The goal of the ticket is to pass the actual code of the client on the server and implement web sockets between two clients and a server to share information
"pass the code from the server to the client":
What I understand is that currently, the "game engine" is client side, but actually need be server side. Why? Prevent cheat? Synchronize players? Ok, fair enough (correct me if these are wrong assumptions).
"implement web sockets":
Why? Do we need real-time communication between clients and server? I thought the idea was: LoLManager is a simulation game, and has a server-side engine to which we pass game parameters before the match, and that returns the whole match as a block, which itself is "displayed" (like a non-interactive movie) on the client-side. In that case, server-generated pages are enough to build the game.
The situation where we need refresh-less client-server communication would be a "shotcaller" feature, where the player can make real-time calls to his team. Is this how the game should be?
And even this case does not necessarily imply sockets.
Yes, if it is client-side it is too easy to enter JS in the console to modify the course of the game. For the synchro it might not be necessary as one of the players could be able to skip the simulation?
For me, the best is to let the player out of the simulation. The point of the game is to have the point of view of a coach/manager of a team. I have no idea how we can send a whole match to the client. A data structure with timestamps and actions?
The goal of the ticket is to pass the actual code of the client on the server and implement web sockets between two clients and a server to share information