It has been more than a month since I fixed the bug. Recently, I feel better. Large-scale online games cover a wide range of technical aspects. Optimize and secure the front-end UI, 3D engine, and even script compiler to the backend network and persistent layer ...... Almost everything. A small bug was changed a few days ago, and it was found that the client and the server had repeated verification on a condition, so they deleted the server verification. Result Huang jinge told me that this change is not feasible. server-side verification is necessary because we want to prevent plug-ins. The client-side verification is only for performance and player experience considerations.
After more than a month, about 40 bugs were fixed, that is, a bug was fixed on average every day. As soon as possible, I can find the cause within a few minutes and fix the bug. As there were fewer and fewer bugs at hand, the leaders may feel that I was basically getting started, so they sent me a task to improve the team building function.
I learned from my colleagues the approximate location of the original team building code. It took me a day or two to read the code. Then I started a small meeting with the plan to discuss the requirements and design, that's how it works! To tell the truth, I feel a little unprepared. At the beginning, I asked the artist for advice on which design would be easier to implement and how to configure the UI resources, I was not able to answer it well-because I was not very familiar with my mind, and I did not know which UI controls and layout could meet the planning requirements. I thought that the US trade union knew how to configure the UI. Later, I went on to find out that the artist did not need to understand the controls clearly.
First, in terms of layout, planning and the artist only need to design the visual layout. They do not need to consider how to arrange the logical relationship between controls (usually the parent-child relationship. Secondly, as to which controls can meet the requirements, it is not necessary to clearly plan and work with the artist. The artist only needs to make a style and place it in the editor to design the visual UI layout, then the programmer can replace it with a real and accurate control. For example, sometimes the design may require a UI element to be a text edit box in appearance, but a button in behavior (function; in this case, the artist is responsible for the first half of the work. He will make a text edit box style and then randomly pick a control (which may be editbox or even image) to apply this style, design the layout. The second half is the responsibility of the programmer. I will replace the control placed by the artist with the button, but the style remains unchanged. That is to say, the controls placed by the artist only act as placeholders. This is also reasonable-so that various types of work can focus on the fields they are really good. Of course, this production method is based on the Unreal Engine, and other engines are unclear.
Next, we gradually developed our ideas. Most of the workload is still on the client, and the server logic should have been developed-including querying team members, checking in position, notifying the client when HP and MP changes, and so on. I want to complete the display function first, and then perform the interactive function. I have no idea whether I can complete the task within the time limit, but try my best. Previously, it was quite complicated to fix bugs. It took a long time to check almost every bug. Now we finally have the opportunity to focus on a module.