![]() ![]() You can add this for both the read and write rules: Īs with any SwiftUI app, the UI is built up of a hierarchy of many views. I always prefer using Realm functions for permissions. You can also add sync rules to ensure that a user can only sync their own games (in case someone hacks the mobile app). The partition field will be set to the username-allowing anyone who connects as that user to sync all of their games. Set the partition key to partition and enable developer mode (so that the schema will be created automatically when the iOS app syncs for the first time). I kept it simple by opting to auto-confirm new users and sticking with the default password-reset function (which does nothing). If you opt to build the backend app yourself, there are only two things to configure once you create the empty Realm app: If you don’t want to set this up yourself, simply follow the instructions from the repo to import the app. That’s a lot of near-simultaneous changes being made to the same object from different devices-a great test of Realm’s automatic conflict resolution! The backend Realm app If you tap on a tile which isn’t adjacent to any mines, then the app will recursively ripple through exposing similar, connected tiles. ![]() Those players are also tapping on tiles, and those changes have to be synced too. This means that even a modestly sized grid (20×20 tiles) results in a Game document/object with more than 2,000 attributes.Įvery time you tap on a tile, the Game object has to be synced with all other players. I decided to go for a simple data model that would put Realm sync to the test.Įach game is a single document/object that contains meta data (score, number of rows/columns, etc.) together with the grid of tiles (the board): You also get to configure the size of the grid and how many mines you’d like to hide. All people who sign into Realm-Sweeper with the same user ID get to collaborate on the same game in real time. Tap a tile to reveal what’s beneath tap and hold to plant a flag. Realm-Sweeper brings the game into the 21st century by adding touch controls. Minesweeper wasn’t designed for touchscreen devices you had to use a physical mouse. You win the game when you correctly flag every mine and expose what’s behind every non-mined tile. If you deduce (or guess) that a tile is covering a mine, then you can plant a flag to record that. If there isn’t a mine, then you’ll be rewarded with a hint as to how many mines are adjacent to that tile. You tap on a tile to expose what’s beneath. You’re presented with a grid of gray tiles. The gameplay for Minesweeper is very simple. If anyone’s looking for ideas, then Sokoban could be interesting. Hopefully, you’ll see how simple it is and try building something for yourself. This article steps you through some of the key aspects of setting up the backend Realm app, as well as the iOS code. You can download the back end and iOS apps from the Realm-Sweeper repo, and get it up and running in a few minutes if you want to play with it. Some family beta-testing of my first version while waiting for a ferry proved that it did get people to interact with each other (even if most interactions involved shouting, “Which of you muppets clicked on that mine?!”). It was a single-player game, but it struck me as something that could be a lot of fun to play with others. Minesweeper was a Windows fixture from 1990 until Windows 8 relegated it to the app store in 2012. Then I remembered Microsoft’s Minesweeper. I’m not a game developer and so Call Of Duty wasn’t an option. Tic-tac-toe is too simple to get excited about. It needed to be fun to interact with, and so a multiplayer game made sense. I wanted to build an app that we could use at events to demonstrate Realm Sync. ![]()
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