UI updated
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267
README.md
267
README.md
@@ -12,14 +12,16 @@
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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**, supporting authentication, matchmaking, authoritative gameplay, and leaderboards — deployable to Google Cloud for demonstration.
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Design and implement a lightweight, scalable, server-authoritative multiplayer game system using **Nakama + Go plugins
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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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---
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## **2. Current Completion Summary**
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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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| Custom Go server plugins | ✅ Completed |
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| Server-authoritative Tic-Tac-Toe | ✅ Completed |
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@@ -27,13 +29,14 @@ Design and implement a lightweight, scalable, server-authoritative multiplayer g
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| Device-based authentication | ✅ Completed |
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| JWT-based session management | ✅ Completed |
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| Match creation & joining | ✅ Completed |
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| **Matchmaking queue support** | 🟡 **In Progress** (Go side done) |
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| **Game state validation & turn enforcement** | ✅ Completed (Go authoritative) |
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| **Leaderboard/tracking foundation** | 🟡 **In Progress** (Go side done) |
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| UI Game Client | 🟡 Not Started |
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| **Matchmaking queue support** | ✅ Completed |
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| **Game state validation & turn enforcement** | ✅ Completed |
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| **Leaderboard system** | ✅ Completed |
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| **UI Game Client** | 🟡 Partially Implemented |
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| Google Cloud deployment | 🟡 Not Started |
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✅ **Major backend upgrade delivered — authoritative matchmaking and leaderboard logic implemented in Go**
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✅ **Backend is fully authoritative and complete**
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🟡 **UI functional but missing polish, UX, and failure handling**
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---
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@@ -41,175 +44,188 @@ Design and implement a lightweight, scalable, server-authoritative multiplayer g
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* **Backend Framework:** Nakama 3.x
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* **Business Logic:** Custom Go runtime module
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* **Frontend:** React + Vite + Nakama JS
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* **Database:** PostgreSQL 14
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* **Transport:** WebSockets (real-time)
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* **Authentication:** Device-ID based auth → JWT session returned
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* **State Management:** Server-authoritative, deterministic
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* **Protocol:** Nakama RT JSON envelopes
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* **State Management:** Fully server-authoritative
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* **Build & Deployment:** Docker-based
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---
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## **4. Authentication**
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Implemented **Nakama device authentication flow**:
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### Backend
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1. Client provides device UUID
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2. Nakama validates & creates account if needed
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3. Server responds with **JWT session token**
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4. Client uses JWT for all WebSocket connections
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* Device authentication, auto-account creation
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* JWT returned and used for RT connections
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### UI
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* Generates a device UUID and authenticates via `client.authenticateDevice()`
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* Stores and manages session state in React context
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---
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## **5. Game Server Logic (Go)**
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The authoritative match module was enhanced significantly:
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Significant enhancements made:
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### **New Features Added:**
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### **✔ Initial State Broadcast**
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#### **✔ Initial State Broadcast on Match Join**
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* When the second player joins, the server immediately sends the full authoritative state.
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The server now broadcasts the **initial game state immediately when both players join**, eliminating race conditions.
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### **✔ Complete Turn + Move Validation**
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#### **✔ Forfeit Handling**
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Rejects:
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If a player disconnects or leaves:
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* out-of-bounds moves
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* occupied cells
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* wrong player's turn
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* invalid payloads
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* Match is marked as `forfeit`
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* Final state broadcast to the remaining player
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### **✔ Forfeit Handling**
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#### **✔ Stronger Validation & Logging**
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* When a user disconnects or leaves, match ends in `forfeit`
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* Final state broadcast to remaining player
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New server-side checks include:
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### **✔ Authoritative State Updates**
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* Turn validation
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* Out-of-bounds move rejection
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* Occupied cell rejection
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* Player not part of the match
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* Invalid payloads
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* Only broadcasts when state actually changes
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* Robust structured logging
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All validations produce detailed log output for troubleshooting.
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### **Result:**
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The entire gameplay lifecycle is now **fully enforced and validated server-side**, eliminating all trust on the client.
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Result:
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**Absolute server authority, zero trust in client.**
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---
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## **6. Real-Time Networking**
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Clients communicate via:
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Communication validated end-to-end:
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* `match_create`
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* `match_join`
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* `match_data_send` (OpCode 1) → moves
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* Server broadcast state (OpCode 2)
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* `matchmaker_add` / `matchmaker_matched`
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* `match_data_send` for moves (OpCode 1)
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* Server broadcasts state (OpCode 2)
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Validated with Python WebSocket simulation:
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Python simulators and UI both confirm:
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* Move sequencing
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* State broadcast
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* Disconnect handling
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* Multi-game scenarios
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* move ordering
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* correct enforcement of turn rules
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* correct state sync
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* stable WebSocket behavior
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---
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## **7. Matchmaking (Go Plugin) — NEW**
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## **7. Matchmaking System (Go + UI)**
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Matchmaking is now **implemented in Go** via Nakama's `MatchmakerMatched` hook.
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### **Backend (Go)**
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### **✔ Mode-Validated Matchmaking**
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* Implements `MatchmakerMatched` hook
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* Ensures both players:
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The server ensures:
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* have valid `mode`
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* match modes
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* exactly two players
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* Creates authoritative matches server-side
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* RPC `leave_matchmaking` added
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* Exactly two players
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* Both provided a valid game mode (`classic` or `blitz`)
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* Modes match before pairing
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### **UI**
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### **✔ Server-Created Matches**
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* Integrates matchmaking: mode selection → queue → ticket → matched → auto-join
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* Uses Nakama JS `socket.addMatchmaker()`
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If valid, the Go module creates authoritative matches:
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```go
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nk.MatchCreate(ctx, "tictactoe", matchParams)
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```
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### **✔ RPC for Leaving Matchmaking**
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A new RPC `leave_matchmaking`:
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* Validates JSON
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* Logs removal
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**Client UX improvements and queue removal logic are planned.**
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**Status:** Fully functional end-to-end
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---
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## **8. Leaderboard System (Go) — NEW**
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## **8. Leaderboard System (Go + UI)**
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Leaderboard integration is now implemented server-side.
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### **Backend (Go)**
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### **✔ Auto Leaderboard Creation (On Module Init)**
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* Leaderboard auto-created on startup
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* On win:
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```go
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nk.LeaderboardCreate("tictactoe", true, "desc", "incr", "", metadata)
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```
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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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### **✔ Automatic Win Tracking**
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### **UI**
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On game conclusion:
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* Implements leaderboard view using `client.listLeaderboardRecords()`
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* Read-only UI display works
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1. Winner is determined from the board
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2. Username resolved via `AccountGetId`
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3. Score +1 written to the leaderboard
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4. Metadata `{result: "win"}` stored
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### **Remaining**
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This enables:
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* Win counts
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* Ranking
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* Long-term player results
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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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## **9. Testing & Validation**
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## **9. UI Implementation Status (React + Vite)**
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The Go-side implementation now supports extended scenario testing including:
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### **What Is Implemented**
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* Happy path games
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* Win/draw scenarios
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* Illegal moves
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* Mid-game disconnects
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* Forfeits
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* Random playthroughs
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- ✔ Authentication flow (device auth)
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- ✔ WebSocket session handling
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- ✔ Matchmaking (classic/blitz modes)
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- ✔ Automatic match join
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- ✔ Move sending (OpCode 1)
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- ✔ State updates (OpCode 2)
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- ✔ Board rendering and interactive cells
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- ✔ End-of-game messaging
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- ✔ Leaderboard display
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Stress testing with matchmaking simulation is available.
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### **Partially Implemented**
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- 🟡 Match mode UI selection wired but not visually emphasized
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- 🟡 Context handles all RT states but missing error handling
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### **Not Implemented / Missing**
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- 🔴 Reconnect flow (UI does not recover session after WS drop)
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- 🔴 No error UI for: matchmaking failure, move rejection, disconnects
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- 🔴 No UI for leaving match or returning to lobby
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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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## **10. UI Status**
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## **10. Testing & Validation**
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Not implemented yet — intentionally deferred.
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### Backend
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Planned:
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* Extensive scenario tests: draws, wins, illegal moves, disconnects
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* Matchmaking simulation across N clients
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* Simple browser/mobile client
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* WebSocket integration
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* Game board rendering
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* Leaderboard display
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### UI
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Estimated time: **6–10 hours**
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* Verified:
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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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## **11. Google Cloud Deployment**
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Goal: **Simple, affordable, demo-ready deployment**
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### Planned architecture:
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Planned architecture remains:
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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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| PostgreSQL | Cloud SQL (shared tier) |
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| Game UI | Cloud Run or Firebase Hosting |
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@@ -223,32 +239,49 @@ Estimated setup time: **6–8 hours**
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## **12. Risks & Considerations**
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| Risk | Mitigation |
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| ------------------------------- | -------------------------------- |
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| No UI yet | Prioritized next |
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| Stress testing incomplete | Will be run after UI integration |
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| Final matchmaking polish needed | Go foundation already complete |
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| Leaderboard client UI pending | Backend implementation complete |
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|--------------------------------|--------------------------------|
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| UI lacks error/reconnect logic | Add retry + reconnection flows |
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| No rematch or lobby UX | Add match lifecycle UI |
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| No mobile layout | Add responsive CSS |
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| Cloud deployment pending | Prioritize after UI polish |
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| Matchmaking UX is minimal | Add feedback, loading states |
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No major backend risks remain.
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None of these affect core backend stability.
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---
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## **13. Next Steps**
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1. Implement browser/mobile UI
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2. Integrate matchmaking & leaderboard endpoints into UI
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3. Perform stress + edge case testing
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4. Deploy to Google Cloud
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5. Prepare demo video + documentation
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### **UI Tasks**
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Estimated remaining effort: **1.5–2.5 days**
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1. Add reconnect + error-handling UI
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2. Create lobby → gameplay → results, flow
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3. Add rematch capability
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4. Add responsive + polished UI
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5. Add loading indicators & animations
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Estimated remaining effort: **6 to 8 hours**
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---
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## **Executive Summary**
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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.
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### Issues faced
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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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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.
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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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**The system is production-grade on the backend and ready for frontend integration and final deployment.**
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### Project Progress
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The system now features a fully authoritative backend with matchmaking, gameplay logic, and leaderboards implemented
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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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matchmaking and gameplay.
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Key remaining work involves UI polish, recovery/error handling, and deployment setup. No major architectural risks
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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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