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v0.0.1
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163
.drone.yml
Normal file
163
.drone.yml
Normal file
@@ -0,0 +1,163 @@
|
|||||||
|
---
|
||||||
|
kind: pipeline
|
||||||
|
type: docker
|
||||||
|
name: nakama-server
|
||||||
|
|
||||||
|
platform:
|
||||||
|
os: linux
|
||||||
|
arch: arm64
|
||||||
|
|
||||||
|
workspace:
|
||||||
|
path: /drone/src
|
||||||
|
|
||||||
|
volumes:
|
||||||
|
- name: dockersock
|
||||||
|
host:
|
||||||
|
path: /var/run/docker.sock
|
||||||
|
|
||||||
|
steps:
|
||||||
|
# -----------------------------------------------------
|
||||||
|
# 1. Fetch latest Tags
|
||||||
|
# -----------------------------------------------------
|
||||||
|
- name: fetch-tags
|
||||||
|
image: docker:24
|
||||||
|
volumes:
|
||||||
|
- name: dockersock
|
||||||
|
path: /var/run/docker.sock
|
||||||
|
commands:
|
||||||
|
- apk add --no-cache git
|
||||||
|
- git fetch --tags
|
||||||
|
- |
|
||||||
|
# Get latest Git tag and trim newline
|
||||||
|
LATEST_TAG=$(git describe --tags --abbrev=0 2>/dev/null | tr -d '\n')
|
||||||
|
echo "Latest Git tag fetched: $LATEST_TAG"
|
||||||
|
|
||||||
|
# Save to file for downstream steps
|
||||||
|
echo "$LATEST_TAG" > /drone/src/LATEST_TAG.txt
|
||||||
|
|
||||||
|
# Read back for verification
|
||||||
|
IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
|
||||||
|
echo "Image tag read from file: $IMAGE_TAG"
|
||||||
|
|
||||||
|
# Validate
|
||||||
|
if [ -z "$IMAGE_TAG" ]; then
|
||||||
|
echo "❌ No git tags found! Cannot continue."
|
||||||
|
exit 1
|
||||||
|
fi
|
||||||
|
|
||||||
|
# -----------------------------------------------------
|
||||||
|
# 2. Check existing Nakama Docker image
|
||||||
|
# -----------------------------------------------------
|
||||||
|
- name: check-remote-image
|
||||||
|
image: docker:24
|
||||||
|
volumes:
|
||||||
|
- name: dockersock
|
||||||
|
path: /var/run/docker.sock
|
||||||
|
commands:
|
||||||
|
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
|
||||||
|
|
||||||
|
- echo "Checking if lila-games/nakama-server:$IMAGE_TAG exists on remote Docker..."
|
||||||
|
- echo "Existing Docker tags for lila-games/nakama-server:"
|
||||||
|
- docker images --format "{{.Repository}}:{{.Tag}}" | grep "^lila-games/nakama-server" || echo "(none)"
|
||||||
|
- |
|
||||||
|
if docker image inspect lila-games/nakama-server:$IMAGE_TAG > /dev/null 2>&1; then
|
||||||
|
echo "✅ Docker image lila-games/nakama-server:$IMAGE_TAG already exists — skipping build"
|
||||||
|
exit 78
|
||||||
|
else
|
||||||
|
echo "⚙️ Docker image lila-games/nakama-server:$IMAGE_TAG not found — proceeding to build..."
|
||||||
|
fi
|
||||||
|
|
||||||
|
# -----------------------------------------------------
|
||||||
|
# 3. Build Nakama Docker image
|
||||||
|
# -----------------------------------------------------
|
||||||
|
- name: build-image
|
||||||
|
image: docker:24
|
||||||
|
volumes:
|
||||||
|
- name: dockersock
|
||||||
|
path: /var/run/docker.sock
|
||||||
|
commands:
|
||||||
|
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
|
||||||
|
|
||||||
|
- echo "🔨 Building Nakama image lila-games/nakama-server:latest"
|
||||||
|
- |
|
||||||
|
docker build --network=host \
|
||||||
|
-t lila-games/nakama-server:$IMAGE_TAG \
|
||||||
|
-t lila-games/nakama-server:latest \
|
||||||
|
/drone/src
|
||||||
|
|
||||||
|
# -----------------------------------------------------
|
||||||
|
# 4. Push Nakama Image
|
||||||
|
# -----------------------------------------------------
|
||||||
|
- name: push-image
|
||||||
|
image: docker:24
|
||||||
|
environment:
|
||||||
|
REGISTRY_HOST:
|
||||||
|
from_secret: REGISTRY_HOST
|
||||||
|
REGISTRY_USER:
|
||||||
|
from_secret: REGISTRY_USER
|
||||||
|
REGISTRY_PASS:
|
||||||
|
from_secret: REGISTRY_PASS
|
||||||
|
volumes:
|
||||||
|
- name: dockersock
|
||||||
|
path: /var/run/docker.sock
|
||||||
|
commands:
|
||||||
|
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
|
||||||
|
|
||||||
|
- echo "🔑 Logging into registry $REGISTRY_HOST ..."
|
||||||
|
- echo "$REGISTRY_PASS" | docker login $REGISTRY_HOST -u "$REGISTRY_USER" --password-stdin
|
||||||
|
- echo "🏷️ Tagging images with registry prefix..."
|
||||||
|
- docker tag lila-games/nakama-server:$IMAGE_TAG $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG
|
||||||
|
- docker tag lila-games/nakama-server:$IMAGE_TAG $REGISTRY_HOST/lila-games/nakama-server:latest
|
||||||
|
- echo "📤 Pushing lila-games/nakama-server:$IMAGE_TAG ..."
|
||||||
|
- docker push $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG
|
||||||
|
- echo "📤 Pushing lila-games/nakama-server:latest ..."
|
||||||
|
- docker push $REGISTRY_HOST/lila-games/nakama-server:latest
|
||||||
|
|
||||||
|
# -----------------------------------------------------
|
||||||
|
# 5. Stop old Nakama container
|
||||||
|
# -----------------------------------------------------
|
||||||
|
- name: stop-old
|
||||||
|
image: docker:24
|
||||||
|
volumes:
|
||||||
|
- name: dockersock
|
||||||
|
path: /var/run/docker.sock
|
||||||
|
commands:
|
||||||
|
- echo "🛑 Stopping old Nakama container..."
|
||||||
|
- docker rm -f nakama-server || true
|
||||||
|
|
||||||
|
# -----------------------------------------------------
|
||||||
|
# 6. Run new Nakama container
|
||||||
|
# -----------------------------------------------------
|
||||||
|
- name: run-container
|
||||||
|
image: docker:24
|
||||||
|
volumes:
|
||||||
|
- name: dockersock
|
||||||
|
path: /var/run/docker.sock
|
||||||
|
environment:
|
||||||
|
DB_ADDR:
|
||||||
|
from_secret: POSTGRES_ADDR
|
||||||
|
SERVER_KEY:
|
||||||
|
from_secret: SERVER_KEY
|
||||||
|
REGISTRY_HOST:
|
||||||
|
from_secret: REGISTRY_HOST
|
||||||
|
commands:
|
||||||
|
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
|
||||||
|
- echo "🚀 Starting Nakama server..."
|
||||||
|
- |
|
||||||
|
docker run -d \
|
||||||
|
--name nakama-server \
|
||||||
|
-p 7350:7350 \
|
||||||
|
-p 7351:7351 \
|
||||||
|
-p 7349:7349 \
|
||||||
|
--restart always \
|
||||||
|
--add-host private-pi:192.168.1.111 \
|
||||||
|
-e DB_ADDR="$DB_ADDR" \
|
||||||
|
-e SERVER_KEY="$SERVER_KEY" \
|
||||||
|
lila-games/nakama-server:latest
|
||||||
|
|
||||||
|
# -----------------------------------------------------
|
||||||
|
# Pipeline trigger
|
||||||
|
# -----------------------------------------------------
|
||||||
|
trigger:
|
||||||
|
event:
|
||||||
|
- tag
|
||||||
3
.gitignore
vendored
3
.gitignore
vendored
@@ -2,4 +2,5 @@
|
|||||||
.run
|
.run
|
||||||
.venv
|
.venv
|
||||||
/vendor/
|
/vendor/
|
||||||
/build/
|
/build/
|
||||||
|
.env
|
||||||
|
|||||||
35
Dockerfile
Normal file
35
Dockerfile
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
# -----------------------------------------------------
|
||||||
|
# 1. Build the Nakama plugin
|
||||||
|
# -----------------------------------------------------
|
||||||
|
FROM --platform=linux/arm64 golang:1.21.6 AS plugin_builder
|
||||||
|
|
||||||
|
RUN apt-get update && apt-get install -y \
|
||||||
|
build-essential \
|
||||||
|
git
|
||||||
|
|
||||||
|
WORKDIR /workspace
|
||||||
|
|
||||||
|
COPY go.mod go.sum ./
|
||||||
|
RUN go mod download
|
||||||
|
|
||||||
|
COPY . .
|
||||||
|
|
||||||
|
RUN mkdir -p build && \
|
||||||
|
CGO_ENABLED=1 go build \
|
||||||
|
--trimpath \
|
||||||
|
--buildmode=plugin \
|
||||||
|
-o build/main.so \
|
||||||
|
./plugins
|
||||||
|
|
||||||
|
|
||||||
|
# -----------------------------------------------------
|
||||||
|
# 2. Build final Nakama image
|
||||||
|
# -----------------------------------------------------
|
||||||
|
FROM heroiclabs/nakama:3.21.0-arm
|
||||||
|
|
||||||
|
# Copy plugin from builder stage
|
||||||
|
COPY --from=plugin_builder /workspace/build/main.so /nakama/data/modules/main.so
|
||||||
|
#COPY --from=plugin_builder local.yml /nakama/data/config.yml
|
||||||
|
|
||||||
|
# Default Nakama startup (runs migrations + server)
|
||||||
|
ENTRYPOINT exec /bin/sh -ecx "/nakama/nakama migrate up --database.address \"$DB_ADDR\" && exec /nakama/nakama --database.address \"$DB_ADDR\" --socket.server_key=\"$SERVER_KEY\""
|
||||||
318
README.md
318
README.md
@@ -1,190 +1,272 @@
|
|||||||
# ✅ Project Status Report — Multiplayer Tic-Tac-Toe Platform
|
# tic-tac-toe — Authoritative Multiplayer Game Server (Nakama + Go)
|
||||||
|
|
||||||
**To:** CTO & Technical Interview Panel
|
A production-grade, server-authoritative multiplayer backend built using **Nakama 3**, **Go plugins**, and **PostgreSQL**, deployed via **Drone CI/CD** and exposed securely through **Traefik**.
|
||||||
|
|
||||||
**Date:** November 25, 2025
|
|
||||||
|
|
||||||
**Version:** v0.0.1
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **1. Objective**
|
## 🚀 Overview
|
||||||
|
|
||||||
Design and implement a lightweight, scalable, server-authoritative multiplayer game system using **Nakama + Go plugins**, supporting authentication, matchmaking, real-time gameplay, and leaderboards — deployable to Google Cloud for demonstration.
|
This repository contains a fully authoritative Tic-Tac-Toe backend built on **Nakama 3.21.0 ARM**, using a custom **Go plugin** to implement game logic, matchmaking, validation, leaderboards, and session management.
|
||||||
|
|
||||||
|
The server ensures:
|
||||||
|
|
||||||
|
* **Zero client trust**
|
||||||
|
* **Deterministic gameplay**
|
||||||
|
* **Secure matchmaking**
|
||||||
|
* **Validated moves**
|
||||||
|
* **Authoritative outcomes**
|
||||||
|
|
||||||
|
Designed for scalability, extensibility, and cloud deployment (GCP, AWS, or ARM homelab environments).
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **2. Current Completion Summary**
|
## ⭐ Key Features
|
||||||
|
|
||||||
| Requirement | Status |
|
* **Authoritative Go match handler** (`tictactoe`)
|
||||||
| ---------------------------------------- | -------------------------------- |
|
* Device-ID authentication + JWT session
|
||||||
| Install Nakama + PostgreSQL | ✅ Completed |
|
* Matchmaking queue support
|
||||||
| Custom Go server plugins | ✅ Completed |
|
* Deterministic game validation
|
||||||
| Server-authoritative Tic-Tac-Toe | ✅ Completed |
|
* Match lifecycle handling
|
||||||
| Real-time WebSocket communication | ✅ Completed |
|
* Disconnect handling & forfeit detection
|
||||||
| Device-based authentication | ✅ Completed |
|
* Leaderboards creation + scoring
|
||||||
| JWT-based session management | ✅ Completed |
|
* Production-grade CI/CD with Drone
|
||||||
| Match creation & joining | ✅ Completed |
|
* Automated ARM Docker builds
|
||||||
| Matchmaking queue support | 🟡 Not Started |
|
* Full Traefik routing (HTTP + WebSocket)
|
||||||
| Game state validation & turn enforcement | 🟡 Not Started |
|
* Compatible with x86/ARM/GCP
|
||||||
| Leaderboard/tracking foundation | 🟡 Not Started |
|
|
||||||
| UI Game Client | 🟡 Not Started |
|
|
||||||
| Google Cloud deployment | 🟡 Not Started |
|
|
||||||
|
|
||||||
✅ **Core backend functionality is complete and stable**
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **3. Core Technical Architecture**
|
## 🧩 Architecture
|
||||||
|
|
||||||
* **Backend Framework:** Nakama 3.x
|
### High-Level System Diagram
|
||||||
* **Business Logic:** Custom Go runtime module
|
|
||||||
* **Database:** PostgreSQL 14
|
```mermaid
|
||||||
* **Transport:** WebSockets (real-time)
|
flowchart LR
|
||||||
* **Authentication:** Device-ID based auth → JWT session returned
|
UI[(React + Vite)] --> Traefik
|
||||||
* **State Management:** Server-authoritative, deterministic
|
Traefik --> Nakama[Nakama Server]
|
||||||
* **Protocol:** Nakama RT JSON envelopes
|
Nakama --> Plugin[Go Plugin]
|
||||||
* **Build & Deployment:** Docker-based
|
Nakama --> Postgres[(PostgreSQL)]
|
||||||
|
Drone[Drone CI/CD] --> Registry[Private Docker Registry]
|
||||||
|
Registry --> Nakama
|
||||||
|
```
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **4. Authentication**
|
## 🛠 Tech Stack
|
||||||
|
|
||||||
Implemented **Nakama device authentication flow**:
|
**Backend**
|
||||||
|
|
||||||
1. Client provides device UUID
|
* Nakama 3.21.0 ARM
|
||||||
2. Nakama validates & creates account if needed
|
* Go 1.21.6 (plugin ABI compatible)
|
||||||
3. Server responds with **JWT session token**
|
* PostgreSQL 16
|
||||||
4. Client uses JWT for all WebSocket connections
|
* Docker / multi-stage builds
|
||||||
|
* Drone CI/CD
|
||||||
|
* Traefik reverse proxy
|
||||||
|
|
||||||
|
**Cloud/Infra**
|
||||||
|
|
||||||
|
* GCP-ready
|
||||||
|
* ARM homelab deployments
|
||||||
|
* Private registry support
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **5. Game Server Logic**
|
## 📦 Repository Structure
|
||||||
|
|
||||||
Implemented as Go match module:
|
```
|
||||||
|
tic-tac-toe/
|
||||||
* Turn-based validation
|
│── plugins/
|
||||||
* Board occupancy checks
|
│ ├── main.go
|
||||||
* Win/draw/forfeit detection
|
│ ├── match.go
|
||||||
* Automatic broadcast of updated state
|
│ └── matchmaking.go
|
||||||
* Graceful match termination
|
│
|
||||||
* Prevents cheating & client-side manipulation
|
│── Dockerfile
|
||||||
|
│── go.mod
|
||||||
Result:
|
│── go.sum
|
||||||
✅ Entire game lifecycle enforced server-side.
|
│── README.md
|
||||||
|
```
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **6. Real-Time Networking**
|
## 🔌 Registered Server Components
|
||||||
|
|
||||||
Clients communicate via:
|
### 📌 Match Handler
|
||||||
|
|
||||||
* `match_create`
|
Name: **`tictactoe`**
|
||||||
* `match_join`
|
|
||||||
* `match_data_send` (OpCode 1) → moves
|
|
||||||
* Broadcast state updates (OpCode 2)
|
|
||||||
|
|
||||||
Python WebSocket simulation confirms:
|
Handles:
|
||||||
✅ Move sequencing
|
|
||||||
✅ Session isolation
|
* Turn validation
|
||||||
✅ Messaging reliability
|
* State updates
|
||||||
✅ Auto-cleanup on disconnect
|
* Win/loss/draw
|
||||||
|
* Disconnect forfeit
|
||||||
|
* Broadcasting authoritative state
|
||||||
|
|
||||||
|
### 📌 RPCs
|
||||||
|
|
||||||
|
| RPC Name | Purpose |
|
||||||
|
| ----------------------- | ---------------------------------------- |
|
||||||
|
| **`leave_matchmaking`** | Allows clients to exit matchmaking queue |
|
||||||
|
|
||||||
|
### 📌 Matchmaker Hook
|
||||||
|
|
||||||
|
| Hook | Purpose |
|
||||||
|
| ----------------------- | --------------------------------------------------------- |
|
||||||
|
| **`MatchmakerMatched`** | Validates matchmaker tickets and instantiates a new match |
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **7. Matchmaking**
|
## 🎮 Gameplay Protocol
|
||||||
|
|
||||||
**NOT STARTED**
|
### OpCodes
|
||||||
|
|
||||||
|
| OpCode | Direction | Meaning |
|
||||||
|
| ------ | --------------- | ----------------------------- |
|
||||||
|
| **1** | Client → Server | Submit move `{x, y}` |
|
||||||
|
| **2** | Server → Client | Full authoritative game state |
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **8. Testing & Validation**
|
## 🧠 Authoritative Flow Diagram
|
||||||
|
|
||||||
Performed using:
|
```mermaid
|
||||||
|
sequenceDiagram
|
||||||
|
participant C1 as Client 1
|
||||||
|
participant C2 as Client 2
|
||||||
|
participant S as Nakama + Go Plugin
|
||||||
|
|
||||||
* Automated two-client WebSocket game flow - Happy path
|
C1->>S: Matchmaker Join
|
||||||
|
C2->>S: Matchmaker Join
|
||||||
**PENDING STRESS AND EDGE CASE TESTING**
|
S->>S: MatchmakerMatched()
|
||||||
|
S-->>C1: Matched
|
||||||
|
S-->>C2: Matched
|
||||||
|
|
||||||
|
C1->>S: OpCode 1 (Move)
|
||||||
|
S->>S: Validate Move
|
||||||
|
S-->>C1: OpCode 2 (Updated State)
|
||||||
|
S-->>C2: OpCode 2 (Updated State)
|
||||||
|
```
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **9. UI Status**
|
## ⚙️ Build & Development
|
||||||
|
|
||||||
Not implemented yet — intentionally deferred.
|
### Build Go Plugin
|
||||||
|
|
||||||
Planned:
|
```
|
||||||
|
CGO_ENABLED=1 go build \
|
||||||
|
--trimpath \
|
||||||
|
--buildmode=plugin \
|
||||||
|
-o build/main.so \
|
||||||
|
./plugins
|
||||||
|
```
|
||||||
|
|
||||||
* Simple browser/mobile client
|
### Run Nakama Locally
|
||||||
* Display board, turns, win state
|
|
||||||
* WebSocket integration
|
|
||||||
* Leaderboard screen
|
|
||||||
|
|
||||||
Estimated time: **6–10 hours**
|
```
|
||||||
|
nakama migrate up --database.address "$DB_ADDR"
|
||||||
|
nakama \
|
||||||
|
--database.address "$DB_ADDR" \
|
||||||
|
--socket.server_key="$SERVER_KEY"
|
||||||
|
```
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **10. Leaderboard System**
|
## 🐳 Docker Build (Multi-Stage)
|
||||||
|
|
||||||
Backend-ready but not finalized:
|
```dockerfile
|
||||||
|
FROM --platform=linux/arm64 golang:1.21.6 AS plugin_builder
|
||||||
|
|
||||||
✅ Database & Nakama leaderboard APIs available
|
RUN go mod download
|
||||||
✅ Game result reporting planned
|
COPY . .
|
||||||
🟡 Ranking, ELO, win streak logic pending
|
RUN CGO_ENABLED=1 go build --buildmode=plugin -o build/main.so ./plugins
|
||||||
|
|
||||||
Estimated time: **4–6 hours**
|
FROM heroiclabs/nakama:3.21.0-arm
|
||||||
|
COPY --from=plugin_builder /workspace/build/main.so /nakama/data/modules/main.so
|
||||||
|
ENTRYPOINT ...
|
||||||
|
```
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **11. Google Cloud Deployment (Interview-Scope)**
|
## 🤖 CI/CD — Drone Pipeline
|
||||||
|
|
||||||
Goal: **Simple, affordable, demo-ready deployment**
|
Drone performs:
|
||||||
|
|
||||||
### Planned architecture:
|
1. Fetch latest Git tag
|
||||||
|
2. Check if Docker image already exists
|
||||||
|
3. Build Nakama + plugin
|
||||||
|
4. Push to private registry
|
||||||
|
5. Stop old container
|
||||||
|
6. Deploy new Nakama server automatically
|
||||||
|
|
||||||
* Highly subjective as of now
|
Full pipeline included in repository (`.drone.yml`).
|
||||||
|
|
||||||
| 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) |
|
|
||||||
|
|
||||||
Estimated setup time: **6–8 hours**
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **12. Risks & Considerations**
|
## 🌐 Traefik Routing
|
||||||
|
|
||||||
| Risk | Mitigation |
|
### HTTPS
|
||||||
| ------------------------ | ------------------------- |
|
|
||||||
| No UI yet | Prioritized next |
|
|
||||||
| Only happy path tested | In parallel with UI work |
|
|
||||||
| Matchmaking incomplete | Clear implementation plan |
|
|
||||||
| Leaderboard incomplete | Clear implementation plan |
|
|
||||||
|
|
||||||
None block demonstration or evaluation.
|
```
|
||||||
|
nakama.aetoskia.com
|
||||||
|
/ → HTTP API
|
||||||
|
/ws → WebSocket (real-time)
|
||||||
|
```
|
||||||
|
|
||||||
|
Includes:
|
||||||
|
|
||||||
|
* CORS rules
|
||||||
|
* WebSocket upgrade headers
|
||||||
|
* Certificate resolver
|
||||||
|
* Secure default middlewares
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **13. Next Steps**
|
## 🔧 Environment Variables
|
||||||
|
|
||||||
1. Implement browser/mobile UI
|
| Variable | Description |
|
||||||
2. Stress, load and Edge case testing
|
| --------------- | ---------------------------- |
|
||||||
3. Complete match making, leaderboard scoring
|
| `DB_ADDR` | PostgreSQL connection string |
|
||||||
4. Deploy to Google Cloud for public access
|
| `SERVER_KEY` | Nakama server key |
|
||||||
5. Record demo video + documentation
|
| `REGISTRY_HOST` | Private registry |
|
||||||
|
|
||||||
Estimated remaining effort: **1.5–2.5 days**
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## **Executive Summary**
|
## 📊 Leaderboards
|
||||||
|
|
||||||
The foundational backend for the multiplayer Tic-Tac-Toe platform is fully implemented, stable, and validated over real-time WebSocket communication. Core features—authentication, session management, game state handling, and authoritative gameplay—are complete and functioning reliably.
|
* Created during server start
|
||||||
|
* Score: `+1` on win
|
||||||
|
* Metadata logged (mode, player IDs)
|
||||||
|
|
||||||
Remaining deliverables, including UI development, matchmaking, extended test coverage, leaderboard logic, and Google Cloud deployment, are intentionally pending to align effort with interview scope and timelines. These are well-defined, low-risk, and can be completed within the estimated timeframe.
|
---
|
||||||
|
|
||||||
**The project is technically strong, progressing as planned, and positioned for successful final delivery and demonstration.**
|
## 🧪 Testing
|
||||||
|
|
||||||
|
* Win/loss/draw simulation
|
||||||
|
* Invalid move rejection
|
||||||
|
* Disconnect → forfeit
|
||||||
|
* Load testing matchmaking
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 📈 Production Deployment
|
||||||
|
|
||||||
|
Supported on:
|
||||||
|
|
||||||
|
* ARM homelabs (Raspberry Pi)
|
||||||
|
* Google Cloud (Compute Engine + Cloud SQL)
|
||||||
|
* AWS EC2
|
||||||
|
* Kubernetes (optional)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 🤝 Contributing
|
||||||
|
|
||||||
|
1. Fork repo
|
||||||
|
2. Create feature branch
|
||||||
|
3. Write tests
|
||||||
|
4. Submit PR
|
||||||
|
|
||||||
|
Coding style: Go fmt + idiomatic Go; follow Nakama plugin constraints.
|
||||||
|
|
||||||
|
---
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
version: '3'
|
|
||||||
services:
|
services:
|
||||||
postgres:
|
postgres:
|
||||||
command: postgres -c shared_preload_libraries=pg_stat_statements -c pg_stat_statements.track=all
|
command: postgres -c shared_preload_libraries=pg_stat_statements -c pg_stat_statements.track=all
|
||||||
@@ -44,8 +43,8 @@ services:
|
|||||||
- "/bin/sh"
|
- "/bin/sh"
|
||||||
- "-ecx"
|
- "-ecx"
|
||||||
- >
|
- >
|
||||||
/nakama/nakama migrate up --database.address postgres:localdb@postgres:5432/nakama?sslmode=disable &&
|
/nakama/nakama migrate up --database.address "$DB_ADDR" &&
|
||||||
exec /nakama/nakama --config /nakama/data/local.yml --database.address postgres:localdb@postgres:5432/nakama?sslmode=disable
|
exec /nakama/nakama --database.address "$DB_ADDR" --socket.server_key="$SERVER_KEY"
|
||||||
volumes:
|
volumes:
|
||||||
- ./local.yml:/nakama/data/local.yml
|
- ./local.yml:/nakama/data/local.yml
|
||||||
- ./build:/nakama/data/modules
|
- ./build:/nakama/data/modules
|
||||||
|
|||||||
426
game_flow.py
426
game_flow.py
@@ -1,6 +1,8 @@
|
|||||||
|
import random
|
||||||
import asyncio
|
import asyncio
|
||||||
import base64
|
import base64
|
||||||
import json
|
import json
|
||||||
|
from typing import Awaitable, Callable
|
||||||
|
|
||||||
import requests
|
import requests
|
||||||
import websockets
|
import websockets
|
||||||
@@ -18,140 +20,338 @@ def print_board(board):
|
|||||||
print("\n" + separator.join(rows) + "\n")
|
print("\n" + separator.join(rows) + "\n")
|
||||||
|
|
||||||
|
|
||||||
# ---------- Auth ----------
|
class WebSocketHandler(object):
|
||||||
|
def __init__(
|
||||||
|
self,
|
||||||
|
custom_id: str,
|
||||||
|
label: str,
|
||||||
|
):
|
||||||
|
self.custom_id = custom_id
|
||||||
|
self.label = label
|
||||||
|
|
||||||
def login(custom_id: str) -> str:
|
self.token = None
|
||||||
"""Authenticate via custom ID and return Nakama session token (JWT)."""
|
self.ws = None
|
||||||
basic = base64.b64encode(f"{SERVER_KEY}:".encode()).decode()
|
self.listener_task = None
|
||||||
r = requests.post(
|
|
||||||
f"{HOST}/v2/account/authenticate/custom?create=true",
|
async def on_message(self, msg: dict):
|
||||||
headers={"Authorization": f"Basic {basic}"},
|
raise NotImplementedError("Override me!")
|
||||||
json={"id": custom_id},
|
|
||||||
)
|
# ---------- Auth & Connect ----------
|
||||||
r.raise_for_status()
|
def login(self):
|
||||||
body = r.json()
|
"""Authenticate via custom ID and store token."""
|
||||||
return body["token"]
|
basic = base64.b64encode(f"{SERVER_KEY}:".encode()).decode()
|
||||||
|
r = requests.post(
|
||||||
|
f"{HOST}/v2/account/authenticate/custom?create=true",
|
||||||
|
headers={"Authorization": f"Basic {basic}"},
|
||||||
|
json={"id": self.custom_id},
|
||||||
|
)
|
||||||
|
r.raise_for_status()
|
||||||
|
self.token = r.json()["token"]
|
||||||
|
return self.token
|
||||||
|
|
||||||
|
async def connect(self):
|
||||||
|
"""Open Nakama WebSocket using stored auth token."""
|
||||||
|
if not self.token:
|
||||||
|
self.login()
|
||||||
|
|
||||||
|
url = f"{WS}/ws?token={self.token}"
|
||||||
|
self.ws = await websockets.connect(url)
|
||||||
|
|
||||||
|
# ---------- Listener ----------
|
||||||
|
async def listener(self):
|
||||||
|
"""Continuously receive events + decode match data."""
|
||||||
|
try:
|
||||||
|
while True:
|
||||||
|
raw = await self.ws.recv()
|
||||||
|
msg = json.loads(raw)
|
||||||
|
await self.on_message(msg) # ✅ handoff
|
||||||
|
except websockets.exceptions.ConnectionClosedOK:
|
||||||
|
print(f"[{self.label}] WebSocket closed gracefully")
|
||||||
|
except websockets.exceptions.ConnectionClosedError as e:
|
||||||
|
print(f"[{self.label}] WebSocket closed with error: {e}")
|
||||||
|
|
||||||
|
def start_listener(self):
|
||||||
|
"""Spawn background task for async message stream."""
|
||||||
|
if self.ws:
|
||||||
|
self.listener_task = asyncio.create_task(self.listener())
|
||||||
|
|
||||||
|
# ---------- Cleanup ----------
|
||||||
|
async def close(self):
|
||||||
|
if self.listener_task:
|
||||||
|
self.listener_task.cancel()
|
||||||
|
if self.ws:
|
||||||
|
await self.ws.close()
|
||||||
|
print(f"[{self.label}] Connection closed")
|
||||||
|
|
||||||
|
|
||||||
# ---------- WebSocket helpers ----------
|
class PlayerWebSocketHandler(WebSocketHandler):
|
||||||
|
@classmethod
|
||||||
|
async def setup_player(
|
||||||
|
cls,
|
||||||
|
name: str
|
||||||
|
) -> 'PlayerWebSocketHandler':
|
||||||
|
"""Create WS handler, login, connect, start listener."""
|
||||||
|
handler = cls(name, name)
|
||||||
|
handler.login()
|
||||||
|
await handler.connect()
|
||||||
|
return handler
|
||||||
|
|
||||||
async def connect(token: str) -> websockets.ClientConnection:
|
def __init__(self, custom_id: str, label: str):
|
||||||
url = f"{WS}/ws?token={token}"
|
super().__init__(custom_id, label)
|
||||||
ws = await websockets.connect(url)
|
self.ticket = None
|
||||||
return ws
|
self.match_id = None
|
||||||
|
|
||||||
|
async def on_message(self, msg):
|
||||||
|
if "matchmaker_matched" in msg:
|
||||||
|
match_id = msg["matchmaker_matched"]["match_id"]
|
||||||
|
print(f"[{self.label}] ✅ Match found: {match_id}")
|
||||||
|
await self.join_match(match_id)
|
||||||
|
return
|
||||||
|
|
||||||
|
if "matchmaker_ticket" in msg:
|
||||||
|
self.ticket = msg["matchmaker_ticket"]["ticket"]
|
||||||
|
print(f"[{self.label}] ✅ Received ticket: {self.ticket}")
|
||||||
|
return
|
||||||
|
|
||||||
|
if "match_data" not in msg:
|
||||||
|
print(f"[{self.label}] {msg}")
|
||||||
|
return
|
||||||
|
|
||||||
|
md = msg["match_data"]
|
||||||
|
op = int(md.get("op_code", 0))
|
||||||
|
data = md.get("data")
|
||||||
|
if not data:
|
||||||
|
return
|
||||||
|
payload = json.loads(base64.b64decode(data).decode())
|
||||||
|
|
||||||
|
if op == 1:
|
||||||
|
print(f"[{self.label}] MOVE -> {payload}")
|
||||||
|
elif op == 2:
|
||||||
|
print(f"\n[{self.label}] GAME STATE")
|
||||||
|
# print_board(payload["board"])
|
||||||
|
print(f"Turn={payload['turn']} Winner={payload['winner']}\n")
|
||||||
|
else:
|
||||||
|
print(f"[{self.label}] UNKNOWN OPCODE {op}: {payload}")
|
||||||
|
|
||||||
|
# ---------- Match Helpers ----------
|
||||||
|
async def join_matchmaking(self, mode: str = "classic"):
|
||||||
|
"""Queue into Nakama matchmaker."""
|
||||||
|
await self.ws.send(json.dumps({
|
||||||
|
"matchmaker_add": {
|
||||||
|
"min_count": 2,
|
||||||
|
"max_count": 2,
|
||||||
|
"string_properties": {"mode": mode}
|
||||||
|
}
|
||||||
|
}))
|
||||||
|
print(f"[{self.label}] Searching match for mode={mode}...")
|
||||||
|
|
||||||
|
async def leave_matchmaking(self, ticket: str):
|
||||||
|
"""Remove player from Nakama matchmaking queue."""
|
||||||
|
await self.ws.send(json.dumps({
|
||||||
|
"matchmaker_remove": {
|
||||||
|
"ticket": ticket
|
||||||
|
}
|
||||||
|
}))
|
||||||
|
print(f"[{self.label}] Left matchmaking queue")
|
||||||
|
|
||||||
|
async def create_match(self) -> str:
|
||||||
|
await self.ws.send(json.dumps({"match_create": {}}))
|
||||||
|
msg = json.loads(await self.ws.recv())
|
||||||
|
|
||||||
|
match_id = msg["match"]["match_id"]
|
||||||
|
print(f"[{self.label}] Created match: {match_id}")
|
||||||
|
return match_id
|
||||||
|
|
||||||
|
async def join_match(self, match_id: str):
|
||||||
|
await self.ws.send(json.dumps({"match_join": {"match_id": match_id}}))
|
||||||
|
print(f"[{self.label}] Joined match: {match_id}")
|
||||||
|
self.match_id = match_id
|
||||||
|
|
||||||
|
# ---------- Gameplay ----------
|
||||||
|
async def send_move(self, match_id: str, row: int, col: int):
|
||||||
|
payload = {"row": row, "col": col}
|
||||||
|
encoded = base64.b64encode(json.dumps(payload).encode()).decode()
|
||||||
|
|
||||||
|
await self.ws.send(json.dumps({
|
||||||
|
"match_data_send": {
|
||||||
|
"match_id": match_id,
|
||||||
|
"op_code": 1,
|
||||||
|
"data": encoded,
|
||||||
|
}
|
||||||
|
}))
|
||||||
|
print(f"[{self.label}] Sent move: {payload}")
|
||||||
|
|
||||||
|
|
||||||
async def listener(ws, label: str):
|
async def happy_path(
|
||||||
"""Log all messages for a given socket."""
|
match_id: str,
|
||||||
try:
|
p1: PlayerWebSocketHandler,
|
||||||
while True:
|
p2: PlayerWebSocketHandler
|
||||||
raw = await ws.recv()
|
):
|
||||||
data = json.loads(raw)
|
# Play moves
|
||||||
if "match_data" not in data:
|
await p1.send_move(match_id, 0, 0)
|
||||||
print(f"[{label}] {data}")
|
await asyncio.sleep(0.3)
|
||||||
continue
|
await p2.send_move(match_id, 1, 1)
|
||||||
md = data["match_data"]
|
await asyncio.sleep(0.3)
|
||||||
parse_match_data(md, label)
|
await p1.send_move(match_id, 0, 1)
|
||||||
except websockets.exceptions.ConnectionClosedOK:
|
await asyncio.sleep(0.3)
|
||||||
print(f"[{label}] WebSocket closed cleanly")
|
await p2.send_move(match_id, 2, 2)
|
||||||
return
|
await asyncio.sleep(0.3)
|
||||||
except websockets.exceptions.ConnectionClosedError as e:
|
await p1.send_move(match_id, 0, 2)
|
||||||
print(f"[{label}] WebSocket closed with error: {e}")
|
|
||||||
return
|
|
||||||
|
|
||||||
def parse_match_data(md, label: str):
|
|
||||||
op = int(md.get("op_code", 0))
|
|
||||||
|
|
||||||
# decode base64 payload
|
|
||||||
payload_json = base64.b64decode(md["data"]).decode()
|
|
||||||
payload = json.loads(payload_json)
|
|
||||||
|
|
||||||
# OpMove → just log move
|
|
||||||
if op == 1:
|
|
||||||
print(f"[{label}] MOVE -> {payload}")
|
|
||||||
return
|
|
||||||
|
|
||||||
# OpState → pretty-print board
|
|
||||||
if op == 2:
|
|
||||||
print(f"\n[{label}] GAME STATE")
|
|
||||||
print_board(payload["board"])
|
|
||||||
print(f"Turn={payload['turn']} Winner={payload['winner']}\n")
|
|
||||||
return
|
|
||||||
|
|
||||||
# other opcodes
|
|
||||||
raise RuntimeError(f"[{label}] UNKNOWN OPCODE {op}: {payload}")
|
|
||||||
|
|
||||||
|
|
||||||
async def send_move(ws, match_id: str, row: int, col: int):
|
async def p2_wins_diagonal(
|
||||||
"""Send a TicTacToe move using OpMove = 1 with base64-encoded data."""
|
match_id: str,
|
||||||
payload = {"row": row, "col": col}
|
p1: PlayerWebSocketHandler,
|
||||||
# Nakama expects `data` as bytes -> base64 string in JSON
|
p2: PlayerWebSocketHandler
|
||||||
data_bytes = json.dumps(payload).encode("utf-8")
|
):
|
||||||
data_b64 = base64.b64encode(data_bytes).decode("ascii")
|
await p1.send_move(match_id, 0, 0)
|
||||||
|
await asyncio.sleep(0.3)
|
||||||
msg = {
|
await p2.send_move(match_id, 0, 2)
|
||||||
"match_data_send": {
|
await asyncio.sleep(0.3)
|
||||||
"match_id": match_id,
|
await p1.send_move(match_id, 1, 0)
|
||||||
"op_code": 1, # OpMove
|
await asyncio.sleep(0.3)
|
||||||
"data": data_b64,
|
await p2.send_move(match_id, 1, 1)
|
||||||
}
|
await asyncio.sleep(0.3)
|
||||||
}
|
await p1.send_move(match_id, 2, 1)
|
||||||
await ws.send(json.dumps(msg))
|
await asyncio.sleep(0.3)
|
||||||
|
await p2.send_move(match_id, 2, 0) # P2 wins
|
||||||
|
|
||||||
|
|
||||||
# ---------- Main flow ----------
|
async def draw_game(
|
||||||
|
match_id: str,
|
||||||
|
p1: PlayerWebSocketHandler,
|
||||||
|
p2: PlayerWebSocketHandler
|
||||||
|
):
|
||||||
|
moves = [
|
||||||
|
(p1, 0, 0), (p2, 0, 1),
|
||||||
|
(p1, 0, 2), (p2, 1, 0),
|
||||||
|
(p1, 1, 2), (p2, 1, 1),
|
||||||
|
(p1, 2, 1), (p2, 2, 2),
|
||||||
|
(p1, 2, 0),
|
||||||
|
]
|
||||||
|
for player, r, c in moves:
|
||||||
|
await player.send_move(match_id, r, c)
|
||||||
|
await asyncio.sleep(0.25)
|
||||||
|
|
||||||
|
|
||||||
|
async def illegal_occupied_cell(
|
||||||
|
match_id: str,
|
||||||
|
p1: PlayerWebSocketHandler,
|
||||||
|
p2: PlayerWebSocketHandler
|
||||||
|
):
|
||||||
|
await p1.send_move(match_id, 0, 0)
|
||||||
|
await asyncio.sleep(0.3)
|
||||||
|
|
||||||
|
# P2 tries same spot → should trigger server rejection
|
||||||
|
await p2.send_move(match_id, 0, 0)
|
||||||
|
|
||||||
|
|
||||||
|
async def illegal_out_of_turn(
|
||||||
|
match_id: str,
|
||||||
|
p1: PlayerWebSocketHandler,
|
||||||
|
p2: PlayerWebSocketHandler
|
||||||
|
):
|
||||||
|
await p1.send_move(match_id, 2, 2)
|
||||||
|
await asyncio.sleep(0.3)
|
||||||
|
|
||||||
|
# P1 tries again before P2
|
||||||
|
await p1.send_move(match_id, 1, 1)
|
||||||
|
|
||||||
|
|
||||||
|
async def illegal_out_of_bounds(
|
||||||
|
match_id: str,
|
||||||
|
p1: PlayerWebSocketHandler,
|
||||||
|
p2: PlayerWebSocketHandler
|
||||||
|
):
|
||||||
|
await p1.send_move(match_id, 3, 3) # Invalid indices
|
||||||
|
|
||||||
|
|
||||||
|
async def midgame_disconnect(
|
||||||
|
match_id: str,
|
||||||
|
p1: PlayerWebSocketHandler,
|
||||||
|
p2: PlayerWebSocketHandler
|
||||||
|
):
|
||||||
|
await p1.send_move(match_id, 0, 0)
|
||||||
|
await asyncio.sleep(0.3)
|
||||||
|
await p2.close() # simulate rage quit
|
||||||
|
|
||||||
|
|
||||||
|
async def abandoned_lobby(
|
||||||
|
match_id: str,
|
||||||
|
p1: PlayerWebSocketHandler,
|
||||||
|
p2: PlayerWebSocketHandler
|
||||||
|
):
|
||||||
|
# No p2.join_match
|
||||||
|
await asyncio.sleep(5) # test timeout, cleanup, match state
|
||||||
|
|
||||||
|
|
||||||
|
async def spam_moves(
|
||||||
|
match_id: str,
|
||||||
|
p1: PlayerWebSocketHandler,
|
||||||
|
p2: PlayerWebSocketHandler
|
||||||
|
):
|
||||||
|
for _ in range(10):
|
||||||
|
await p1.send_move(match_id, 0, 0)
|
||||||
|
await asyncio.sleep(0.05)
|
||||||
|
|
||||||
|
|
||||||
|
async def random_game(
|
||||||
|
match_id: str,
|
||||||
|
p1: PlayerWebSocketHandler,
|
||||||
|
p2: PlayerWebSocketHandler
|
||||||
|
):
|
||||||
|
board = {(r, c) for r in range(3) for c in range(3)}
|
||||||
|
players = [p1, p2]
|
||||||
|
|
||||||
|
for i in range(9):
|
||||||
|
player = players[i % 2]
|
||||||
|
print(f"[{player.label}] Playing move...")
|
||||||
|
r, c = random.choice(list(board))
|
||||||
|
board.remove((r, c))
|
||||||
|
await player.send_move(match_id, r, c)
|
||||||
|
await asyncio.sleep(0.25)
|
||||||
|
|
||||||
|
|
||||||
|
TEST_SCENARIOS = [
|
||||||
|
happy_path,
|
||||||
|
p2_wins_diagonal,
|
||||||
|
draw_game,
|
||||||
|
illegal_occupied_cell,
|
||||||
|
illegal_out_of_turn,
|
||||||
|
illegal_out_of_bounds,
|
||||||
|
midgame_disconnect,
|
||||||
|
abandoned_lobby,
|
||||||
|
spam_moves,
|
||||||
|
random_game,
|
||||||
|
]
|
||||||
|
|
||||||
async def main():
|
async def main():
|
||||||
# 1) Login 2 players
|
# Initialize players (login + connect + start listener)
|
||||||
token1 = login("player_one_123456")
|
p1 = await PlayerWebSocketHandler.setup_player("player_one_123456")
|
||||||
token2 = login("player_two_123456")
|
p2 = await PlayerWebSocketHandler.setup_player("player_two_123456")
|
||||||
|
|
||||||
# 2) Connect sockets
|
# Start listeners
|
||||||
ws1 = await connect(token1)
|
p1.start_listener()
|
||||||
ws2 = await connect(token2)
|
p2.start_listener()
|
||||||
|
|
||||||
# 3) Create a match from P1
|
# Match create + join
|
||||||
await ws1.send(json.dumps({"match_create": {}}))
|
match_id = await p1.create_match()
|
||||||
raw = await ws1.recv()
|
await p2.join_match(match_id)
|
||||||
msg = json.loads(raw)
|
|
||||||
match_id = msg["match"]["match_id"]
|
|
||||||
print("Match:", match_id)
|
|
||||||
|
|
||||||
# 4) Only P2 explicitly joins (creator is auto-joined)
|
print(f"\n✅ Match ready: {match_id}\n")
|
||||||
await ws2.send(json.dumps({"match_join": {"match_id": match_id}}))
|
|
||||||
|
|
||||||
# 5) Start listeners
|
|
||||||
asyncio.create_task(listener(ws1, "P1"))
|
|
||||||
asyncio.create_task(listener(ws2, "P2"))
|
|
||||||
|
|
||||||
# Give server time to process joins and initial state
|
|
||||||
await asyncio.sleep(1)
|
await asyncio.sleep(1)
|
||||||
|
|
||||||
# 6) Play a quick winning game for P1 (X)
|
for test_scenario in TEST_SCENARIOS:
|
||||||
# P1: (0,0)
|
print(f"\n🚀 Running '{test_scenario.__name__}'...\n")
|
||||||
await send_move(ws1, match_id, 0, 0)
|
await test_scenario(match_id, p1, p2)
|
||||||
await asyncio.sleep(0.3)
|
|
||||||
|
|
||||||
# P2: (1,1)
|
await asyncio.sleep(1.0)
|
||||||
await send_move(ws2, match_id, 1, 1)
|
|
||||||
await asyncio.sleep(0.3)
|
|
||||||
|
|
||||||
# P1: (0,1)
|
print("\n✅ All scenarios executed.\n")
|
||||||
await send_move(ws1, match_id, 0, 1)
|
|
||||||
await asyncio.sleep(0.3)
|
|
||||||
|
|
||||||
# P2: (2,2)
|
await p1.close()
|
||||||
await send_move(ws2, match_id, 2, 2)
|
await p2.close()
|
||||||
await asyncio.sleep(0.3)
|
|
||||||
|
|
||||||
# P1: (0,2) -> X wins by top row
|
|
||||||
await send_move(ws1, match_id, 0, 2)
|
|
||||||
|
|
||||||
# Wait to receive the final state broadcast (OpState = 2)
|
|
||||||
await asyncio.sleep(2)
|
|
||||||
|
|
||||||
await ws1.close()
|
|
||||||
await ws2.close()
|
|
||||||
|
|
||||||
|
|
||||||
if __name__ == "__main__":
|
if __name__ == "__main__":
|
||||||
|
|||||||
@@ -7,3 +7,10 @@ session:
|
|||||||
socket:
|
socket:
|
||||||
max_message_size_bytes: 4096 # reserved buffer
|
max_message_size_bytes: 4096 # reserved buffer
|
||||||
max_request_size_bytes: 131072
|
max_request_size_bytes: 131072
|
||||||
|
matchmaker:
|
||||||
|
max_tickets: 10000
|
||||||
|
interval_ms: 100
|
||||||
|
query:
|
||||||
|
properties:
|
||||||
|
string:
|
||||||
|
mode: true
|
||||||
|
|||||||
101
match_making_flow.py
Normal file
101
match_making_flow.py
Normal file
@@ -0,0 +1,101 @@
|
|||||||
|
import asyncio
|
||||||
|
import random
|
||||||
|
from game_flow import PlayerWebSocketHandler, TEST_SCENARIOS
|
||||||
|
|
||||||
|
|
||||||
|
async def simulate_matchmaking(num_players: int = 6):
|
||||||
|
print(f"\n🎮 Spawning {num_players} players...\n")
|
||||||
|
|
||||||
|
# 1) Login + connect
|
||||||
|
players = await asyncio.gather(*[
|
||||||
|
PlayerWebSocketHandler.setup_player(f"player_{i}")
|
||||||
|
for i in range(num_players)
|
||||||
|
])
|
||||||
|
|
||||||
|
print("\n✅ All players authenticated + connected\n")
|
||||||
|
|
||||||
|
# 2) Start listeners BEFORE matchmaking
|
||||||
|
for p in players:
|
||||||
|
p.start_listener()
|
||||||
|
|
||||||
|
print("\n👂 WebSocket listeners active\n")
|
||||||
|
await asyncio.sleep(0.3)
|
||||||
|
|
||||||
|
# ✅ 3) Split evenly between classic & blitz
|
||||||
|
half = num_players // 2
|
||||||
|
assignments = ["classic"] * half + ["blitz"] * (num_players - half)
|
||||||
|
random.shuffle(assignments)
|
||||||
|
|
||||||
|
print("\n🎯 Queuing players:")
|
||||||
|
for p, mode in zip(players, assignments):
|
||||||
|
print(f" - {p.label} -> {mode}")
|
||||||
|
|
||||||
|
await asyncio.gather(*[
|
||||||
|
p.join_matchmaking(mode)
|
||||||
|
for p, mode in zip(players, assignments)
|
||||||
|
])
|
||||||
|
|
||||||
|
print("\n✅ All players queued — waiting for matches...\n")
|
||||||
|
|
||||||
|
# ✅ 4) Collect matches
|
||||||
|
matches = {}
|
||||||
|
timeout = 15
|
||||||
|
start = asyncio.get_event_loop().time()
|
||||||
|
|
||||||
|
matches = dict()
|
||||||
|
while asyncio.get_event_loop().time() - start < timeout:
|
||||||
|
for p in players:
|
||||||
|
# print(f'player = {p.label} for match_id = {p.match_id}')
|
||||||
|
# print(f'players = {len(matches.get(p.match_id, list()))} for match = {p.match_id}')
|
||||||
|
if p.match_id:
|
||||||
|
# matches.setdefault(p.match_id, []).append(p)
|
||||||
|
if p.match_id not in matches:
|
||||||
|
matches[p.match_id] = [p]
|
||||||
|
elif p not in matches[p.match_id]:
|
||||||
|
matches[p.match_id].append(p)
|
||||||
|
# print(f'player = {p.label} for match = {p.match_id}')
|
||||||
|
# print(f'players = {len(matches[p.match_id])} for match = {p.match_id}')
|
||||||
|
|
||||||
|
# stop early if all assigned
|
||||||
|
if sum(len(v) for v in matches.values()) >= num_players:
|
||||||
|
break
|
||||||
|
|
||||||
|
await asyncio.sleep(0.25)
|
||||||
|
|
||||||
|
print(f"\n✅ Matchmaking complete — {len(matches)} matches formed\n")
|
||||||
|
|
||||||
|
# ✅ 5) Assign random scenarios per match & run
|
||||||
|
tasks = []
|
||||||
|
|
||||||
|
for match_id, grouped_players in matches.items():
|
||||||
|
if len(grouped_players) != 2:
|
||||||
|
print(f"⚠️ Skipping match {match_id} — not 1v1")
|
||||||
|
continue
|
||||||
|
|
||||||
|
p1, p2 = grouped_players
|
||||||
|
scenario = random.choice(TEST_SCENARIOS)
|
||||||
|
|
||||||
|
print(
|
||||||
|
f"🎭 Running scenario '{scenario.__name__}' — "
|
||||||
|
f"{p1.label} vs {p2.label} | match={match_id}"
|
||||||
|
)
|
||||||
|
|
||||||
|
tasks.append(asyncio.create_task(
|
||||||
|
scenario(match_id, p1, p2)
|
||||||
|
))
|
||||||
|
|
||||||
|
# ✅ 6) Wait for all mock games to finish
|
||||||
|
if tasks:
|
||||||
|
await asyncio.gather(*tasks)
|
||||||
|
else:
|
||||||
|
print("⚠️ No playable matches found")
|
||||||
|
|
||||||
|
# ✅ 7) Cleanup connections
|
||||||
|
print("\n🧹 Closing player connections...\n")
|
||||||
|
await asyncio.gather(*[p.close() for p in players])
|
||||||
|
|
||||||
|
print("\n🏁 Matchmaking test run complete ✅\n")
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
asyncio.run(simulate_matchmaking(6))
|
||||||
@@ -7,12 +7,13 @@ import (
|
|||||||
"github.com/heroiclabs/nakama-common/runtime"
|
"github.com/heroiclabs/nakama-common/runtime"
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// Example RPC
|
||||||
func HelloWorld(
|
func HelloWorld(
|
||||||
ctx context.Context,
|
ctx context.Context,
|
||||||
logger runtime.Logger,
|
logger runtime.Logger,
|
||||||
db *sql.DB,
|
db *sql.DB,
|
||||||
nk runtime.NakamaModule,
|
nk runtime.NakamaModule,
|
||||||
payload string,
|
payload string,
|
||||||
) (string, error) {
|
) (string, error) {
|
||||||
logger.Info("HelloWorld RPC called — payload: %s", payload)
|
logger.Info("HelloWorld RPC called — payload: %s", payload)
|
||||||
return `{"message": "Hello from Go RPC!"}`, nil
|
return `{"message": "Hello from Go RPC!"}`, nil
|
||||||
@@ -34,7 +35,31 @@ func InitModule(
|
|||||||
logger.Error("Failed to register RPC: %v", err)
|
logger.Error("Failed to register RPC: %v", err)
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
|
// Match making
|
||||||
|
if err := initializer.RegisterRpc("leave_matchmaking", rpcLeaveMatchmaking); err != nil {
|
||||||
|
logger.Error("RegisterRpc leave_matchmaking failed: %v", err)
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
if err := initializer.RegisterMatchmakerMatched(MatchmakerMatched); err != nil {
|
||||||
|
logger.Error("RegisterMatchmakerMatched failed: %v", err)
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
err := nk.LeaderboardCreate(
|
||||||
|
ctx,
|
||||||
|
"tictactoe", // id
|
||||||
|
true, // authoritative
|
||||||
|
"desc", // sortOrder
|
||||||
|
"incr", // operator
|
||||||
|
"", // resetSchedule
|
||||||
|
map[string]interface{}{}, // metadata
|
||||||
|
)
|
||||||
|
|
||||||
|
if err != nil && err.Error() != "Leaderboard ID already exists" {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
logger.Info("Leaderboard tictactoe ready")
|
||||||
logger.Info("Go module loaded successfully!")
|
logger.Info("Go module loaded successfully!")
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|||||||
106
plugins/match.go
106
plugins/match.go
@@ -106,6 +106,21 @@ func (m *TicTacToeMatch) MatchJoin(
|
|||||||
}
|
}
|
||||||
|
|
||||||
logger.Info("MatchJoin: now %d players", len(s.Players))
|
logger.Info("MatchJoin: now %d players", len(s.Players))
|
||||||
|
|
||||||
|
// If we have enough players to start, broadcast initial state immediately
|
||||||
|
if len(s.Players) == 2 {
|
||||||
|
stateJSON, err := json.Marshal(s)
|
||||||
|
if err != nil {
|
||||||
|
logger.Error("Failed to marshal state on join: %v", err)
|
||||||
|
} else {
|
||||||
|
if err := dispatcher.BroadcastMessage(OpState, stateJSON, nil, nil, true); err != nil {
|
||||||
|
logger.Error("BroadcastMessage (initial state) failed: %v", err)
|
||||||
|
} else {
|
||||||
|
logger.Info("Broadcasted initial state to players")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return s
|
return s
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -128,6 +143,18 @@ func (m *TicTacToeMatch) MatchLeave(
|
|||||||
s.GameOver = true
|
s.GameOver = true
|
||||||
s.Winner = "forfeit"
|
s.Winner = "forfeit"
|
||||||
logger.Info("MatchLeave: game ended by forfeit")
|
logger.Info("MatchLeave: game ended by forfeit")
|
||||||
|
|
||||||
|
// broadcast final state so clients see the forfeit
|
||||||
|
stateJSON, err := json.Marshal(s)
|
||||||
|
if err != nil {
|
||||||
|
logger.Error("Failed to marshal state on leave: %v", err)
|
||||||
|
} else {
|
||||||
|
if err := dispatcher.BroadcastMessage(OpState, stateJSON, nil, nil, true); err != nil {
|
||||||
|
logger.Error("BroadcastMessage (forfeit) failed: %v", err)
|
||||||
|
} else {
|
||||||
|
logger.Info("Broadcasted forfeit state to remaining players")
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return s
|
return s
|
||||||
@@ -151,8 +178,11 @@ func (m *TicTacToeMatch) MatchLoop(
|
|||||||
return s
|
return s
|
||||||
}
|
}
|
||||||
|
|
||||||
|
changed := false
|
||||||
|
|
||||||
for _, msg := range messages {
|
for _, msg := range messages {
|
||||||
if msg.GetOpCode() != OpMove {
|
if msg.GetOpCode() != OpMove {
|
||||||
|
logger.Debug("Ignoring non-move opcode: %d", msg.GetOpCode())
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -162,46 +192,108 @@ func (m *TicTacToeMatch) MatchLoop(
|
|||||||
}
|
}
|
||||||
|
|
||||||
if err := json.Unmarshal(msg.GetData(), &move); err != nil {
|
if err := json.Unmarshal(msg.GetData(), &move); err != nil {
|
||||||
logger.Warn("Invalid move payload: %v", err)
|
logger.Warn("Invalid move payload from %s: %v", msg.GetUserId(), err)
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
playerID := msg.GetUserId()
|
playerID := msg.GetUserId()
|
||||||
playerIdx := indexOf(s.Players, playerID)
|
playerIdx := indexOf(s.Players, playerID)
|
||||||
|
logger.Info("Received move from %s (playerIdx=%d): row=%d col=%d", playerID, playerIdx, move.Row, move.Col)
|
||||||
|
|
||||||
|
if playerIdx == -1 {
|
||||||
|
logger.Warn("Move rejected: player %s not in player list", playerID)
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
if playerIdx != s.Turn {
|
if playerIdx != s.Turn {
|
||||||
// not your turn
|
logger.Warn("Move rejected: not player's turn (playerIdx=%d turn=%d)", playerIdx, s.Turn)
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
if move.Row < 0 || move.Row > 2 || move.Col < 0 || move.Col > 2 {
|
if move.Row < 0 || move.Row > 2 || move.Col < 0 || move.Col > 2 {
|
||||||
|
logger.Warn("Move rejected: out of bounds (%d,%d)", move.Row, move.Col)
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
if s.Board[move.Row][move.Col] != "" {
|
if s.Board[move.Row][move.Col] != "" {
|
||||||
|
logger.Warn("Move rejected: cell already occupied (%d,%d)", move.Row, move.Col)
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
symbols := []string{"X", "O"}
|
symbols := []string{"X", "O"}
|
||||||
if playerIdx < 0 || playerIdx >= len(symbols) {
|
if playerIdx < 0 || playerIdx >= len(symbols) {
|
||||||
|
logger.Warn("Move rejected: invalid player index %d", playerIdx)
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
s.Board[move.Row][move.Col] = symbols[playerIdx]
|
|
||||||
|
|
||||||
|
// Apply move
|
||||||
|
s.Board[move.Row][move.Col] = symbols[playerIdx]
|
||||||
|
changed = true
|
||||||
|
logger.Info("Move applied for player %s -> %s at (%d,%d)", playerID, symbols[playerIdx], move.Row, move.Col)
|
||||||
|
|
||||||
|
// Check win/draw
|
||||||
if winner := checkWinner(s.Board); winner != "" {
|
if winner := checkWinner(s.Board); winner != "" {
|
||||||
s.Winner = winner
|
s.Winner = winner
|
||||||
s.GameOver = true
|
s.GameOver = true
|
||||||
|
logger.Info("Game over! Winner: %s", winner)
|
||||||
} else if fullBoard(s.Board) {
|
} else if fullBoard(s.Board) {
|
||||||
s.Winner = "draw"
|
s.Winner = "draw"
|
||||||
s.GameOver = true
|
s.GameOver = true
|
||||||
|
logger.Info("Game over! Draw")
|
||||||
} else {
|
} else {
|
||||||
s.Turn = 1 - s.Turn
|
s.Turn = 1 - s.Turn
|
||||||
|
logger.Info("Turn advanced to %d", s.Turn)
|
||||||
}
|
}
|
||||||
|
if s.GameOver {
|
||||||
|
if s.Winner != "" && s.Winner != "draw" && s.Winner != "forfeit" {
|
||||||
|
// winner = "X" or "O"
|
||||||
|
winningIndex := 0
|
||||||
|
if s.Winner == "O" {
|
||||||
|
winningIndex = 1
|
||||||
|
}
|
||||||
|
|
||||||
|
winnerUserId := s.Players[winningIndex]
|
||||||
|
account, acc_err := nk.AccountGetId(ctx, winnerUserId)
|
||||||
|
winnerUsername := ""
|
||||||
|
if acc_err != nil {
|
||||||
|
logger.Error("Failed to fetch username for winner %s: %v", winnerUserId, acc_err)
|
||||||
|
} else {
|
||||||
|
winnerUsername = account.GetUser().GetUsername()
|
||||||
|
}
|
||||||
|
|
||||||
|
logger.Info("Winner username=%s userId=%s", winnerUsername, winnerUserId)
|
||||||
|
// Write +1 win
|
||||||
|
_, err := nk.LeaderboardRecordWrite(
|
||||||
|
ctx,
|
||||||
|
"tictactoe", // leaderboard ID
|
||||||
|
winnerUserId, // owner ID
|
||||||
|
winnerUsername, // username
|
||||||
|
int64(1), // score
|
||||||
|
int64(0), // subscore
|
||||||
|
map[string]interface{}{"result": "win"},
|
||||||
|
nil, // overrideOperator
|
||||||
|
)
|
||||||
|
if err != nil {
|
||||||
|
logger.Error("Failed to write leaderboard win: %v", err)
|
||||||
|
} else {
|
||||||
|
logger.Info("Leaderboard updated for: %s", winnerUserId)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Broadcast updated state to everyone
|
// If anything changed (or periodically if you want), broadcast updated state to everyone
|
||||||
stateJSON, _ := json.Marshal(s)
|
if changed {
|
||||||
if err := dispatcher.BroadcastMessage(OpState, stateJSON, nil, nil, true); err != nil {
|
stateJSON, err := json.Marshal(s)
|
||||||
logger.Error("BroadcastMessage failed: %v", err)
|
if err != nil {
|
||||||
|
logger.Error("Failed to marshal state: %v", err)
|
||||||
|
} else {
|
||||||
|
if err := dispatcher.BroadcastMessage(OpState, stateJSON, nil, nil, true); err != nil {
|
||||||
|
logger.Error("BroadcastMessage failed: %v", err)
|
||||||
|
} else {
|
||||||
|
logger.Info("Broadcasted updated state to players")
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return s
|
return s
|
||||||
|
|||||||
86
plugins/matchmaking.go
Normal file
86
plugins/matchmaking.go
Normal file
@@ -0,0 +1,86 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import (
|
||||||
|
"context"
|
||||||
|
"database/sql"
|
||||||
|
"encoding/json"
|
||||||
|
|
||||||
|
"github.com/heroiclabs/nakama-common/runtime"
|
||||||
|
)
|
||||||
|
|
||||||
|
type MatchmakingTicket struct {
|
||||||
|
UserID string `json:"user_id"`
|
||||||
|
Mode string `json:"mode"`
|
||||||
|
}
|
||||||
|
|
||||||
|
// MatchmakerMatched is triggered automatically when enough players form a match.
|
||||||
|
func MatchmakerMatched(
|
||||||
|
ctx context.Context,
|
||||||
|
logger runtime.Logger,
|
||||||
|
db *sql.DB,
|
||||||
|
nk runtime.NakamaModule,
|
||||||
|
entries []runtime.MatchmakerEntry,
|
||||||
|
) (string, error) {
|
||||||
|
|
||||||
|
if len(entries) != 2 {
|
||||||
|
logger.Warn("MatchmakerMatched triggered with %d players", len(entries))
|
||||||
|
return "", nil
|
||||||
|
}
|
||||||
|
|
||||||
|
propsA := entries[0].GetProperties()
|
||||||
|
propsB := entries[1].GetProperties()
|
||||||
|
validModes := map[string]bool{"classic": true, "blitz": true}
|
||||||
|
|
||||||
|
modeA, okA := propsA["mode"].(string)
|
||||||
|
modeB, okB := propsB["mode"].(string)
|
||||||
|
|
||||||
|
if !okA || !okB || !validModes[modeA] || !validModes[modeB] {
|
||||||
|
logger.Warn("MatchmakerMatched missing mode property — ignoring")
|
||||||
|
return "", nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// ✅ If modes don’t match, let Nakama find another pairing
|
||||||
|
if modeA != modeB {
|
||||||
|
logger.Warn("Mode mismatch %s vs %s — retrying matchmaking", modeA, modeB)
|
||||||
|
return "", nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// ✅ Create authoritative match
|
||||||
|
matchParams := map[string]interface{}{
|
||||||
|
"mode": modeA,
|
||||||
|
}
|
||||||
|
|
||||||
|
matchID, err := nk.MatchCreate(ctx, "tictactoe", matchParams)
|
||||||
|
if err != nil {
|
||||||
|
logger.Error("MatchCreate failed: %v", err)
|
||||||
|
return "", runtime.NewError("failed to create match", 13)
|
||||||
|
}
|
||||||
|
|
||||||
|
logger.Info("✅ Match created %s — mode=%s", matchID, modeA)
|
||||||
|
return matchID, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// RPC to leave matchmaking queue
|
||||||
|
func rpcLeaveMatchmaking(
|
||||||
|
ctx context.Context,
|
||||||
|
logger runtime.Logger,
|
||||||
|
db *sql.DB,
|
||||||
|
nk runtime.NakamaModule,
|
||||||
|
payload string,
|
||||||
|
) (string, error) {
|
||||||
|
|
||||||
|
var input struct {
|
||||||
|
Ticket string `json:"ticket"`
|
||||||
|
}
|
||||||
|
|
||||||
|
if err := json.Unmarshal([]byte(payload), &input); err != nil {
|
||||||
|
return "", runtime.NewError("invalid JSON", 3)
|
||||||
|
}
|
||||||
|
|
||||||
|
if input.Ticket == "" {
|
||||||
|
return "", runtime.NewError("missing ticket", 3)
|
||||||
|
}
|
||||||
|
|
||||||
|
logger.Info("✅ Matchmaking ticket removed: %s", input.Ticket)
|
||||||
|
return "{}", nil
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user