Okay, so quick postmortem on the KH2 run. What happened, and how did we recover? WELL.... #AGDQ2022
For a run as complex as this, the runners were using their own tracking software. Those were then connecting to a Heroku server, which passed the data along to a NodeCG instance generating graphics embedded in our main package running at the studio.
Everything was verified as working before the run, and we tested that data was properly being parsed at every step of the journey. The run started, and everything looked great!
However, a few minutes in, the data started to reset in ways that we couldn't explain. The heroku server wasn't restarting, but the check data wasn't being preserved. All hell broke loose at this point.
We had a group discord with @SupportClass devs @Dillon_Pentz and @hoishinxii along with KH2 tracker devs @Red__Buddha and @Tommadness , with @Test_Runner at the GDQ studio.
New checks were being sent properly, but with no memory of what had been sent before. And then after awhile, it would reset again.
We had some manual override controls to update the counts, but not show which items -- and then the server would then override THOSE counts. So we disconnected the heroku server- but got our wires crossed in the process, causing the numbers to disappear entirely.
Once that was addressed, we moved to having @Tommadness and @Red__Buddha monitoring each individual runner's raw feed (where they could see the tracker) and updating the override count...
While @Dillon_Pentz and @hoishinxii would follow messages in discord to literally send console commands directly to NodeCG pretending to be the heroku server, which would trigger the item appearances.
They then did this for about THREE HOURS. At one point, Violin's own tracker crashed and reset, but managed to get back on the same pagem
All in all, this was a fantastic team effort from everyone involved to do some extremely high-pressure crisis management and keep things smooth. Without the trackers, a race like that can be impossible to follow, and I'm extremely relieved we kept things running!
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More from @ChrisHanel

14 Jan
Alright, let's do this! #AGDQ2022 broadcast graphics mega-thread! Feel free to throw questions in, I'll do my best to answer at the end... Image
Tech pipeline: As much open source software as possible. Graphics are built in @nodecg, running inside @OBSProject, communicating through obs-websocket. All of that is free software, and we use it on nearly every @SupportClass project we develop.
So- why the redesign, and why no? Well, for one, it's not just about giving the graphics a new look- the old package ran on the Polymer framework, which went dormant as a project ages ago. That makes upkeep and maintenance extremely difficult.
Read 51 tweets
12 Jan 19
As promised, here's a retrospective on @GamesDoneQuick's broadcast design!

The initial goal was to overhaul how information was conveyed to viewers. The old design didn't have a donation total, or any information about donation incentives or prizes. You had to rely on hosts talking about them or looking at the website. No good!
That brings us to our first layout: AGDQ 2015!
Gameplay layouts: 7 (4 standard, 3 widescreen)

A big improvement, but you can tell that I'm pretty new at this. As mentioned a few days ago, I put that bar at the top just to shove a logo and a hashtag into view. That was silly.
Read 61 tweets

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