Skip to main content

Caktus Ship It! Day 2014 Q3 Post-Mortem - Part 2: Playlists and Peers

As of my first hour playing around I was able to share and synchronize play of any MP3 between multiple users with a simple drag and drop interface. Things were going pretty well for my project, but I had some work to do getting from there to the collaborative playlist I had in mind.

I was already just assuming we were only caring about one file, because that worked well to get things up and running fast. My next step was to remove that assumption and start keeping a list of songs. This was pretty easy, in fact. I started writing a simple list of songs as they were downloaded, each with a play button which performed the <audio> tag set and play that previously done automatically. Each user could now play any song that was shared and to restore the previous synchronized playing that happened when they only dealt with a single done I incorporated broadcast changeTrack messages. I added two other broadcasts, pause and play, which would allow any users to pause and play the songs on all users simultaneously.

This was working well, and I had roughly scaled my previous prototype to a multi-song version. Unfortunately, this version was even more rough and bug-ridden than the first. Most importantly among its faults: I couldn't really predict the order different clients would receive each track, so the playlists wouldn't remain in the same order for everyone. I wasn't really ready to tackle the actual collaborative playlist problem. This is probably the most difficult problem the project will face. It is a lot harder because I'm determined to keep the entire thing peer-controlled with no central decided or coordinator.

After banging my head on the simplest way I could provide this editing for the initial version, but coming up short, I realized it was a waste of my time. I didn't really need to do collaborative editing for a prototype, I just needed to make sure they all kept the same order.

So I alphabetized the songs for all users.

The simplest solution to some problems is not to have them

At this stage I could play any song on the shared playlist and hear it on any connected machine. Things continued nicely.

Implementing playlist progression was pretty easier. Along with progression I added highlights on the list to show which song was currently being played.

I decided at this point to do a bit more seriously testing and increased my test set of songs I was drag and dropping from 3 to 8.

I crashed Chrome. How I did that and how much of this work I had to completely throw out the window? Read Part 3 (Coming Soon) to find out.

Part 1: Proof of Concept in Under an Hour

Part 2: Playlists and Reseeding Songs

Part 3: Two Steps Back and Three Steps Forward

Comments

Popular posts from this blog

On Pruning Your Passions

We live in a hobby-rich world. There is no shortage of pastimes to grow a passion for. There is a shortage of one thing: time to indulge those passions. If you're someone who pours your heart into that one thing that makes your life worthwhile, that's a great deal. But, what if you've got no shortage of interests that draw your attention and you realize you will never have the time for all of them?

If I look at all the things I'd love to do with my life as a rose bush I'm tending, I realize that careful pruning is essential for the best outcome. This is a hard lesson to learn, because it can mean cutting beautiful flowers and watching the petals fall to the ground to wither. It has to be done.

I have a full time job that takes a lot of my mental energy. I have a wife and a son and family time is very important in my house. I try to read more, and I want to keep up with new developments in my career, and I'm trying to make time for simple, intentional relaxing t…

The Insidiousness of The Slow Solution

In software development, slow solutions can be worse than no progress at all. I'll even say its usually worse and if you find yourself making slow progress on a problem, consider stopping while you're a head.

Its easy to see why fast progress is better: either you solve the problem or you prove a proposed solution wrong and find a better one. Even a total standstill in pushing forward on a task or a bug or a request can force you to seek out new information or a second opinion.

Slow solutions, on the other hand, is kind of sneaky. Its insidious. Slow solution is related the Sunk Cost Fallacy, but maybe worse. Slow solutions have you constantly dripping more of your time, energy, and hope into a path that's still unproven, constantly digging a hole. Slow solutions are deceptive, because they still do offer real progress. It is hard to justify abandoning it or trying another route, because it is "working", technically.

We tend to romanticize the late night hacking…

Finding "One Game A Month"

I was really excited about the One Game A Month challenge as soon as I heard about it.
For about two years I've struggled in fits and starts to make my way into game development. This hasn't been productive in any of the ways I hoped when I started. Its really difficult to be fairly experienced as a developer, which I believe I am in my day job as a web developer, while struggling really hard at an area in which your experience just doesn't exist.
Its like being a pilot who doesn't know how to drive.

But this challenge provided a new breath to this little hobby of mine. It gave me a scaffolding to experiment, to learn, to reflect on finished projects. I had spent far too much time on game projects that stretched on far past their exciting phases, bogged down by bad decisions and regret.
And it has worked.
I have a lot to learn. I have a lot of experience to gain through trial and error and mistake and discovery. I have a lot of fun to be had making more small games t…