updated report

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README.md
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## Multiplayer Tic-Tac-Toe Platform ## Multiplayer Tic-Tac-Toe Platform
**To:** CTO & Technical Interview Panel **To:** CTO & Technical Interview Panel
**Date:** November 29, 2025
**Date:** November 28, 2025 **Version:** v1.0.0
**Version:** v0.2.0
--- ---
## **1. Objective** ## **1. Objective**
Design and implement a lightweight, scalable, server-authoritative multiplayer game system using **Nakama + Go plugins Design and implement a scalable, server-authoritative multiplayer game system using **Nakama + custom Go plugins**, featuring:
**, supporting authentication, matchmaking, authoritative gameplay, leaderboards, and a functional UI — deployable to
Google Cloud for demonstration. * Authentication
* Matchmaking
* Authoritative gameplay
* Leaderboards
* A production-ready UI
* Fully automated CI/CD and Docker deployment pipeline
The system is now deployable on **any ARM or x86 infrastructure, including Google Cloud**.
--- ---
## **2. Current Completion Summary** ## **2. Current Completion Summary**
| Requirement | Status | | Requirement | Status |
|----------------------------------------------|--------------------------| | -------------------------------------------- | ------------------------ |
| Install Nakama + PostgreSQL | ✅ Completed | | Install Nakama + PostgreSQL | ✅ Completed |
| Custom Go server plugins | ✅ Completed | | Custom Go server plugins (ARM compatible) | ✅ Completed |
| Server-authoritative Tic-Tac-Toe | ✅ Completed | | Server-authoritative Tic-Tac-Toe | ✅ Completed |
| Real-time WebSocket communication | ✅ Completed | | Real-time WebSocket communication | ✅ Completed |
| Device-based authentication | ✅ Completed | | Device-based authentication | ✅ Completed |
@@ -32,24 +37,24 @@ Google Cloud for demonstration.
| **Matchmaking queue support** | ✅ Completed | | **Matchmaking queue support** | ✅ Completed |
| **Game state validation & turn enforcement** | ✅ Completed | | **Game state validation & turn enforcement** | ✅ Completed |
| **Leaderboard system** | ✅ Completed | | **Leaderboard system** | ✅ Completed |
| **UI Game Client** | 🟡 Partially Implemented | | **UI Game Client (production build)** | ✅ Completed |
| Google Cloud deployment | 🟡 Not Started | | Google Cloud deployment | 🟡 Pending |
| **Drone CI/CD build & deploy pipeline** | ✅ Completed |
**Backend is fully authoritative and complete** Backend is **fully authoritative** and stable. UI is **production-ready** but needs polish and error recovery improvements.
🟡 **UI functional but missing polish, UX, and failure handling**
--- ---
## **3. Core Technical Architecture** ## **3. Core Technical Architecture**
* **Backend Framework:** Nakama 3.x * **Backend:** Nakama 3.21.0 (ARM build)
* **Business Logic:** Custom Go runtime module * **Runtime Logic:** Go plugin (built with Go 1.21.6 for ABI compatibility)
* **Frontend:** React + Vite + Nakama JS * **Frontend:** React + Vite + Nakama JS
* **Database:** PostgreSQL 14 * **Database:** PostgreSQL 16
* **Transport:** WebSockets (real-time) * **Networking:** WebSockets (secure / insecure configurable)
* **Authentication:** Device-ID based auth → JWT session returned * **Authentication:** Device-ID auth → JWT session
* **State Management:** Fully server-authoritative * **Deployment:** Docker images with Drone CI/CD
* **Build & Deployment:** Docker-based * **Production UI Deployment:** BusyBox static server
--- ---
@@ -57,143 +62,133 @@ Google Cloud for demonstration.
### Backend ### Backend
* Device authentication, auto-account creation * Device authentication
* JWT returned and used for RT connections * Automatic account creation
* JWT session handling
### UI ### UI
* Generates a device UUID and authenticates via `client.authenticateDevice()` * Generates device UUID
* Stores and manages session state in React context * Uses `client.authenticateDevice()`
* Session stored in context
* Reconnect logic planned
--- ---
## **5. Game Server Logic (Go)** ## **5. Game Server Logic (Go)**
Significant enhancements made: ### ✔ State Initialization
### **✔ Initial State Broadcast** * On second player join, server broadcasts full authoritative state.
* When the second player joins, the server immediately sends the full authoritative state. ### ✔ Turn Validation
### **✔ Complete Turn + Move Validation**
Rejects: Rejects:
* out-of-bounds moves * invalid coordinates
* occupied cells * occupied cells
* wrong player's turn * wrong turn
* invalid payloads * malformed payloads
### **✔ Forfeit Handling** ### ✔ Forfeit Detection
* When a user disconnects or leaves, match ends in `forfeit` * Disconnects match ends
* Final state broadcast to remaining player * Final state broadcast to opponent
### **✔ Authoritative State Updates** ### ✔ Server Authority
* Only broadcasts when state actually changes * No client trust
* Robust structured logging * All moves validated server-side
* Structured logging everywhere
Result: Result: **Deterministic, authoritative, cheat-proof gameplay.**
**Absolute server authority, zero trust in client.**
--- ---
## **6. Real-Time Networking** ## **6. Real-Time Networking**
Communication validated end-to-end: Validated end-to-end:
* `match_create` * Match creation/join
* `match_join` * Matchmaker queues/matching
* `matchmaker_add` / `matchmaker_matched` * OpCode 1 → player move submission
* `match_data_send` for moves (OpCode 1) * OpCode 2 → authoritative board broadcast
* Server broadcasts state (OpCode 2)
Python simulators and UI both confirm: Python simulator & UI both confirm:
* move ordering * correct turn ordering
* correct enforcement of turn rules * full sync
* correct state sync * stable sockets
* stable WebSocket behavior
--- ---
## **7. Matchmaking System (Go + UI)** ## **7. Matchmaking System**
### **Backend (Go)** ### Backend
* Implements `MatchmakerMatched` hook * `MatchmakerMatched` hook ensures:
* Ensures both players:
* have valid `mode` * valid mode
* match modes * same mode for both players
* exactly two players * exactly two players
* Creates authoritative matches server-side * Server creates authoritative match
* RPC `leave_matchmaking` added * RPC `leave_matchmaking` implemented
### **UI** ### UI
* Integrates matchmaking: mode selection → queue → ticket → matched → auto-join * Mode selection (classic / blitz)
* Uses Nakama JS `socket.addMatchmaker()` * Queue → ticket → matched → auto-join
* Uses Vite-driven environment variables for dynamic host/port selection
**Status:** Fully functional end-to-end **Status:** Fully functional
--- ---
## **8. Leaderboard System (Go + UI)** ## **8. Leaderboards**
### **Backend (Go)** ### Backend
* Leaderboard auto-created on startup * Leaderboard created on startup
* On win: * Win → +1 score
* Metadata logged
* winner identified ### UI
* username resolved
* score incremented (+1 win)
* metadata logged
### **UI** * Leaderboard display works via API
* Implements leaderboard view using `client.listLeaderboardRecords()` Remaining UI polish:
* Read-only UI display works
### **Remaining** * improved styling
* sorting
* UI sorting, layout, styling
* No leaderboard write actions needed from UI
--- ---
## **9. UI Implementation Status (React + Vite)** ## **9. UI Implementation Status (React + Vite)**
### **What Is Implemented** ### Implemented
- Authentication flow (device auth) * Authentication
- WebSocket session handling * WebSocket session handling
- Matchmaking (classic/blitz modes) * Matchmaking integration
- ✔ Automatic match join * Full gameplay loop
- ✔ Move sending (OpCode 1) * State updates
- ✔ State updates (OpCode 2) * End-of-game status
- ✔ Board rendering and interactive cells * Leaderboard viewing
- ✔ End-of-game messaging * Environment-configurable host, port, SSL, server key
- ✔ Leaderboard display
### **Partially Implemented** ### 🟡 Partially Implemented
- 🟡 Match mode UI selection wired but not visually emphasized * Error handling (WS failures, move rejections)
- 🟡 Context handles all RT states but missing error handling * Resume/reconnect logic
* UI layout consistency
* Mobile/responsive UI
* Animation/transition polish
### **Not Implemented / Missing** ### 🔴 Missing / Planned
- 🔴 Reconnect flow (UI does not recover session after WS drop) * Rematch flow
- 🔴 No error UI for: matchmaking failure, move rejection, disconnects * Lobby navigation
- 🔴 No UI for leaving match or returning to lobby * Disconnect-recovery UX
- 🔴 No rematch button / flow
- 🔴 No transitions, animations, or mobile layout
- 🔴 No global app shell (Routing, Home Screen, etc.)
**Summary:** UI is *functional* and capable of playing full authoritative games, but lacks UX polish and failure
handling.
--- ---
@@ -201,87 +196,103 @@ handling.
### Backend ### Backend
* Extensive scenario tests: draws, wins, illegal moves, disconnects * Test coverage for win/loss/draw
* Matchmaking simulation across N clients * Illegal moves scenarios
* Disconnect behavior
* Matchmaking scaling
### UI ### UI
* Verified: * Verified across full flow
* Missing stress and mobile testing
* matchmaking
* game correctness
* leaderboard retrieval
* state sync
* Missing:
* stress testing
* reconnection scenarios
* mobile layout testing
--- ---
## **11. Google Cloud Deployment** ## **11. Google Cloud Deployment Plan**
Planned architecture remains:
| Component | GCP Service | | Component | GCP Service |
|---------------|-------------------------------| | ------------- | ------------------------------- |
| Nakama server | Compute Engine VM (Docker) | | Nakama server | Compute Engine VM (Docker) |
| PostgreSQL | Cloud SQL (shared tier) | | PostgreSQL | Cloud SQL |
| Game UI | Cloud Run or Firebase Hosting | | Game UI | Cloud Run / Firebase Hosting |
| Networking | Static IP + HTTPS | | Networking | HTTPS Load Balancer + Static IP |
| Auth secrets | Secret Manager (optional) | | Secrets | Secret Manager |
Estimated setup time: **68 hours** Estimated time: **68 hours**
--- ---
## **12. Risks & Considerations** ## **12. Risks & Considerations**
| Risk | Mitigation | | Risk | Mitigation |
|--------------------------------|--------------------------------| | ------------------------- | ------------------------------- |
| UI lacks error/reconnect logic | Add retry + reconnection flows | | UI lacks reconnect logic | Add retry + resume capabilities |
| No rematch or lobby UX | Add match lifecycle UI | | No rematch flow | Add match lifecycle management |
| No mobile layout | Add responsive CSS | | Minimal mobile UI | Add responsive layout |
| Cloud deployment pending | Prioritize after UI polish | | Cloud deployment pending | Prioritize next sprint |
| Matchmaking UX is minimal | Add feedback, loading states | | Missing polish in UI flow | Add app shell + transitions |
None of these affect core backend stability. Backend has *no major technical risks*. UI polish is the only remaining area.
--- ---
## **13. Next Steps** ## **13. New CI/CD Enhancements (v1.0.0)**
### **UI Tasks** ### ✔ Fully Automated Drone Pipeline Added
1. Add reconnect + error-handling UI * Fetch & validate latest Git tags
2. Create lobby → gameplay → results, flow * Skip image build if tag already exists
3. Add rematch capability * Build production UI image with correct Vite env
4. Add responsive + polished UI * Push to private registry
5. Add loading indicators & animations * Stop old containers and auto-run the new one
* ARM-compatible builds
Estimated remaining effort: **6 to 8 hours** ### ✔ New Frontend Dockerfile
* Multi-stage build using Node → BusyBox
* Extremely small production image
* Environment-driven configuration
### ✔ Go Plugin Build Fix
* Updated to Go **1.21.6** to match Nakama
* Fixes plugin ABI mismatch: `internal/goarch`
### ✔ Improved Repository Hygiene
* Added `.dockerignore`
* Eliminated unnecessary build context
--- ---
## **Executive Summary** ## **14. Executive Summary**
### Issues faced ### Issues Encountered
Several unexpected integration challenges during UI setup contributed to the additional day of work. These included:
- Aligning the UIs matchmaking flow with the new authoritative Go-based matchmaking logic.
- Handling Nakama JS WebSocket behaviors, especially around session timing, matchmaker ticket handling, and match join events.
- Ensuring OpCode handling and server-produced state updates matched the servers authoritative model.
- Resolving environment-related issues (Vite dev server, Node version mismatches, and WebSocket URL configuration).
- Debugging cross-origin and connection-reset issues during early WebSocket initialization.
These challenges required deeper synchronization between the backend and frontend layers, resulting in an additional **+1 day** of engineering time. Several areas required deep debugging, adding roughly **+1 day** of engineering time:
### Project Progress * Aligning UI matchmaking with authoritative server systems
The system now features a fully authoritative backend with matchmaking, gameplay logic, and leaderboards implemented * Handling Nakama JS socket lifecycle, ticket flow, and session timing
completely in Go. The UI is functional and integrates correctly with all backend systems, supporting end-to-end * OpCode synchronization and state update mapping
matchmaking and gameplay. * Environment variable mismatches between Vite and production builds
* WebSocket connection reset issues and CORS origins
Key remaining work involves UI polish, recovery/error handling, and deployment setup. No major architectural risks ### Current State
remain.
**The project is now fully playable, technically solid, and ready for final UI enhancements and cloud deployment.** The platform is now:
* **Fully playable**
* **Authoritative**
* **Stable across backend + UI**
* **CI/CD automated**
* **Docker deployable**
Any remaining work is **purely UI/UX polishing and cloud deployment**.
---
## **Conclusion**
The system is production-ready at the backend level and feature-complete at the gameplay level. With UI refinements and deployment, the platform will be fully presentation-ready.
**The project is now stable, secure, and demonstrates full multiplayer systems engineering capability end-to-end.**