden) – Software development company Cubeia is set to unveil a brand new real-money poker network in India in collaboration with local partner Mirch Entertainment.

The network is based upon the open source platform Cubeia Poker and is one the first pure-HTML5 poker clients to land on the largely untapped and exciting Indian market. The fully responsive and flexible HTML5 poker client runs on any computer and most mobile devices, as well as on all major browsers and on all operating systems.

Please see this press release for more information: Cubeia enters Indian market

By |Monday, October 14, 2013|cubeia|Comments Off on Cubeia Provides Poker to the Indian Market

Cubeia Poker Cloud Scalability

Introduction

Would you want some cloud with your game server?

Cubeia Firebase was initially build for real money gambling and for deployment on dedicated hardware. It makes sense to control your hardware when you’re dealing with monetary systems but as gambling focus has shifted the last couple of years towards social gaming cloud based deployments makes much more sense. In this article we’ll present Cubeia Poker running on Amazon AWS and our initial load tests and evaluation.

By |Wednesday, December 19, 2012|cubeia, firebase|1 Comment

Cubeia + NDA = No Go

Frequently we’re asked to sign Non-Disclosure Agreements (NDA). Either they’re presented at an exploratory stage or when agreements or licenses are to be written. Generally we say no to them, and here’s why.

By |Friday, November 30, 2012|cubeia|2 Comments

Cubeia Firebase 1.9.0

Today we release Firebase 1.9.0-CE (and of course also EE for our enterprise customers). It’s been 6 months since 1.8.0 and we’ve been using 1.9 internally for approximately 2 months now, including within a very active development project. This release can be described in two acronyms: JPA and JNDI. By adding JNDI within the server and removing JPA we’ve made it significantly easier to actually use JPA. The king is dead! Long live the king!

By |Thursday, September 27, 2012|firebase|Comments Off on Cubeia Firebase 1.9.0

Auto generated ID with Morphia and MongoDB

Following Fredriks post on unit testing Morphia and MongoDB, here’s a short how-to (with sources for the lazy) for using automatically generated integer ID with Morphia.

By |Saturday, September 22, 2012|java, misc|1 Comment

How To Use Cubeia Styx

The other day we release Styx to the public. It has served us well over the years as the main protocol generator for Firebase, so we thought we should be a bit more transparent with it. Speaking of “it”, here’s what “it” is:

  • A protocol format specified in an XML file.
  • Binary and JSON packaging for the above.
  • Automatic API generation in Java, C++, Flash, HTML5, etc…

This might still be a bit abstract, so in this post we’ll instead show you how to use it for yourself.

By |Thursday, April 19, 2012|java|Comments Off on How To Use Cubeia Styx

Firebase from Scratch, pt VIII: Services

In a series of posts we’ll do “Firebase From Scratch”, an introduction to Firebase and its concepts and ideas. Hopefully, reading this series will give you a firm grasp of what Firebase is and what it can do.

Having talked a bit about the server side game the last three episodes, let’s have a look at services. These are extensions to Firebase you can write yourself to provide cross-game functionality and common behavior.

By |Wednesday, April 18, 2012|firebase|Comments Off on Firebase from Scratch, pt VIII: Services

Games & Aynchronous Integrations

When a game network attaches external integrations, such as remote wallets, asynchronous communications becomes important. This can be any kind of integration, but in this blog post we’ll assume it’s a wallet we’re talking with. So, what’s our problem?

  • If the network has several operators no operator must block players from another operator. If the wallet operation is synchronous, one call to an integration may lock the entire table. It is more acceptable if there is only one operator, but when there’s several, we must make sure no-one is penalized by another players operator.
  • Similarly, we may have other integrations that takes time even for a single operator and don’t want to block game play during it’s operation. This might include interactions with national gambling authorities, etc.

So here’ a wallet example: A player needs to buy in after having lost all money at the table. The game server asks the player if he wants to buy in and if the player accepts the buy in he’s placed in a “buy-in in progress” state while the game server sorts out the actual money transfer. Note that the game play may well start at the table with the player in a sit-out state if the buy-in takes a long time.

  1. Send buy-in information to player
  2. On buy-in request from player, set player state to “buy-in in progress”
  3. Hand-off buy-in operation from the game to a wallet service
  4. When buy in is complete, wallet service notifies game
  5. Game sets player as “in game” and notifies the same

Easy, huh? Now let’s do some coding. A word of warning though, I’ll write it down off the cuff so you’d better off treating the following as pseudo code, but it should give you an idea on how it’s done.

By |Tuesday, April 17, 2012|firebase|Comments Off on Games & Aynchronous Integrations

Totally TicTacToe

TicTacToe is one of the classic examples when it comes to multiplayer games. The rules and interactions are simple enough to make it a good example. We have now amassed a few examples. A few…

In fact, we have a server game, an HTML5 client, bots for load and QA testing, and fully fledged tournament support.

Pretty cool, eh?

By |Monday, April 16, 2012|firebase|Comments Off on Totally TicTacToe

Functional Bots in 5 Minutes

Sound like a dream? At Cubeia we often need to write bots, either to test a new aspect of Firebase, or to help customers quality test their products. So, naturally we’ve extracted a little framework for quickly writing bot AI and running batches of bots against a Firebase server.

We’ve never really “officially” released the Firebase Bots. Until now, that is. So here’s how to get functional bots, connecting to a Firebase server, sitting down at tables, ready to implement your own game logic, in 5 minutes.

(OK, so if you don’t have Java and Maven installed, it may take more than 5 minutes…)

First create a new Bot project:

mvn archetype:generate 
      -DarchetypeGroupId=com.cubeia.firebase.bots 
      -DarchetypeArtifactId=firebase-bots-archetype 
      -DarchetypeVersion=1.8.0 
      -DarchetypeRepository=http://m2.cubeia.com/nexus/content/groups/public

When the archetype asks for a “gameId” choose the same ID as the game you want the bots to run against. When it’s finished, you have a new bot project which you can compile, but also, and here comes the deep magic, run against a Firebase server. So try this:

mvn clean package firebase-bots:run

The above package your bots and starts a bot server at HTTP port 8080. So open your browser and check it out!

Yes, the framework handles connections and lobby for you. Yes, they can connect using both binary protocols and Web Sockets or Comet. Yes, they’ll try to seat themselves auto-magically. Yes, it is a pretty neat little tool!

For more information, hit our wiki: Firebase Bots

By |Wednesday, March 14, 2012|firebase|2 Comments