chessh/README.md

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# CheSSH
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CheSSH is a distributed multiplayer implementation of the game of Chess over SSH,
written in Elixir, with Discord integrations to deliver alerts when players are
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looking for opponents, or in games when it is one's turn.
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https://user-images.githubusercontent.com/25559600/221317658-a80046ca-6009-456d-b43c-67d95baa4bf6.mp4
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## Usage
### Dependencies
+ `npm`
+ `elixir`
+ `postgresql`
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+ `redis` (which you can ignore if you only use the ETS backend for Hammer in
`config/dev.exs` [set by default])
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### Installation
Do something among the lines of:
```
git clone https://github.com/Simponic/chessh
cd chessh
cp .env.example .env
chmod 0700 .env
# In one shell (after filling in your .env), start CheSSH
export $(cat .env | xargs)
mix ecto.create
mix ecto.migrate
iex -S mix
# In another shell, start the frontend
export $(cat .env | xargs)
cd front
npm install
npm start
```
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## Architecture
The process of building the pi cluster is wholly contained in the awful
`buildscripts`, which will individually `ssh` into separate pi's and build the
services locally there as well as update the load balancer pi's configurations for nginx
and HAproxy.
More architecture talk of CheSSH can be found in my (albeit kinda cringe) FSLC
presentation on Elixir:
[https://github.com/Simponic/chessh/blob/main/presentation/chessh.org](https://github.com/Simponic/chessh/blob/main/presentation/chessh.org)
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## Environment Variables (mostly optional)
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+ `REACT_APP_DISCORD_INVITE` is the invite link to the discord server with the
CheSSH bot
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+ `REACT_APP_DISCORD_OAUTH` is the link (after replacing the GET URL params) that will
be used to initiate discord OAUTH from the frontend
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+ `CLIENT_REDIRECT_AFTER_OAUTH` & `SERVER_REDIRECT_URI` are self-explanatory
+ `REACT_APP_SSH_SERVER` and `REACT_APP_SSH_PORT` are used to build the .ssh config
given to users on the home page of CheSSH after authentication
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+ `NEW_GAME_PINGABLE_ROLE_ID` is the role id of the role to ping when one is
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looking for an opponent
+ `REMIND_MOVE_CHANNEL_ID` is the channel id to create private threads with players
for move reminders and other communications
+ `NEW_GAME_CHANNEL_ID` is similar to the above
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+ `CLUSTER_NODES` is a comma-separated list of nodes accepting connections to connect with libclustre