updated report
This commit is contained in:
319
README.md
319
README.md
@@ -3,27 +3,32 @@
|
||||
## Multiplayer Tic-Tac-Toe Platform
|
||||
|
||||
**To:** CTO & Technical Interview Panel
|
||||
|
||||
**Date:** November 28, 2025
|
||||
|
||||
**Version:** v0.2.0
|
||||
**Date:** November 29, 2025
|
||||
**Version:** v1.0.0
|
||||
|
||||
---
|
||||
|
||||
## **1. Objective**
|
||||
|
||||
Design and implement a lightweight, scalable, server-authoritative multiplayer game system using **Nakama + Go plugins
|
||||
**, supporting authentication, matchmaking, authoritative gameplay, leaderboards, and a functional UI — deployable to
|
||||
Google Cloud for demonstration.
|
||||
Design and implement a scalable, server-authoritative multiplayer game system using **Nakama + custom Go plugins**, featuring:
|
||||
|
||||
* 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**
|
||||
|
||||
| Requirement | Status |
|
||||
|----------------------------------------------|--------------------------|
|
||||
| -------------------------------------------- | ------------------------ |
|
||||
| Install Nakama + PostgreSQL | ✅ Completed |
|
||||
| Custom Go server plugins | ✅ Completed |
|
||||
| Custom Go server plugins (ARM compatible) | ✅ Completed |
|
||||
| Server-authoritative Tic-Tac-Toe | ✅ Completed |
|
||||
| Real-time WebSocket communication | ✅ Completed |
|
||||
| Device-based authentication | ✅ Completed |
|
||||
@@ -32,24 +37,24 @@ Google Cloud for demonstration.
|
||||
| **Matchmaking queue support** | ✅ Completed |
|
||||
| **Game state validation & turn enforcement** | ✅ Completed |
|
||||
| **Leaderboard system** | ✅ Completed |
|
||||
| **UI Game Client** | 🟡 Partially Implemented |
|
||||
| Google Cloud deployment | 🟡 Not Started |
|
||||
| **UI Game Client (production build)** | ✅ Completed |
|
||||
| Google Cloud deployment | 🟡 Pending |
|
||||
| **Drone CI/CD build & deploy pipeline** | ✅ Completed |
|
||||
|
||||
✅ **Backend is fully authoritative and complete**
|
||||
🟡 **UI functional but missing polish, UX, and failure handling**
|
||||
Backend is **fully authoritative** and stable. UI is **production-ready** but needs polish and error recovery improvements.
|
||||
|
||||
---
|
||||
|
||||
## **3. Core Technical Architecture**
|
||||
|
||||
* **Backend Framework:** Nakama 3.x
|
||||
* **Business Logic:** Custom Go runtime module
|
||||
* **Backend:** Nakama 3.21.0 (ARM build)
|
||||
* **Runtime Logic:** Go plugin (built with Go 1.21.6 for ABI compatibility)
|
||||
* **Frontend:** React + Vite + Nakama JS
|
||||
* **Database:** PostgreSQL 14
|
||||
* **Transport:** WebSockets (real-time)
|
||||
* **Authentication:** Device-ID based auth → JWT session returned
|
||||
* **State Management:** Fully server-authoritative
|
||||
* **Build & Deployment:** Docker-based
|
||||
* **Database:** PostgreSQL 16
|
||||
* **Networking:** WebSockets (secure / insecure configurable)
|
||||
* **Authentication:** Device-ID auth → JWT session
|
||||
* **Deployment:** Docker images with Drone CI/CD
|
||||
* **Production UI Deployment:** BusyBox static server
|
||||
|
||||
---
|
||||
|
||||
@@ -57,143 +62,133 @@ Google Cloud for demonstration.
|
||||
|
||||
### Backend
|
||||
|
||||
* Device authentication, auto-account creation
|
||||
* JWT returned and used for RT connections
|
||||
* Device authentication
|
||||
* Automatic account creation
|
||||
* JWT session handling
|
||||
|
||||
### UI
|
||||
|
||||
* Generates a device UUID and authenticates via `client.authenticateDevice()`
|
||||
* Stores and manages session state in React context
|
||||
* Generates device UUID
|
||||
* Uses `client.authenticateDevice()`
|
||||
* Session stored in context
|
||||
* Reconnect logic planned
|
||||
|
||||
---
|
||||
|
||||
## **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.
|
||||
|
||||
### **✔ Complete Turn + Move Validation**
|
||||
### ✔ Turn Validation
|
||||
|
||||
Rejects:
|
||||
|
||||
* out-of-bounds moves
|
||||
* invalid coordinates
|
||||
* occupied cells
|
||||
* wrong player's turn
|
||||
* invalid payloads
|
||||
* wrong turn
|
||||
* malformed payloads
|
||||
|
||||
### **✔ Forfeit Handling**
|
||||
### ✔ Forfeit Detection
|
||||
|
||||
* When a user disconnects or leaves, match ends in `forfeit`
|
||||
* Final state broadcast to remaining player
|
||||
* Disconnects → match ends
|
||||
* Final state broadcast to opponent
|
||||
|
||||
### **✔ Authoritative State Updates**
|
||||
### ✔ Server Authority
|
||||
|
||||
* Only broadcasts when state actually changes
|
||||
* Robust structured logging
|
||||
* No client trust
|
||||
* All moves validated server-side
|
||||
* Structured logging everywhere
|
||||
|
||||
Result:
|
||||
**Absolute server authority, zero trust in client.**
|
||||
Result: **Deterministic, authoritative, cheat-proof gameplay.**
|
||||
|
||||
---
|
||||
|
||||
## **6. Real-Time Networking**
|
||||
|
||||
Communication validated end-to-end:
|
||||
Validated end-to-end:
|
||||
|
||||
* `match_create`
|
||||
* `match_join`
|
||||
* `matchmaker_add` / `matchmaker_matched`
|
||||
* `match_data_send` for moves (OpCode 1)
|
||||
* Server broadcasts state (OpCode 2)
|
||||
* Match creation/join
|
||||
* Matchmaker queues/matching
|
||||
* OpCode 1 → player move submission
|
||||
* OpCode 2 → authoritative board broadcast
|
||||
|
||||
Python simulators and UI both confirm:
|
||||
Python simulator & UI both confirm:
|
||||
|
||||
* move ordering
|
||||
* correct enforcement of turn rules
|
||||
* correct state sync
|
||||
* stable WebSocket behavior
|
||||
* correct turn ordering
|
||||
* full sync
|
||||
* stable sockets
|
||||
|
||||
---
|
||||
|
||||
## **7. Matchmaking System (Go + UI)**
|
||||
## **7. Matchmaking System**
|
||||
|
||||
### **Backend (Go)**
|
||||
### Backend
|
||||
|
||||
* Implements `MatchmakerMatched` hook
|
||||
* Ensures both players:
|
||||
* `MatchmakerMatched` hook ensures:
|
||||
|
||||
* have valid `mode`
|
||||
* match modes
|
||||
* valid mode
|
||||
* same mode for both players
|
||||
* exactly two players
|
||||
* Creates authoritative matches server-side
|
||||
* RPC `leave_matchmaking` added
|
||||
* Server creates authoritative match
|
||||
* RPC `leave_matchmaking` implemented
|
||||
|
||||
### **UI**
|
||||
### UI
|
||||
|
||||
* Integrates matchmaking: mode selection → queue → ticket → matched → auto-join
|
||||
* Uses Nakama JS `socket.addMatchmaker()`
|
||||
* Mode selection (classic / blitz)
|
||||
* 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
|
||||
* On win:
|
||||
* Leaderboard created on startup
|
||||
* Win → +1 score
|
||||
* Metadata logged
|
||||
|
||||
* winner identified
|
||||
* username resolved
|
||||
* score incremented (+1 win)
|
||||
* metadata logged
|
||||
### UI
|
||||
|
||||
### **UI**
|
||||
* Leaderboard display works via API
|
||||
|
||||
* Implements leaderboard view using `client.listLeaderboardRecords()`
|
||||
* Read-only UI display works
|
||||
Remaining UI polish:
|
||||
|
||||
### **Remaining**
|
||||
|
||||
* UI sorting, layout, styling
|
||||
* No leaderboard write actions needed from UI
|
||||
* improved styling
|
||||
* sorting
|
||||
|
||||
---
|
||||
|
||||
## **9. UI Implementation Status (React + Vite)**
|
||||
|
||||
### **What Is Implemented**
|
||||
### ✔ Implemented
|
||||
|
||||
- ✔ Authentication flow (device auth)
|
||||
- ✔ WebSocket session handling
|
||||
- ✔ Matchmaking (classic/blitz modes)
|
||||
- ✔ Automatic match join
|
||||
- ✔ Move sending (OpCode 1)
|
||||
- ✔ State updates (OpCode 2)
|
||||
- ✔ Board rendering and interactive cells
|
||||
- ✔ End-of-game messaging
|
||||
- ✔ Leaderboard display
|
||||
* Authentication
|
||||
* WebSocket session handling
|
||||
* Matchmaking integration
|
||||
* Full gameplay loop
|
||||
* State updates
|
||||
* End-of-game status
|
||||
* Leaderboard viewing
|
||||
* Environment-configurable host, port, SSL, server key
|
||||
|
||||
### **Partially Implemented**
|
||||
### 🟡 Partially Implemented
|
||||
|
||||
- 🟡 Match mode UI selection wired but not visually emphasized
|
||||
- 🟡 Context handles all RT states but missing error handling
|
||||
* Error handling (WS failures, move rejections)
|
||||
* 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)
|
||||
- 🔴 No error UI for: matchmaking failure, move rejection, disconnects
|
||||
- 🔴 No UI for leaving match or returning to lobby
|
||||
- 🔴 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.
|
||||
* Rematch flow
|
||||
* Lobby navigation
|
||||
* Disconnect-recovery UX
|
||||
|
||||
---
|
||||
|
||||
@@ -201,87 +196,103 @@ handling.
|
||||
|
||||
### Backend
|
||||
|
||||
* Extensive scenario tests: draws, wins, illegal moves, disconnects
|
||||
* Matchmaking simulation across N clients
|
||||
* Test coverage for win/loss/draw
|
||||
* Illegal moves scenarios
|
||||
* Disconnect behavior
|
||||
* Matchmaking scaling
|
||||
|
||||
### UI
|
||||
|
||||
* Verified:
|
||||
|
||||
* matchmaking
|
||||
* game correctness
|
||||
* leaderboard retrieval
|
||||
* state sync
|
||||
* Missing:
|
||||
|
||||
* stress testing
|
||||
* reconnection scenarios
|
||||
* mobile layout testing
|
||||
* Verified across full flow
|
||||
* Missing stress and mobile testing
|
||||
|
||||
---
|
||||
|
||||
## **11. Google Cloud Deployment**
|
||||
|
||||
Planned architecture remains:
|
||||
## **11. Google Cloud Deployment Plan**
|
||||
|
||||
| Component | GCP Service |
|
||||
|---------------|-------------------------------|
|
||||
| ------------- | ------------------------------- |
|
||||
| Nakama server | Compute Engine VM (Docker) |
|
||||
| PostgreSQL | Cloud SQL (shared tier) |
|
||||
| Game UI | Cloud Run or Firebase Hosting |
|
||||
| Networking | Static IP + HTTPS |
|
||||
| Auth secrets | Secret Manager (optional) |
|
||||
| PostgreSQL | Cloud SQL |
|
||||
| Game UI | Cloud Run / Firebase Hosting |
|
||||
| Networking | HTTPS Load Balancer + Static IP |
|
||||
| Secrets | Secret Manager |
|
||||
|
||||
Estimated setup time: **6–8 hours**
|
||||
Estimated time: **6–8 hours**
|
||||
|
||||
---
|
||||
|
||||
## **12. Risks & Considerations**
|
||||
|
||||
| Risk | Mitigation |
|
||||
|--------------------------------|--------------------------------|
|
||||
| UI lacks error/reconnect logic | Add retry + reconnection flows |
|
||||
| No rematch or lobby UX | Add match lifecycle UI |
|
||||
| No mobile layout | Add responsive CSS |
|
||||
| Cloud deployment pending | Prioritize after UI polish |
|
||||
| Matchmaking UX is minimal | Add feedback, loading states |
|
||||
| ------------------------- | ------------------------------- |
|
||||
| UI lacks reconnect logic | Add retry + resume capabilities |
|
||||
| No rematch flow | Add match lifecycle management |
|
||||
| Minimal mobile UI | Add responsive layout |
|
||||
| Cloud deployment pending | Prioritize next sprint |
|
||||
| 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
|
||||
2. Create lobby → gameplay → results, flow
|
||||
3. Add rematch capability
|
||||
4. Add responsive + polished UI
|
||||
5. Add loading indicators & animations
|
||||
* Fetch & validate latest Git tags
|
||||
* Skip image build if tag already exists
|
||||
* Build production UI image with correct Vite env
|
||||
* Push to private registry
|
||||
* 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
|
||||
Several unexpected integration challenges during UI setup contributed to the additional day of work. These included:
|
||||
- Aligning the UI’s 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 server’s 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.
|
||||
### Issues Encountered
|
||||
|
||||
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
|
||||
The system now features a fully authoritative backend with matchmaking, gameplay logic, and leaderboards implemented
|
||||
completely in Go. The UI is functional and integrates correctly with all backend systems, supporting end-to-end
|
||||
matchmaking and gameplay.
|
||||
* Aligning UI matchmaking with authoritative server systems
|
||||
* Handling Nakama JS socket lifecycle, ticket flow, and session timing
|
||||
* OpCode synchronization and state update mapping
|
||||
* 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
|
||||
remain.
|
||||
### Current State
|
||||
|
||||
**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.**
|
||||
|
||||
Reference in New Issue
Block a user