diff --git a/README.md b/README.md index 07c2404..57b1a11 100644 --- a/README.md +++ b/README.md @@ -12,28 +12,31 @@ ## **1. Objective** -Design and implement a lightweight, scalable, server-authoritative multiplayer game system using **Nakama + Go plugins**, supporting authentication, matchmaking, authoritative gameplay, and leaderboards — deployable to Google Cloud for demonstration. +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. --- ## **2. Current Completion Summary** -| Requirement | Status | -| -------------------------------------------- | --------------------------------- | -| Install Nakama + PostgreSQL | ✅ Completed | -| Custom Go server plugins | ✅ Completed | -| Server-authoritative Tic-Tac-Toe | ✅ Completed | -| Real-time WebSocket communication | ✅ Completed | -| Device-based authentication | ✅ Completed | -| JWT-based session management | ✅ Completed | -| Match creation & joining | ✅ Completed | -| **Matchmaking queue support** | 🟡 **In Progress** (Go side done) | -| **Game state validation & turn enforcement** | ✅ Completed (Go authoritative) | -| **Leaderboard/tracking foundation** | 🟡 **In Progress** (Go side done) | -| UI Game Client | 🟡 Not Started | -| Google Cloud deployment | 🟡 Not Started | +| Requirement | Status | +|----------------------------------------------|--------------------------| +| Install Nakama + PostgreSQL | ✅ Completed | +| Custom Go server plugins | ✅ Completed | +| Server-authoritative Tic-Tac-Toe | ✅ Completed | +| Real-time WebSocket communication | ✅ Completed | +| Device-based authentication | ✅ Completed | +| JWT-based session management | ✅ Completed | +| Match creation & joining | ✅ Completed | +| **Matchmaking queue support** | ✅ Completed | +| **Game state validation & turn enforcement** | ✅ Completed | +| **Leaderboard system** | ✅ Completed | +| **UI Game Client** | 🟡 Partially Implemented | +| Google Cloud deployment | 🟡 Not Started | -✅ **Major backend upgrade delivered — authoritative matchmaking and leaderboard logic implemented in Go** +✅ **Backend is fully authoritative and complete** +🟡 **UI functional but missing polish, UX, and failure handling** --- @@ -41,175 +44,188 @@ Design and implement a lightweight, scalable, server-authoritative multiplayer g * **Backend Framework:** Nakama 3.x * **Business Logic:** Custom Go runtime module +* **Frontend:** React + Vite + Nakama JS * **Database:** PostgreSQL 14 * **Transport:** WebSockets (real-time) * **Authentication:** Device-ID based auth → JWT session returned -* **State Management:** Server-authoritative, deterministic -* **Protocol:** Nakama RT JSON envelopes +* **State Management:** Fully server-authoritative * **Build & Deployment:** Docker-based --- ## **4. Authentication** -Implemented **Nakama device authentication flow**: +### Backend -1. Client provides device UUID -2. Nakama validates & creates account if needed -3. Server responds with **JWT session token** -4. Client uses JWT for all WebSocket connections +* Device authentication, auto-account creation +* JWT returned and used for RT connections + +### UI + +* Generates a device UUID and authenticates via `client.authenticateDevice()` +* Stores and manages session state in React context --- ## **5. Game Server Logic (Go)** -The authoritative match module was enhanced significantly: +Significant enhancements made: -### **New Features Added:** +### **✔ Initial State Broadcast** -#### **✔ Initial State Broadcast on Match Join** +* When the second player joins, the server immediately sends the full authoritative state. -The server now broadcasts the **initial game state immediately when both players join**, eliminating race conditions. +### **✔ Complete Turn + Move Validation** -#### **✔ Forfeit Handling** +Rejects: -If a player disconnects or leaves: +* out-of-bounds moves +* occupied cells +* wrong player's turn +* invalid payloads -* Match is marked as `forfeit` -* Final state broadcast to the remaining player +### **✔ Forfeit Handling** -#### **✔ Stronger Validation & Logging** +* When a user disconnects or leaves, match ends in `forfeit` +* Final state broadcast to remaining player -New server-side checks include: +### **✔ Authoritative State Updates** -* Turn validation -* Out-of-bounds move rejection -* Occupied cell rejection -* Player not part of the match -* Invalid payloads +* Only broadcasts when state actually changes +* Robust structured logging -All validations produce detailed log output for troubleshooting. - -### **Result:** - -The entire gameplay lifecycle is now **fully enforced and validated server-side**, eliminating all trust on the client. +Result: +**Absolute server authority, zero trust in client.** --- ## **6. Real-Time Networking** -Clients communicate via: +Communication validated end-to-end: * `match_create` * `match_join` -* `match_data_send` (OpCode 1) → moves -* Server broadcast state (OpCode 2) +* `matchmaker_add` / `matchmaker_matched` +* `match_data_send` for moves (OpCode 1) +* Server broadcasts state (OpCode 2) -Validated with Python WebSocket simulation: +Python simulators and UI both confirm: -* Move sequencing -* State broadcast -* Disconnect handling -* Multi-game scenarios +* move ordering +* correct enforcement of turn rules +* correct state sync +* stable WebSocket behavior --- -## **7. Matchmaking (Go Plugin) — NEW** +## **7. Matchmaking System (Go + UI)** -Matchmaking is now **implemented in Go** via Nakama's `MatchmakerMatched` hook. +### **Backend (Go)** -### **✔ Mode-Validated Matchmaking** +* Implements `MatchmakerMatched` hook +* Ensures both players: -The server ensures: + * have valid `mode` + * match modes + * exactly two players +* Creates authoritative matches server-side +* RPC `leave_matchmaking` added -* Exactly two players -* Both provided a valid game mode (`classic` or `blitz`) -* Modes match before pairing +### **UI** -### **✔ Server-Created Matches** +* Integrates matchmaking: mode selection → queue → ticket → matched → auto-join +* Uses Nakama JS `socket.addMatchmaker()` -If valid, the Go module creates authoritative matches: - -```go -nk.MatchCreate(ctx, "tictactoe", matchParams) -``` - -### **✔ RPC for Leaving Matchmaking** - -A new RPC `leave_matchmaking`: - -* Validates JSON -* Logs removal - -**Client UX improvements and queue removal logic are planned.** +**Status:** Fully functional end-to-end --- -## **8. Leaderboard System (Go) — NEW** +## **8. Leaderboard System (Go + UI)** -Leaderboard integration is now implemented server-side. +### **Backend (Go)** -### **✔ Auto Leaderboard Creation (On Module Init)** +* Leaderboard auto-created on startup +* On win: -```go -nk.LeaderboardCreate("tictactoe", true, "desc", "incr", "", metadata) -``` + * winner identified + * username resolved + * score incremented (+1 win) + * metadata logged -### **✔ Automatic Win Tracking** +### **UI** -On game conclusion: +* Implements leaderboard view using `client.listLeaderboardRecords()` +* Read-only UI display works -1. Winner is determined from the board -2. Username resolved via `AccountGetId` -3. Score +1 written to the leaderboard -4. Metadata `{result: "win"}` stored +### **Remaining** -This enables: - -* Win counts -* Ranking -* Long-term player results +* UI sorting, layout, styling +* No leaderboard write actions needed from UI --- -## **9. Testing & Validation** +## **9. UI Implementation Status (React + Vite)** -The Go-side implementation now supports extended scenario testing including: +### **What Is Implemented** -* Happy path games -* Win/draw scenarios -* Illegal moves -* Mid-game disconnects -* Forfeits -* Random playthroughs +- ✔ 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 -Stress testing with matchmaking simulation is available. +### **Partially Implemented** + +- 🟡 Match mode UI selection wired but not visually emphasized +- 🟡 Context handles all RT states but missing error handling + +### **Not Implemented / Missing** + +- 🔴 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. --- -## **10. UI Status** +## **10. Testing & Validation** -Not implemented yet — intentionally deferred. +### Backend -Planned: +* Extensive scenario tests: draws, wins, illegal moves, disconnects +* Matchmaking simulation across N clients -* Simple browser/mobile client -* WebSocket integration -* Game board rendering -* Leaderboard display +### UI -Estimated time: **6–10 hours** +* Verified: + + * matchmaking + * game correctness + * leaderboard retrieval + * state sync +* Missing: + + * stress testing + * reconnection scenarios + * mobile layout testing --- ## **11. Google Cloud Deployment** -Goal: **Simple, affordable, demo-ready deployment** - -### Planned architecture: +Planned architecture remains: | Component | GCP Service | -| ------------- | ----------------------------- | +|---------------|-------------------------------| | Nakama server | Compute Engine VM (Docker) | | PostgreSQL | Cloud SQL (shared tier) | | Game UI | Cloud Run or Firebase Hosting | @@ -222,33 +238,50 @@ Estimated setup time: **6–8 hours** ## **12. Risks & Considerations** -| Risk | Mitigation | -| ------------------------------- | -------------------------------- | -| No UI yet | Prioritized next | -| Stress testing incomplete | Will be run after UI integration | -| Final matchmaking polish needed | Go foundation already complete | -| Leaderboard client UI pending | Backend implementation complete | +| 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 | -No major backend risks remain. +None of these affect core backend stability. --- ## **13. Next Steps** -1. Implement browser/mobile UI -2. Integrate matchmaking & leaderboard endpoints into UI -3. Perform stress + edge case testing -4. Deploy to Google Cloud -5. Prepare demo video + documentation +### **UI Tasks** -Estimated remaining effort: **1.5–2.5 days** +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 + +Estimated remaining effort: **6 to 8 hours** --- ## **Executive Summary** -The backend has undergone a major upgrade: matchmaking logic and leaderboard management are now fully implemented in Go, making the server authoritative across the entire gameplay lifecycle. +### 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. -All core systems — authentication, state management, gameplay logic, and matchmaking — are now functional and validated. Only UI and deployment tasks remain, both low-risk and well-scoped. +These challenges required deeper synchronization between the backend and frontend layers, resulting in an additional **+1 day** of engineering time. -**The system is production-grade on the backend and ready for frontend integration and final deployment.** +### 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. + +Key remaining work involves UI polish, recovery/error handling, and deployment setup. No major architectural risks +remain. + +**The project is now fully playable, technically solid, and ready for final UI enhancements and cloud deployment.**