--- title: "Team 6 - Project Leaguer: Sprint 3 Retrospective" author: [ Nathaniel Foy, Guntas Grewal, Tomer Kimia, Andrew Murrell, Luke Shumaker, Davis Webb ] --- # Tasks The "size" is using the modified Fibonacci scale. A '1' is expected to take less than an hour. A '3' is expected to take 3-6 hours. A '5' should take the better part of a day or two. An 8 should take several days. +---------------------------------------------------------+------+------------+----+ | Tasks Implemented and Working | Size | Person | US | +=========================================================+======+============+====+ | [Intelligent Error Handling](#error-hand) | 3 | Andrew | 3 | +---------------------------------------------------------+------+------------+----+ | [Search](#search) | 5 | Tomer | 6 | +---------------------------------------------------------+------+------------+----+ | [Email verification](#email-verify) | 8 | Luke | 2 | +---------------------------------------------------------+------+------------+----+ | [Alternate Scoring and pairing methods](#alt-score-par) | 5 | G, A, D | 7,8| +---------------------------------------------------------+------+------------+----+ | [Asynchronous Riot Pulls](#async) | 5 | Nathaniel | 11 | +---------------------------------------------------------+------+------------+----+ | [Map out brackets scaffolding](#brack-scaff) | 5 | Tomer | 10 | +---------------------------------------------------------+------+------------+----+ | [Create braket creation and submission gui](#brack-gui) | 3 | Tomer | 10 | +---------------------------------------------------------+------+------------+----+ | [General Interface Cleanups](#interface-clean) | 2 | Tomer | 1 | +---------------------------------------------------------+------+------------+----+ | [Make it look professional](#professional) | 3 | All | 1 | +---------------------------------------------------------+------+------------+----+ | [Expand Peer Evaluation](#peer-expansion) | 3 | G, A, D | 7 | +---------------------------------------------------------+------+------------+----+ | [Private Messages](#priv-messages) | 5 | N, L | 5 | +---------------------------------------------------------+------+------------+----+ | [Alerts](#alerts) | 3 | Guntas | 4 | +---------------------------------------------------------+------+------------+----+ +---------------------------------------------------------+------+------------+----+ | Tasks Implemented and Not Working Well | Size | Person | US | +=========================================================+======+============+====+ | [Remote Game UserNames](#remote_user) | 3 | Davis | 12 | +---------------------------------------------------------+------+------------+----+ | [Tournament preference interface](#tourn-prefer) | 3 | Andrew | 9 | +---------------------------------------------------------+------+------------+----+ | [More types of seeded settings](#seed) | 2 | Andrew | 9 | +---------------------------------------------------------+------+------------+----+ | [Project Leaguer Logo](#logo) | spike| G, D | 1 | +---------------------------------------------------------+------+------------+----+ +---------------------------------------------------------+------+------------+----+ | Tasks Not Implemented | Size | Person | US | +=========================================================+======+============+====+ | [Nothing cause we are great](#success) | 0 | --- | 0 | +---------------------------------------------------------+------+------------+----+ # [How to improve](#improve) # Implemented and working ## Intelligent Error Handling (#error-hand) Several important cases for error redirection were handled via standard permissions changes and in the end only a few specific redirections needed to be coded directly (such as correctly handling redirections away from a destoryed tournament or match). ## Search (#search) A basic SearchController and simple view were implemented. The search controller took the query, and queried the "name" columns in the user and tournament database tables. An "advanced" search mode allows filtering tournaments by game type. We would like to be able to search based on other parameters and settings of the tournament, and other user attributes. To more easily render the search results, we moved the tournament and player display blocks from their respective index pages to be shared, to display them consistently, and avoid code duplication. ## Email verification (#email-varify) TODO ## Alternate Scoring and pairing methods (#alt-score-par) We overhaulted the entire tournament structure and introduced a modular/pluggable system for seeding, scheduling, sampling, and scoring, lovingly called the 4S-Module System. We relocated code from other places into these modules in the 'lib' directory including form HTML which is retrieved dynamically from these modules. In the case of sampling (retrieving and populating statistics for scoring) we built an intelligent system for populating available modules for a game-type based on the statistics needed for its scoring methods which replaced their manual configuration. We introduced Tournament Stages to accomodate a wider range of tournament types and modes and designed the library modules to be general enough to use results of past stages or player statistics to affect future ones. ## More types of seeded settings (#seed) We implemented seeding for initial placement of players within a tournament as part of the 4S-Module System. Three seeding modules were implemented. I. Early bird - Team rosters are based on order of registration for the tournament. II. Random - Team rosters are randomized. III. Fair Ranked - Players are distributed evenly on teams according to their performance in the previous tournament stage. This method only works for tournaments with multiple stages. ## Asynchronous Riot Pulls (#async) Prior to this iteration, calls to the Riot Games API here hard-coded, and blocked the page from loading while the requests were made. We needed to (1) create an interface for doing this flexibly (2) make the calls asynchrounous to avoid blocking the page load. To perform the asynchronous requets, we used the "delayed_job" gem to run each request as a separate job process. A challenge with this was that most API's (including Riot Games') place an artifical limit on API requests within a given period of time (in the case of Riot Games, 10 requests per 10 seconds, and 500 per 10 minutes). So the background job making requests must be throttled from making too many within several given rolling blocks of unit time. To do this, we implemented a ThrottledApiRequest base class that makes it simple to create throttled asynchronous API requests, which we used to create the "RiotAPI" sampling method, but is applicable in a much wider variety of situations. ## Map out brackets scaffolding (#brack-scaff) Brackets are structures that have a users' prediction of the winners of a tournaments matches. Essentially, a tournament has many brackets, each bracket has a user that creates it, and each bracket has bracket-matches that correspond to the matches of the tournament the bracket belongs to. Bracket matches are only models, as the user should be able to predit all winners from a single view that belongs to a bracket. Brackets on the other hand have a model, controller, and views, so that users may create, edit, and view them. ## Create braket creation and submission gui (#brack-gui) The bracket creation gui looks simple to the user, but does a lot on the backend. When the user presses "Make a bracket" on a tournament, a bracket is created based on the user, the tournament, and the tournament's matches. The bracket's submission GUI looks a lot like an elimination tournament's SVG, however the user is able to click on teams to advance them forward. The SVG has javascript functions that both advance the teams visually on the SVG, and write the user's prediction in a hidden form. When the user clicks submit, the predictions are saved in the bracket's matches. ## General Interface Cleanups (#interface-clean) Project Leaguer better handled tournament interface in this iteration. Tournaments are listed more cleanly on the index page. Each game type has an icon listed with it to better identify different game types on the index page. Each tournament's host's gravatar is also listed on the index page. Creating a tournament itself is also cleaner. Customization categories are clearly separated and use the correct selection or input types for easy use. ## Make it look professional (#professional) The team decided on a color scheme for Leaguer during this sprint. This scheme was applied to every page in the site. Since e-sport players often spend hours in front of screens, it was important to reduce eye strain by making our interface dark while keeping it sleek and modern. We implemented Gravatar in a few more spots as well, helping to distinguish between users more easily. he default image was changed to give each user a unique avatar even if they've not set one. Tournament creation and listing also received tune ups, with images listed with each tournament to help display its game type and a better creation page when creating a tournament. ## Expand Peer Evaluation (#peer-expansion) We created a scoring modules for users to select the preferred scoring method and preferred peer evaluation for users to choose from when creating a tournament. The peer evaluation modules calculate the score correctly and grab the statistics from the submission forms. The skeletons for three such scoring methods namely, winnerTakesAll, FibonacciPeerWithBlowout, MarginalPeer, have been created. For the MarginalPeer we do not have a view but we do have the methods that would calculate the score provided the stats are in the database. For WinnerTakesAll and FibonacciWithPeerBlowout we do have views and data being collected from the interface and used to calculate score. ## Private Messages (#priv-messages) Private Messsaging in Project Leaguer is possible between two registered users. Project Leaguer uses the gem 'Mailboxer' to achieve private messaging. A user is able to interact with the private messaging system by clicking on the "Messages" located in the header toolbar at the top of every page. This results in the index page, which lists all unread and read conversations. You can then click on a conversation to view all of its messages and from there you can also reply. Creating a new message is as simple as: click the "start a new conversation", list the user you wish to pm with, write the conversation's subject, and write the message itself. ## Alerts (#alerts) The alerts system was implemented with the help of the 'Mailboxer' gem which is the same as the private message system. The Alert system was made available to anyone who had permissions to create an alert and all users were notified when an alert was created with a live update, a pop up notification which redirects to the list of alerts, in the navigation bar of the recieving users. The alerts icon appeared only when there is a new alert. # Implemented but not working well ## Expand Peer Evaluation (#peer-expansion) We created scoring modules for users to select the preferred scoring method, including options for peer review, during tournament creation. We created three scoring modules: winnerTakesAll, FibonacciPeerWithBlowout, and MarginalPeer, two of which work. Since winnerTakesAll and FibonacciPeerWithBlowout demonstrated the extremes, the testing of MarginalPeer was considered low priority. As a whole the scoring modules' interface, outlined in the 4S-Module README for scoring was designed much better than than our implementations were able to show off by the end of the sprint. ## Remote Game UserNames (#remote_user) Project Leaguer stores for each user and game-type a reference to a remote username. This allows a user to register her accounts with the system and for API requests to be completed for a registered game-type. The interface for this was only partially completed, and being integrated into a player's profile page directly, it only allowed registration of League of Legends remote usernames. ## Project Leaguer Logo (#logo)) While a suitable logo was created, it was deemed too unprofessional for use by the project at this time. The search for a more amicable logo remains underway. ## Tournament preference interface (#tourn-prefer) Tournament Settings are handled correctly and securely, the permission system is robust enough to handle custom preferences, the database structure exists to handle them, and even the icons for adding them were created, however, the interface for adding them was deemed low priority for this sprint in comparison to the lib modules and permissions overhauls. # Not implemented We implemented everything we planned to implement and much more. # How to improve (#improve) 1. In this sprint our primary mistake was in planning. We were too nonspecific in deciding what to get done and accepted too many tasks as essential. We should have scaled down our efforts and focused on only the most essential tasks. In the future, more time will be spent on designing and planning sprints and dividing workload. 2. Also because of last-minute alterations and refactors, nearly EVERYTHING that could have gone wrong in our presentation went wrong (the wifi connectivity dropped, our presentation server on demo.projectleaguer.net wasn't updating, even Andrew's window manager segfaulted). Much of this could have been fixed if we simply a little better prepared and had frozen our codebase a specified time prior to the presentation. Realistically, things would have worked phenomenally better had we another few hours to prepare for the presentation. In the future when presenting to potential users or stakeholders we will be sure to have a practiced presentation to match the polished codebase which will then be able to speak for itself. 3.