UI updated

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2025-11-28 20:09:15 +05:30
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README.md
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## **1. Objective** ## **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** ## **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 | ✅ 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 |
| JWT-based session management | ✅ Completed | | JWT-based session management | ✅ Completed |
| Match creation & joining | ✅ Completed | | Match creation & joining | ✅ Completed |
| **Matchmaking queue support** | 🟡 **In Progress** (Go side done) | | **Matchmaking queue support** | ✅ Completed |
| **Game state validation & turn enforcement** | ✅ Completed (Go authoritative) | | **Game state validation & turn enforcement** | ✅ Completed |
| **Leaderboard/tracking foundation** | 🟡 **In Progress** (Go side done) | | **Leaderboard system** | ✅ Completed |
| UI Game Client | 🟡 Not Started | | **UI Game Client** | 🟡 Partially Implemented |
| Google Cloud deployment | 🟡 Not Started | | 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 * **Backend Framework:** Nakama 3.x
* **Business Logic:** Custom Go runtime module * **Business Logic:** Custom Go runtime module
* **Frontend:** React + Vite + Nakama JS
* **Database:** PostgreSQL 14 * **Database:** PostgreSQL 14
* **Transport:** WebSockets (real-time) * **Transport:** WebSockets (real-time)
* **Authentication:** Device-ID based auth → JWT session returned * **Authentication:** Device-ID based auth → JWT session returned
* **State Management:** Server-authoritative, deterministic * **State Management:** Fully server-authoritative
* **Protocol:** Nakama RT JSON envelopes
* **Build & Deployment:** Docker-based * **Build & Deployment:** Docker-based
--- ---
## **4. Authentication** ## **4. Authentication**
Implemented **Nakama device authentication flow**: ### Backend
1. Client provides device UUID * Device authentication, auto-account creation
2. Nakama validates & creates account if needed * JWT returned and used for RT connections
3. Server responds with **JWT session token**
4. Client uses JWT for all WebSocket connections ### UI
* Generates a device UUID and authenticates via `client.authenticateDevice()`
* Stores and manages session state in React context
--- ---
## **5. Game Server Logic (Go)** ## **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` ### **✔ Forfeit Handling**
* Final state broadcast to the remaining player
#### **✔ 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 * Only broadcasts when state actually changes
* Out-of-bounds move rejection * Robust structured logging
* Occupied cell rejection
* Player not part of the match
* Invalid payloads
All validations produce detailed log output for troubleshooting. Result:
**Absolute server authority, zero trust in client.**
### **Result:**
The entire gameplay lifecycle is now **fully enforced and validated server-side**, eliminating all trust on the client.
--- ---
## **6. Real-Time Networking** ## **6. Real-Time Networking**
Clients communicate via: Communication validated end-to-end:
* `match_create` * `match_create`
* `match_join` * `match_join`
* `match_data_send` (OpCode 1) → moves * `matchmaker_add` / `matchmaker_matched`
* Server broadcast state (OpCode 2) * `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 * move ordering
* State broadcast * correct enforcement of turn rules
* Disconnect handling * correct state sync
* Multi-game scenarios * 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 ### **UI**
* Both provided a valid game mode (`classic` or `blitz`)
* Modes match before pairing
### **✔ 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: **Status:** Fully functional end-to-end
```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.**
--- ---
## **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 * winner identified
nk.LeaderboardCreate("tictactoe", true, "desc", "incr", "", metadata) * 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 ### **Remaining**
2. Username resolved via `AccountGetId`
3. Score +1 written to the leaderboard
4. Metadata `{result: "win"}` stored
This enables: * UI sorting, layout, styling
* No leaderboard write actions needed from UI
* Win counts
* Ranking
* Long-term player results
--- ---
## **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 - ✔ Authentication flow (device auth)
* Win/draw scenarios - ✔ WebSocket session handling
* Illegal moves - ✔ Matchmaking (classic/blitz modes)
* Mid-game disconnects - ✔ Automatic match join
* Forfeits - ✔ Move sending (OpCode 1)
* Random playthroughs - ✔ 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 ### UI
* WebSocket integration
* Game board rendering
* Leaderboard display
Estimated time: **610 hours** * Verified:
* matchmaking
* game correctness
* leaderboard retrieval
* state sync
* Missing:
* stress testing
* reconnection scenarios
* mobile layout testing
--- ---
## **11. Google Cloud Deployment** ## **11. Google Cloud Deployment**
Goal: **Simple, affordable, demo-ready deployment** Planned architecture remains:
### Planned architecture:
| 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 (shared tier) |
| Game UI | Cloud Run or Firebase Hosting | | Game UI | Cloud Run or Firebase Hosting |
@@ -222,33 +238,50 @@ Estimated setup time: **68 hours**
## **12. Risks & Considerations** ## **12. Risks & Considerations**
| Risk | Mitigation | | Risk | Mitigation |
| ------------------------------- | -------------------------------- | |--------------------------------|--------------------------------|
| No UI yet | Prioritized next | | UI lacks error/reconnect logic | Add retry + reconnection flows |
| Stress testing incomplete | Will be run after UI integration | | No rematch or lobby UX | Add match lifecycle UI |
| Final matchmaking polish needed | Go foundation already complete | | No mobile layout | Add responsive CSS |
| Leaderboard client UI pending | Backend implementation complete | | 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** ## **13. Next Steps**
1. Implement browser/mobile UI ### **UI Tasks**
2. Integrate matchmaking & leaderboard endpoints into UI
3. Perform stress + edge case testing
4. Deploy to Google Cloud
5. Prepare demo video + documentation
Estimated remaining effort: **1.52.5 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** ## **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 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.
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.**