updated report
This commit is contained in:
319
README.md
319
README.md
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## Multiplayer Tic-Tac-Toe Platform
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## Multiplayer Tic-Tac-Toe Platform
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**To:** CTO & Technical Interview Panel
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**To:** CTO & Technical Interview Panel
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**Date:** November 29, 2025
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**Date:** November 28, 2025
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**Version:** v1.0.0
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**Version:** v0.2.0
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---
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---
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## **1. Objective**
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## **1. Objective**
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Design and implement a lightweight, scalable, server-authoritative multiplayer game system using **Nakama + Go plugins
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Design and implement a scalable, server-authoritative multiplayer game system using **Nakama + custom Go plugins**, featuring:
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**, supporting authentication, matchmaking, authoritative gameplay, leaderboards, and a functional UI — deployable to
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Google Cloud for demonstration.
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* Authentication
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* Matchmaking
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* Authoritative gameplay
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* Leaderboards
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* A production-ready UI
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* Fully automated CI/CD and Docker deployment pipeline
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The system is now deployable on **any ARM or x86 infrastructure, including Google Cloud**.
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---
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---
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## **2. Current Completion Summary**
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## **2. Current Completion Summary**
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| Requirement | Status |
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| Requirement | Status |
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|----------------------------------------------|--------------------------|
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| -------------------------------------------- | ------------------------ |
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| Install Nakama + PostgreSQL | ✅ Completed |
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| Install Nakama + PostgreSQL | ✅ Completed |
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| Custom Go server plugins | ✅ Completed |
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| Custom Go server plugins (ARM compatible) | ✅ Completed |
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| Server-authoritative Tic-Tac-Toe | ✅ Completed |
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| Server-authoritative Tic-Tac-Toe | ✅ Completed |
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| Real-time WebSocket communication | ✅ Completed |
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| Real-time WebSocket communication | ✅ Completed |
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| Device-based authentication | ✅ Completed |
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| Device-based authentication | ✅ Completed |
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@@ -32,24 +37,24 @@ Google Cloud for demonstration.
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| **Matchmaking queue support** | ✅ Completed |
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| **Matchmaking queue support** | ✅ Completed |
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| **Game state validation & turn enforcement** | ✅ Completed |
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| **Game state validation & turn enforcement** | ✅ Completed |
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| **Leaderboard system** | ✅ Completed |
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| **Leaderboard system** | ✅ Completed |
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| **UI Game Client** | 🟡 Partially Implemented |
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| **UI Game Client (production build)** | ✅ Completed |
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| Google Cloud deployment | 🟡 Not Started |
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| Google Cloud deployment | 🟡 Pending |
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| **Drone CI/CD build & deploy pipeline** | ✅ Completed |
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✅ **Backend is fully authoritative and complete**
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Backend is **fully authoritative** and stable. UI is **production-ready** but needs polish and error recovery improvements.
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🟡 **UI functional but missing polish, UX, and failure handling**
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---
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---
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## **3. Core Technical Architecture**
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## **3. Core Technical Architecture**
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* **Backend Framework:** Nakama 3.x
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* **Backend:** Nakama 3.21.0 (ARM build)
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* **Business Logic:** Custom Go runtime module
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* **Runtime Logic:** Go plugin (built with Go 1.21.6 for ABI compatibility)
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* **Frontend:** React + Vite + Nakama JS
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* **Frontend:** React + Vite + Nakama JS
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* **Database:** PostgreSQL 14
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* **Database:** PostgreSQL 16
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* **Transport:** WebSockets (real-time)
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* **Networking:** WebSockets (secure / insecure configurable)
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* **Authentication:** Device-ID based auth → JWT session returned
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* **Authentication:** Device-ID auth → JWT session
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* **State Management:** Fully server-authoritative
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* **Deployment:** Docker images with Drone CI/CD
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* **Build & Deployment:** Docker-based
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* **Production UI Deployment:** BusyBox static server
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---
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---
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@@ -57,143 +62,133 @@ Google Cloud for demonstration.
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### Backend
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### Backend
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* Device authentication, auto-account creation
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* Device authentication
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* JWT returned and used for RT connections
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* Automatic account creation
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* JWT session handling
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### UI
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### UI
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* Generates a device UUID and authenticates via `client.authenticateDevice()`
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* Generates device UUID
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* Stores and manages session state in React context
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* Uses `client.authenticateDevice()`
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* Session stored in context
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* Reconnect logic planned
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---
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---
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## **5. Game Server Logic (Go)**
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## **5. Game Server Logic (Go)**
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Significant enhancements made:
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### ✔ State Initialization
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### **✔ Initial State Broadcast**
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* On second player join, server broadcasts full authoritative state.
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* When the second player joins, the server immediately sends the full authoritative state.
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### ✔ Turn Validation
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### **✔ Complete Turn + Move Validation**
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Rejects:
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Rejects:
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* out-of-bounds moves
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* invalid coordinates
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* occupied cells
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* occupied cells
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* wrong player's turn
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* wrong turn
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* invalid payloads
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* malformed payloads
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### **✔ Forfeit Handling**
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### ✔ Forfeit Detection
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* When a user disconnects or leaves, match ends in `forfeit`
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* Disconnects → match ends
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* Final state broadcast to remaining player
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* Final state broadcast to opponent
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### **✔ Authoritative State Updates**
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### ✔ Server Authority
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* Only broadcasts when state actually changes
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* No client trust
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* Robust structured logging
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* All moves validated server-side
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* Structured logging everywhere
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Result:
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Result: **Deterministic, authoritative, cheat-proof gameplay.**
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**Absolute server authority, zero trust in client.**
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---
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---
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## **6. Real-Time Networking**
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## **6. Real-Time Networking**
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Communication validated end-to-end:
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Validated end-to-end:
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* `match_create`
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* Match creation/join
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* `match_join`
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* Matchmaker queues/matching
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* `matchmaker_add` / `matchmaker_matched`
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* OpCode 1 → player move submission
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* `match_data_send` for moves (OpCode 1)
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* OpCode 2 → authoritative board broadcast
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* Server broadcasts state (OpCode 2)
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Python simulators and UI both confirm:
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Python simulator & UI both confirm:
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* move ordering
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* correct turn ordering
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* correct enforcement of turn rules
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* full sync
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* correct state sync
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* stable sockets
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* stable WebSocket behavior
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---
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---
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## **7. Matchmaking System (Go + UI)**
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## **7. Matchmaking System**
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### **Backend (Go)**
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### Backend
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* Implements `MatchmakerMatched` hook
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* `MatchmakerMatched` hook ensures:
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* Ensures both players:
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* have valid `mode`
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* valid mode
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* match modes
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* same mode for both players
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* exactly two players
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* exactly two players
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* Creates authoritative matches server-side
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* Server creates authoritative match
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* RPC `leave_matchmaking` added
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* RPC `leave_matchmaking` implemented
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### **UI**
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### UI
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* Integrates matchmaking: mode selection → queue → ticket → matched → auto-join
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* Mode selection (classic / blitz)
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* Uses Nakama JS `socket.addMatchmaker()`
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* Queue → ticket → matched → auto-join
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* Uses Vite-driven environment variables for dynamic host/port selection
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**Status:** Fully functional end-to-end
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**Status:** Fully functional
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---
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---
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## **8. Leaderboard System (Go + UI)**
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## **8. Leaderboards**
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### **Backend (Go)**
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### Backend
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* Leaderboard auto-created on startup
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* Leaderboard created on startup
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* On win:
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* Win → +1 score
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* Metadata logged
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* winner identified
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* username resolved
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* score incremented (+1 win)
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* metadata logged
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### **UI**
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* Leaderboard display works via API
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* Implements leaderboard view using `client.listLeaderboardRecords()`
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Remaining UI polish:
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* Read-only UI display works
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### **Remaining**
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* improved styling
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* sorting
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* UI sorting, layout, styling
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* No leaderboard write actions needed from UI
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---
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---
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## **9. UI Implementation Status (React + Vite)**
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## **9. UI Implementation Status (React + Vite)**
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### **What Is Implemented**
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### ✔ Implemented
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- ✔ Authentication flow (device auth)
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* Authentication
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- ✔ WebSocket session handling
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* WebSocket session handling
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- ✔ Matchmaking (classic/blitz modes)
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* Matchmaking integration
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- ✔ Automatic match join
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* Full gameplay loop
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- ✔ Move sending (OpCode 1)
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* State updates
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- ✔ State updates (OpCode 2)
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* End-of-game status
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- ✔ Board rendering and interactive cells
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* Leaderboard viewing
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- ✔ End-of-game messaging
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* Environment-configurable host, port, SSL, server key
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- ✔ Leaderboard display
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### **Partially Implemented**
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### 🟡 Partially Implemented
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- 🟡 Match mode UI selection wired but not visually emphasized
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* Error handling (WS failures, move rejections)
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- 🟡 Context handles all RT states but missing error handling
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* Resume/reconnect logic
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* UI layout consistency
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* Mobile/responsive UI
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* Animation/transition polish
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### **Not Implemented / Missing**
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### 🔴 Missing / Planned
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- 🔴 Reconnect flow (UI does not recover session after WS drop)
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* Rematch flow
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- 🔴 No error UI for: matchmaking failure, move rejection, disconnects
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* Lobby navigation
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- 🔴 No UI for leaving match or returning to lobby
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* Disconnect-recovery UX
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- 🔴 No rematch button / flow
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- 🔴 No transitions, animations, or mobile layout
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- 🔴 No global app shell (Routing, Home Screen, etc.)
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**Summary:** UI is *functional* and capable of playing full authoritative games, but lacks UX polish and failure
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handling.
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---
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---
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@@ -201,87 +196,103 @@ handling.
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### Backend
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* Extensive scenario tests: draws, wins, illegal moves, disconnects
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* Test coverage for win/loss/draw
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* Matchmaking simulation across N clients
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* Illegal moves scenarios
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* Disconnect behavior
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* Matchmaking scaling
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### UI
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### UI
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* Verified:
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* Verified across full flow
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* Missing stress and mobile testing
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* matchmaking
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* game correctness
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* leaderboard retrieval
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* state sync
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* Missing:
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* stress testing
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* reconnection scenarios
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* mobile layout testing
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---
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---
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## **11. Google Cloud Deployment**
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## **11. Google Cloud Deployment Plan**
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Planned architecture remains:
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| Component | GCP Service |
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| Component | GCP Service |
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|---------------|-------------------------------|
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| ------------- | ------------------------------- |
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| Nakama server | Compute Engine VM (Docker) |
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| Nakama server | Compute Engine VM (Docker) |
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| PostgreSQL | Cloud SQL (shared tier) |
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| PostgreSQL | Cloud SQL |
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| Game UI | Cloud Run or Firebase Hosting |
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| Game UI | Cloud Run / Firebase Hosting |
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| Networking | Static IP + HTTPS |
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| Networking | HTTPS Load Balancer + Static IP |
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| Auth secrets | Secret Manager (optional) |
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| Secrets | Secret Manager |
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Estimated setup time: **6–8 hours**
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Estimated time: **6–8 hours**
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---
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---
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## **12. Risks & Considerations**
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## **12. Risks & Considerations**
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| Risk | Mitigation |
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| Risk | Mitigation |
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|--------------------------------|--------------------------------|
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| ------------------------- | ------------------------------- |
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| UI lacks error/reconnect logic | Add retry + reconnection flows |
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| UI lacks reconnect logic | Add retry + resume capabilities |
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| No rematch or lobby UX | Add match lifecycle UI |
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| No rematch flow | Add match lifecycle management |
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| No mobile layout | Add responsive CSS |
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| Minimal mobile UI | Add responsive layout |
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| Cloud deployment pending | Prioritize after UI polish |
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| Cloud deployment pending | Prioritize next sprint |
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| Matchmaking UX is minimal | Add feedback, loading states |
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| Missing polish in UI flow | Add app shell + transitions |
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None of these affect core backend stability.
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Backend has *no major technical risks*. UI polish is the only remaining area.
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---
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---
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## **13. Next Steps**
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## **13. New CI/CD Enhancements (v1.0.0)**
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### **UI Tasks**
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### ✔ Fully Automated Drone Pipeline Added
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1. Add reconnect + error-handling UI
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* Fetch & validate latest Git tags
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2. Create lobby → gameplay → results, flow
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* Skip image build if tag already exists
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3. Add rematch capability
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* Build production UI image with correct Vite env
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4. Add responsive + polished UI
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* Push to private registry
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5. Add loading indicators & animations
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* Stop old containers and auto-run the new one
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* ARM-compatible builds
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Estimated remaining effort: **6 to 8 hours**
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### ✔ New Frontend Dockerfile
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* Multi-stage build using Node → BusyBox
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* Extremely small production image
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* Environment-driven configuration
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### ✔ Go Plugin Build Fix
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* Updated to Go **1.21.6** to match Nakama
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* Fixes plugin ABI mismatch: `internal/goarch`
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### ✔ Improved Repository Hygiene
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* Added `.dockerignore`
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* Eliminated unnecessary build context
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---
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---
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## **Executive Summary**
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## **14. Executive Summary**
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### Issues faced
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### Issues Encountered
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Several unexpected integration challenges during UI setup contributed to the additional day of work. These included:
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- Aligning the UI’s matchmaking flow with the new authoritative Go-based matchmaking logic.
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- Handling Nakama JS WebSocket behaviors, especially around session timing, matchmaker ticket handling, and match join events.
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- Ensuring OpCode handling and server-produced state updates matched the server’s authoritative model.
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- Resolving environment-related issues (Vite dev server, Node version mismatches, and WebSocket URL configuration).
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- Debugging cross-origin and connection-reset issues during early WebSocket initialization.
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These challenges required deeper synchronization between the backend and frontend layers, resulting in an additional **+1 day** of engineering time.
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Several areas required deep debugging, adding roughly **+1 day** of engineering time:
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### Project Progress
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* Aligning UI matchmaking with authoritative server systems
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The system now features a fully authoritative backend with matchmaking, gameplay logic, and leaderboards implemented
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* Handling Nakama JS socket lifecycle, ticket flow, and session timing
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completely in Go. The UI is functional and integrates correctly with all backend systems, supporting end-to-end
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* OpCode synchronization and state update mapping
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matchmaking and gameplay.
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* Environment variable mismatches between Vite and production builds
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* WebSocket connection reset issues and CORS origins
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Key remaining work involves UI polish, recovery/error handling, and deployment setup. No major architectural risks
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### Current State
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remain.
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**The project is now fully playable, technically solid, and ready for final UI enhancements and cloud deployment.**
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The platform is now:
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* **Fully playable**
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* **Authoritative**
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* **Stable across backend + UI**
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* **CI/CD automated**
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* **Docker deployable**
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Any remaining work is **purely UI/UX polishing and cloud deployment**.
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---
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## **Conclusion**
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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.
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**The project is now stable, secure, and demonstrates full multiplayer systems engineering capability end-to-end.**
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Reference in New Issue
Block a user