31 Commits
v0.2.1 ... main

Author SHA1 Message Date
1c31c489c7 fixes
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2025-12-01 18:27:19 +05:30
3eadb49a72 feat(games): unify ApplyMove signatures + remove unused player conversion
Updated TicTacToeRules and BattleshipRules to implement ApplyMove(state, playerIdx, payload) (bool, bool, int) as required by GameRules.

Added win/draw resolution logic directly inside each game’s ApplyMove return.

Removed obsolete convertToGamePlayers helper.

Updated GenericMatch to call AssignPlayerSymbols with []*structs.Player directly.

Ensured all rule implementations now fully satisfy the GameRules interface.
2025-12-01 17:02:57 +05:30
3c81a8bf29 fixed package 2025-12-01 16:18:22 +05:30
d9c3ecb252 refactor(server): move shared game logic into games/ and introduce GameConfig system
- Moved common/game.go → plugins/games/rules.go
  - Contains GameRules interface, MovePayload, Player abstraction
  - Centralizes all reusable game rule contract logic

- Added plugins/games/config.go
  - Introduces GameConfiguration struct (players, board size, etc.)
  - Added global GameConfig and RulesRegistry maps
  - Each game (tictactoe, battleship, etc.) now registers its config + rules

- Updated generic_match.go to use:
  - GameConfig for board/players initialization
  - RulesRegistry for rule lookup during MatchInit
  - Removed hardcoded TicTacToe behavior
  - Clean error returns when game param missing or invalid

- Updated folder structure:
    /plugins/
        /games
            rules.go       (formerly common/game.go)
            config.go
            tictactoe.go
            battleship.go
        /structs
        /modules
        main.go

- Ensures GenericMatch pulls:
    m.GameName, m.Mode, m.Config, m.Rules
  directly from config/registry at MatchInit

- Removes old duplicated logic and simplifies how games are registered
2025-12-01 16:05:53 +05:30
eeb0a8175f feat: refactor Nakama plugin into generic multi-game match engine
### Highlights
- Introduced generic match engine (`generic_match.go`) implementing dynamic GameRules-based runtime.
- Added modular structure under `/plugins`:
  - /plugins/game      → GameRules interface + TicTacToe + Battleship rule sets
  - /plugins/structs   → Board, Player, MatchState generic structs
  - /plugins/modules   → matchmaking + RPC handlers + match engine
- Migrated TicTacToe logic into reusable rule implementation.
- Added Battleship game support using same engine.
- Updated matchmaking to accept { game, mode } for multi-game routing.
- Updated UI contract: clients must send `game` (and optional `mode`) when joining matchmaking.
- Removed hardcoded TicTacToe match registration.
- Registered a single “generic” authoritative match with ruleset registry.
- Normalized imports under local dev module path.
- Ensured MatchState and Board are now generic and reusable across games.
- Added strict requirement for `game` metadata in match flow (error if missing).
- Cleaned initial state creation into MatchInit with flexible board dimensions.
- Improved MatchLeave for proper forfeit handling through GameRules.

### Result
The server now supports an unlimited number of turn-based board games
via swappable rulesets while keeping a single authoritative Nakama match loop.
2025-12-01 15:28:54 +05:30
70669fc856 Update README.md 2025-12-01 08:33:28 +00:00
1752bfaed4 Update README.md 2025-12-01 08:33:01 +00:00
74e75de577 Update README.md 2025-12-01 08:32:29 +00:00
7983be56e4 Update README.md 2025-12-01 08:27:57 +00:00
e9eb37f665 fixes 2025-11-30 02:06:50 +05:30
7a7c6adc47 updated report 2025-11-30 02:04:41 +05:30
ae5628f370 proper pipeline
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2025-11-30 01:26:56 +05:30
e8e2419537 proper pipeline
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2025-11-30 01:20:02 +05:30
4ee6027612 fixes
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2025-11-29 23:58:52 +05:30
389e77e2ae fixes
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2025-11-29 23:54:51 +05:30
7ce860db96 copy local.yml
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2025-11-29 23:51:50 +05:30
92f307d33d copy local.yml
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2025-11-29 23:47:57 +05:30
6e7d2d9f14 fixes
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2025-11-29 22:32:59 +05:30
c91dba475c fixes 2025-11-29 22:23:43 +05:30
04d988c584 fixes 2025-11-29 22:23:37 +05:30
27abc56a00 fixes
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2025-11-29 22:23:23 +05:30
333b48ad60 fixes
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2025-11-29 22:16:25 +05:30
4dee0bfb0a fixes
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2025-11-29 22:12:52 +05:30
1e91825808 buildx no push and use arm64 everywhere
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2025-11-29 22:10:33 +05:30
c5cb1047ae buildx no push and use
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2025-11-29 21:59:49 +05:30
18f9eed71d no buildx and push
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2025-11-29 21:45:50 +05:30
02de328bcd fixes
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2025-11-29 21:35:36 +05:30
31f1a66fed arm64 images
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2025-11-29 21:28:26 +05:30
5065145c6f direct deploy
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2025-11-29 21:27:09 +05:30
8e0475c8a7 build arm64 image
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2025-11-29 21:18:54 +05:30
1359a75214 allow games.aetoskia.com
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2025-11-29 19:41:33 +05:30
16 changed files with 1253 additions and 748 deletions

View File

@@ -17,7 +17,7 @@ volumes:
steps:
# -----------------------------------------------------
# 1. Fetch latest Git tag
# 1. Fetch latest Tags
# -----------------------------------------------------
- name: fetch-tags
image: docker:24
@@ -28,34 +28,43 @@ steps:
- 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: $LATEST_TAG"
echo "Latest Git tag fetched: $LATEST_TAG"
# Save to file for downstream steps
echo "$LATEST_TAG" > /drone/src/LATEST_TAG.txt
if [ -z "$LATEST_TAG" ]; then
echo "❌ No git tags found. Cannot continue."
# Read back for verification
IMAGE_TAG=$(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 if remote image already exists
# 2. Check existing Nakama Docker image
# -----------------------------------------------------
- name: check-remote-image
image: docker:24
volumes:
- name: dockersock
path: /var/run/docker.sock
environment:
REGISTRY_HOST:
from_secret: REGISTRY_HOST
commands:
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
- echo "Checking if $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG exists..."
- 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 pull $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG > /dev/null 2>&1; then
echo "✅ Image already exists: $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG"
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 "⚙️ Image does not exist. Will build."
echo "⚙️ Docker image lila-games/nakama-server:$IMAGE_TAG not found — proceeding to build..."
fi
# -----------------------------------------------------
@@ -68,22 +77,19 @@ steps:
path: /var/run/docker.sock
commands:
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
- echo "🔨 Building Nakama image lila-games/nakama-server:$IMAGE_TAG"
- echo "🔨 Building Nakama image lila-games/nakama-server:latest"
- |
docker build \
--network=host \
-t lila-games/nakama-server:$IMAGE_TAG \
-t lila-games/nakama-server:latest \
/drone/src
docker build --network=host \
-t lila-games/nakama-server:$IMAGE_TAG \
-t lila-games/nakama-server:latest \
/drone/src
# -----------------------------------------------------
# 4. Push Nakama image to registry
# 4. Push Nakama Image
# -----------------------------------------------------
- name: push-image
image: docker:24
volumes:
- name: dockersock
path: /var/run/docker.sock
environment:
REGISTRY_HOST:
from_secret: REGISTRY_HOST
@@ -91,15 +97,20 @@ steps:
from_secret: REGISTRY_USER
REGISTRY_PASS:
from_secret: REGISTRY_PASS
volumes:
- name: dockersock
path: /var/run/docker.sock
commands:
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
- echo "🔑 Logging into registry..."
- echo "🔑 Logging into registry $REGISTRY_HOST ..."
- echo "$REGISTRY_PASS" | docker login $REGISTRY_HOST -u "$REGISTRY_USER" --password-stdin
- echo "🏷️ Tagging images..."
- 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 $REGISTRY_HOST/lila-games/nakama-server:latest
- echo "📤 Pushing images..."
- echo "📤 Pushing lila-games/nakama-server:$IMAGE_TAG ..."
- docker push $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG
- echo "📤 Pushing lila-games/nakama-server:latest ..."
- docker push $REGISTRY_HOST/lila-games/nakama-server:latest
# -----------------------------------------------------
@@ -142,9 +153,7 @@ steps:
--add-host private-pi:192.168.1.111 \
-e DB_ADDR="$DB_ADDR" \
-e SERVER_KEY="$SERVER_KEY" \
-v /mnt/omnissiah-vault/data/nakama/modules:/nakama/data/modules \
-v /mnt/omnissiah-vault/data/nakama/storage:/nakama/data \
$REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG
lila-games/nakama-server:latest
# -----------------------------------------------------
# Pipeline trigger

View File

@@ -1,7 +1,7 @@
# -----------------------------------------------------
# 1. Build the Nakama plugin
# -----------------------------------------------------
FROM golang:1.22 AS plugin_builder
FROM --platform=linux/arm64 golang:1.21.6 AS plugin_builder
RUN apt-get update && apt-get install -y \
build-essential \
@@ -25,10 +25,11 @@ RUN mkdir -p build && \
# -----------------------------------------------------
# 2. Build final Nakama image
# -----------------------------------------------------
FROM heroiclabs/nakama:3.21.0 AS nakama
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\""

403
README.md
View File

@@ -1,287 +1,272 @@
# ✅ Project Status Report
# tic-tac-toe — Authoritative Multiplayer Game Server (Nakama + Go)
## Multiplayer Tic-Tac-Toe Platform
**To:** CTO & Technical Interview Panel
**Date:** November 28, 2025
**Version:** v0.2.0
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**.
---
## **1. Objective**
## 🚀 Overview
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.
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 |
|----------------------------------------------|--------------------------|
| Install Nakama + PostgreSQL | ✅ Completed |
| Custom Go server plugins | ✅ Completed |
| Server-authoritative Tic-Tac-Toe | ✅ Completed |
| Real-time WebSocket communication | ✅ Completed |
| Device-based authentication | ✅ Completed |
| JWT-based session management | ✅ Completed |
| Match creation & joining | ✅ Completed |
| **Matchmaking queue support** | ✅ Completed |
| **Game state validation & turn enforcement** | ✅ Completed |
| **Leaderboard system** | ✅ Completed |
| **UI Game Client** | 🟡 Partially Implemented |
| Google Cloud deployment | 🟡 Not Started |
**Backend is fully authoritative and complete**
🟡 **UI functional but missing polish, UX, and failure handling**
* **Authoritative Go match handler** (`tictactoe`)
* Device-ID authentication + JWT session
* Matchmaking queue support
* Deterministic game validation
* Match lifecycle handling
* Disconnect handling & forfeit detection
* Leaderboards creation + scoring
* Production-grade CI/CD with Drone
* Automated ARM Docker builds
* Full Traefik routing (HTTP + WebSocket)
* Compatible with x86/ARM/GCP
---
## **3. Core Technical Architecture**
## 🧩 Architecture
* **Backend Framework:** Nakama 3.x
* **Business Logic:** Custom Go runtime module
* **Frontend:** React + Vite + Nakama JS
* **Database:** PostgreSQL 14
* **Transport:** WebSockets (real-time)
* **Authentication:** Device-ID based auth → JWT session returned
* **State Management:** Fully server-authoritative
* **Build & Deployment:** Docker-based
### High-Level System Diagram
```mermaid
flowchart LR
UI[(React + Vite)] --> Traefik
Traefik --> Nakama[Nakama Server]
Nakama --> Plugin[Go Plugin]
Nakama --> Postgres[(PostgreSQL)]
Drone[Drone CI/CD] --> Registry[Private Docker Registry]
Registry --> Nakama
```
---
## **4. Authentication**
## 🛠 Tech Stack
### Backend
**Backend**
* Device authentication, auto-account creation
* JWT returned and used for RT connections
* Nakama 3.21.0 ARM
* Go 1.21.6 (plugin ABI compatible)
* PostgreSQL 16
* Docker / multi-stage builds
* Drone CI/CD
* Traefik reverse proxy
### UI
**Cloud/Infra**
* Generates a device UUID and authenticates via `client.authenticateDevice()`
* Stores and manages session state in React context
* GCP-ready
* ARM homelab deployments
* Private registry support
---
## **5. Game Server Logic (Go)**
## 📦 Repository Structure
Significant enhancements made:
### **✔ Initial State Broadcast**
* When the second player joins, the server immediately sends the full authoritative state.
### **✔ Complete Turn + Move Validation**
Rejects:
* out-of-bounds moves
* occupied cells
* wrong player's turn
* invalid payloads
### **✔ Forfeit Handling**
* When a user disconnects or leaves, match ends in `forfeit`
* Final state broadcast to remaining player
### **✔ Authoritative State Updates**
* Only broadcasts when state actually changes
* Robust structured logging
Result:
**Absolute server authority, zero trust in client.**
```
tic-tac-toe/
│── plugins/
│ ├── main.go
│ ├── match.go
│ └── matchmaking.go
│── Dockerfile
│── go.mod
│── go.sum
│── README.md
```
---
## **6. Real-Time Networking**
## 🔌 Registered Server Components
Communication validated end-to-end:
### 📌 Match Handler
* `match_create`
* `match_join`
* `matchmaker_add` / `matchmaker_matched`
* `match_data_send` for moves (OpCode 1)
* Server broadcasts state (OpCode 2)
Name: **`tictactoe`**
Python simulators and UI both confirm:
Handles:
* move ordering
* correct enforcement of turn rules
* correct state sync
* stable WebSocket behavior
* Turn validation
* State updates
* 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 System (Go + UI)**
## 🎮 Gameplay Protocol
### **Backend (Go)**
### OpCodes
* Implements `MatchmakerMatched` hook
* Ensures both players:
* have valid `mode`
* match modes
* exactly two players
* Creates authoritative matches server-side
* RPC `leave_matchmaking` added
### **UI**
* Integrates matchmaking: mode selection → queue → ticket → matched → auto-join
* Uses Nakama JS `socket.addMatchmaker()`
**Status:** Fully functional end-to-end
| OpCode | Direction | Meaning |
| ------ | --------------- | ----------------------------- |
| **1** | Client → Server | Submit move `{x, y}` |
| **2** | Server → Client | Full authoritative game state |
---
## **8. Leaderboard System (Go + UI)**
## 🧠 Authoritative Flow Diagram
### **Backend (Go)**
```mermaid
sequenceDiagram
participant C1 as Client 1
participant C2 as Client 2
participant S as Nakama + Go Plugin
* Leaderboard auto-created on startup
* On win:
C1->>S: Matchmaker Join
C2->>S: Matchmaker Join
S->>S: MatchmakerMatched()
S-->>C1: Matched
S-->>C2: Matched
* winner identified
* username resolved
* score incremented (+1 win)
* metadata logged
### **UI**
* Implements leaderboard view using `client.listLeaderboardRecords()`
* Read-only UI display works
### **Remaining**
* UI sorting, layout, styling
* No leaderboard write actions needed from UI
C1->>S: OpCode 1 (Move)
S->>S: Validate Move
S-->>C1: OpCode 2 (Updated State)
S-->>C2: OpCode 2 (Updated State)
```
---
## **9. UI Implementation Status (React + Vite)**
## ⚙️ Build & Development
### **What Is Implemented**
### Build Go Plugin
- ✔ Authentication flow (device auth)
- ✔ WebSocket session handling
- ✔ Matchmaking (classic/blitz modes)
- ✔ Automatic match join
- ✔ Move sending (OpCode 1)
- ✔ State updates (OpCode 2)
- ✔ Board rendering and interactive cells
- ✔ End-of-game messaging
- ✔ Leaderboard display
```
CGO_ENABLED=1 go build \
--trimpath \
--buildmode=plugin \
-o build/main.so \
./plugins
```
### **Partially Implemented**
### Run Nakama Locally
- 🟡 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.
```
nakama migrate up --database.address "$DB_ADDR"
nakama \
--database.address "$DB_ADDR" \
--socket.server_key="$SERVER_KEY"
```
---
## **10. Testing & Validation**
## 🐳 Docker Build (Multi-Stage)
### Backend
```dockerfile
FROM --platform=linux/arm64 golang:1.21.6 AS plugin_builder
* Extensive scenario tests: draws, wins, illegal moves, disconnects
* Matchmaking simulation across N clients
RUN go mod download
COPY . .
RUN CGO_ENABLED=1 go build --buildmode=plugin -o build/main.so ./plugins
### UI
* Verified:
* matchmaking
* game correctness
* leaderboard retrieval
* state sync
* Missing:
* stress testing
* reconnection scenarios
* mobile layout testing
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**
## 🤖 CI/CD — Drone Pipeline
Planned architecture remains:
Drone performs:
| 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) |
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
Estimated setup time: **68 hours**
Full pipeline included in repository (`.drone.yml`).
---
## **12. Risks & Considerations**
## 🌐 Traefik Routing
| Risk | Mitigation |
|--------------------------------|--------------------------------|
| UI lacks error/reconnect logic | Add retry + reconnection flows |
| No rematch or lobby UX | Add match lifecycle UI |
| No mobile layout | Add responsive CSS |
| Cloud deployment pending | Prioritize after UI polish |
| Matchmaking UX is minimal | Add feedback, loading states |
### HTTPS
None of these affect core backend stability.
```
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
### **UI Tasks**
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**
| Variable | Description |
| --------------- | ---------------------------- |
| `DB_ADDR` | PostgreSQL connection string |
| `SERVER_KEY` | Nakama server key |
| `REGISTRY_HOST` | Private registry |
---
## **Executive Summary**
## 📊 Leaderboards
### 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.
* Created during server start
* Score: `+1` on win
* Metadata logged (mode, player IDs)
These challenges required deeper synchronization between the backend and frontend layers, resulting in an additional **+1 day** of engineering time.
---
### Project Progress
The system now features a fully authoritative backend with matchmaking, gameplay logic, and leaderboards implemented
completely in Go. The UI is functional and integrates correctly with all backend systems, supporting end-to-end
matchmaking and gameplay.
## 🧪 Testing
Key remaining work involves UI polish, recovery/error handling, and deployment setup. No major architectural risks
remain.
* Win/loss/draw simulation
* Invalid move rejection
* Disconnect → forfeit
* Load testing matchmaking
**The project is now fully playable, technically solid, and ready for final UI enhancements and cloud deployment.**
---
## 📈 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.
---

4
go.mod
View File

@@ -1,7 +1,7 @@
module git.aetoskia.com/lila-games/tic-tac-toe
module localrepo
go 1.21
require github.com/heroiclabs/nakama-common v1.31.0
require google.golang.org/protobuf v1.31.0 // indirect
require google.golang.org/protobuf v1.31.0

183
plugins/games/battleship.go Normal file
View File

@@ -0,0 +1,183 @@
package games
import (
"fmt"
"encoding/json"
"localrepo/plugins/structs"
)
//
// BATTLESHIP RULES IMPLEMENTATION
//
// NOTES:
// - 2 players
// - Each player has 2 boards:
// 1. Their own ship board (state.Board is not reused here)
// 2. Their "shots" board (hits/misses on opponent)
// - We store boards in Player.Metadata as JSON strings
// (simplest method without changing your structs).
//
// ShipBoard and ShotBoard are encoded inside Metadata:
//
// Metadata["ship_board"] = JSON string of [][]string
// Metadata["shot_board"] = JSON string of [][]string
//
// ------------------------------
// Helpers: encode/decode
// ------------------------------
func encodeBoard(b [][]string) string {
out := "["
for i, row := range b {
out += "["
for j, col := range row {
out += fmt.Sprintf("%q", col)
if j < len(row)-1 {
out += ","
}
}
out += "]"
if i < len(b)-1 {
out += ","
}
}
out += "]"
return out
}
func decodeBoard(s string) [][]string {
var out [][]string
// should never fail; safe fallback
_ = json.Unmarshal([]byte(s), &out)
return out
}
// ------------------------------
// BattleshipRules
// ------------------------------
type BattleshipRules struct{}
func (b *BattleshipRules) MaxPlayers() int { return 2 }
// ------------------------------
// Assign player boards
// ------------------------------
func (b *BattleshipRules) AssignPlayerSymbols(players []*structs.Player) {
// Battleship has no symbols like X/O,
// but we use this hook to initialize per-player boards.
for _, p := range players {
// 10x10 boards
empty := make([][]string, 10)
for r := range empty {
empty[r] = make([]string, 10)
}
// ship board → players place ships manually via a "setup" phase
p.Metadata["ship_board"] = encodeBoard(empty)
// shot board → empty grid that tracks hits/misses
p.Metadata["shot_board"] = encodeBoard(empty)
}
}
// ------------------------------
// ValidateMove
// payload.data = { "row": int, "col": int }
// ------------------------------
func (b *BattleshipRules) ValidateMove(state *structs.MatchState, playerIdx int, payload MovePayload) bool {
rF, ok1 := payload.Data["row"].(float64)
cF, ok2 := payload.Data["col"].(float64)
if !ok1 || !ok2 {
return false
}
r := int(rF)
c := int(cF)
if r < 0 || r > 9 || c < 0 || c > 9 {
return false
}
// Check if this spot was already shot before
shotBoard := decodeBoard(state.Players[playerIdx].Metadata["shot_board"])
return shotBoard[r][c] == ""
}
// ------------------------------
// ApplyMove
// ------------------------------
func (b *BattleshipRules) ApplyMove(
state *structs.MatchState,
playerIdx int,
payload MovePayload,
) (bool, bool, int) {
attacker := state.Players[playerIdx]
defenderIdx := 1 - playerIdx
defender := state.Players[defenderIdx]
r := int(payload.Data["row"].(float64))
c := int(payload.Data["col"].(float64))
shotBoard := decodeBoard(attacker.Metadata["shot_board"])
shipBoard := decodeBoard(defender.Metadata["ship_board"])
if shipBoard[r][c] == "S" {
shotBoard[r][c] = "H"
shipBoard[r][c] = "X"
} else {
shotBoard[r][c] = "M"
}
attacker.Metadata["shot_board"] = encodeBoard(shotBoard)
defender.Metadata["ship_board"] = encodeBoard(shipBoard)
over, winner := b.CheckGameOver(state)
return true, over, winner
}
// ------------------------------
// CheckGameOver
// ------------------------------
func (b *BattleshipRules) CheckGameOver(state *structs.MatchState) (bool, int) {
for i, p := range state.Players {
ships := decodeBoard(p.Metadata["ship_board"])
alive := false
for r := range ships {
for c := range ships[r] {
if ships[r][c] == "S" {
alive = true
}
}
}
if !alive {
// this player has no ships left → opponent wins
return true, 1 - i
}
}
return false, -1
}
// ------------------------------
// Forfeit Winner
// ------------------------------
func (b *BattleshipRules) ForfeitWinner(state *structs.MatchState, leaverIndex int) int {
// If player leaves, opponent automatically wins.
if leaverIndex == 0 {
return 1
}
if leaverIndex == 1 {
return 0
}
return -1
}

23
plugins/games/config.go Normal file
View File

@@ -0,0 +1,23 @@
package games
type BoardConfig struct {
Rows int
Cols int
}
type GameConfiguration struct {
Players int
Board BoardConfig
}
// Static configuration for all supported games.
var GameConfig = map[string]GameConfiguration{
"tictactoe": {
Players: 2,
Board: BoardConfig{Rows: 3, Cols: 3},
},
"battleship": {
Players: 2,
Board: BoardConfig{Rows: 10, Cols: 10},
},
}

27
plugins/games/rules.go Normal file
View File

@@ -0,0 +1,27 @@
package games
import "localrepo/plugins/structs"
// MovePayload is used for incoming move data from clients.
type MovePayload struct {
Data map[string]interface{} `json:"data"`
}
type GameRules interface {
// Number of players needed to start.
MaxPlayers() int
// Assign symbols/colors/pieces at start.
AssignPlayerSymbols(players []*structs.Player)
// Apply a move.
// Returns: (changed, gameOver, winnerIndex)
ApplyMove(state *structs.MatchState, playerIdx int, payload MovePayload) (bool, bool, int)
// If a player leaves, who wins?
// Return:
// >=0 → winner index
// -1 → draw
// -2 → invalid
ForfeitWinner(state *structs.MatchState, leaverIndex int) int
}

View File

@@ -0,0 +1,149 @@
package games
import (
"localrepo/plugins/structs"
)
// TicTacToeRules implements GameRules for 3x3 Tic Tac Toe.
type TicTacToeRules struct{}
// -------------------------------
// GameRules Implementation
// -------------------------------
func (t *TicTacToeRules) MaxPlayers() int {
return 2
}
// Assign player symbols: X and O
func (t *TicTacToeRules) AssignPlayerSymbols(players []*structs.Player) {
if len(players) < 2 {
return
}
players[0].Metadata["symbol"] = "X"
players[1].Metadata["symbol"] = "O"
}
// ValidateMove checks bounds and empty cell.
func (t *TicTacToeRules) ValidateMove(state *structs.MatchState, playerIdx int, payload MovePayload) bool {
rowVal, ok1 := payload.Data["row"]
colVal, ok2 := payload.Data["col"]
if !ok1 || !ok2 {
return false
}
row, ok3 := rowVal.(float64)
col, ok4 := colVal.(float64)
if !ok3 || !ok4 {
return false
}
r := int(row)
c := int(col)
// bounds
if !state.Board.InBounds(r, c) {
return false
}
// empty?
return state.Board.IsEmpty(r, c)
}
// ApplyMove writes X or O to the board.
func (t *TicTacToeRules) ApplyMove(
state *structs.MatchState,
playerIdx int,
payload MovePayload,
) (bool, bool, int) {
symbol := state.Players[playerIdx].Metadata["symbol"]
r := int(payload.Data["row"].(float64))
c := int(payload.Data["col"].(float64))
state.Board.Set(r, c, symbol)
over, winner := t.CheckGameOver(state)
return true, over, winner
}
// CheckGameOver determines win/draw state.
func (t *TicTacToeRules) CheckGameOver(state *structs.MatchState) (bool, int) {
winnerSymbol := t.findWinner(state.Board)
if winnerSymbol != "" {
// find the player with this symbol
for _, p := range state.Players {
if p.Metadata["symbol"] == winnerSymbol {
return true, p.Index
}
}
return true, -1
}
if state.Board.Full() {
return true, -1 // draw
}
return false, -1
}
// OnForfeit: whoever leaves loses instantly
func (t *TicTacToeRules) ForfeitWinner(state *structs.MatchState, leaverIndex int) int {
// If player 0 leaves, player 1 wins.
if leaverIndex == 0 && len(state.Players) > 1 {
return 1
}
// If player 1 leaves, player 0 wins.
if leaverIndex == 1 && len(state.Players) > 0 {
return 0
}
// Otherwise draw.
return -1
}
// -------------------------------
// Helper: winner detection
// -------------------------------
func (t *TicTacToeRules) findWinner(b *structs.Board) string {
lines := [][][2]int{
// rows
{{0, 0}, {0, 1}, {0, 2}},
{{1, 0}, {1, 1}, {1, 2}},
{{2, 0}, {2, 1}, {2, 2}},
// cols
{{0, 0}, {1, 0}, {2, 0}},
{{0, 1}, {1, 1}, {2, 1}},
{{0, 2}, {1, 2}, {2, 2}},
// diagonals
{{0, 0}, {1, 1}, {2, 2}},
{{0, 2}, {1, 1}, {2, 0}},
}
for _, line := range lines {
r1, c1 := line[0][0], line[0][1]
r2, c2 := line[1][0], line[1][1]
r3, c3 := line[2][0], line[2][1]
v1 := b.Get(r1, c1)
if v1 != "" &&
v1 == b.Get(r2, c2) &&
v1 == b.Get(r3, c3) {
return v1
}
}
return ""
}

View File

@@ -5,61 +5,83 @@ import (
"database/sql"
"github.com/heroiclabs/nakama-common/runtime"
// Project modules
"localrepo/plugins/modules"
"localrepo/plugins/games"
)
// Example RPC
func HelloWorld(
func InitModule(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
payload string,
) (string, error) {
logger.Info("HelloWorld RPC called — payload: %s", payload)
return `{"message": "Hello from Go RPC!"}`, nil
}
// Required module initializer
func InitModule(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
initializer runtime.Initializer,
initializer runtime.Initializer,
) error {
if err := initializer.RegisterRpc("hello_world", HelloWorld); err != nil {
logger.Error("Failed to register RPC: %v", err)
return err
}
if err := initializer.RegisterMatch("tictactoe", NewMatch); err != nil {
logger.Error("Failed to register RPC: %v", 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)
//--------------------------------------------------------
// 1. Register RPCs
//--------------------------------------------------------
if err := initializer.RegisterRpc("leave_matchmaking", modules.RpcLeaveMatchmaking); err != nil {
logger.Error("Failed to register RPC leave_matchmaking: %v", err)
return err
}
err := nk.LeaderboardCreate(
ctx,
"tictactoe", // id
true, // authoritative
"desc", // sortOrder
"incr", // operator
"", // resetSchedule
map[string]interface{}{}, // metadata
)
//--------------------------------------------------------
// 2. Register Matchmaker Handler
//--------------------------------------------------------
if err := initializer.RegisterMatchmakerMatched(modules.MatchmakerMatched); err != nil {
logger.Error("Failed to register MatchmakerMatched: %v", err)
return err
}
if err != nil && err.Error() != "Leaderboard ID already exists" {
return err
}
//--------------------------------------------------------
// 3. Register ALL game rules for GenericMatch
//--------------------------------------------------------
registry := map[string]games.GameRules{
"tictactoe": &games.TicTacToeRules{},
"battleship": &games.BattleshipRules{},
}
if err := initializer.RegisterMatch(
"generic",
modules.NewGenericMatch(registry),
); err != nil {
logger.Error("Failed to register generic match: %v", err)
return err
}
//--------------------------------------------------------
// 4. Create Leaderboards
//--------------------------------------------------------
leaderboards := []string{
"tictactoe_classic",
"tictactoe_ranked",
"battleship_classic",
"battleship_ranked",
}
for _, lb := range leaderboards {
err := nk.LeaderboardCreate(
ctx,
lb,
true, // authoritative
"desc", // sort order
"incr", // operator
"", // reset schedule
map[string]interface{}{}, // metadata
)
if err != nil && err.Error() != "Leaderboard ID already exists" {
logger.Error("Failed to create leaderboard %s: %v", lb, err)
return err
}
logger.Info("Leaderboard ready: %s", lb)
}
logger.Info("Leaderboard tictactoe ready")
logger.Info("Go module loaded successfully!")
return nil
}

View File

@@ -1,378 +0,0 @@
package main
import (
"context"
"database/sql"
"encoding/json"
"github.com/heroiclabs/nakama-common/runtime"
)
const (
OpMove int64 = 1
OpState int64 = 2
)
// Server-side game state
type MatchState struct {
Board [3][3]string `json:"board"`
Players []string `json:"players"`
Turn int `json:"turn"` // index in Players
Winner string `json:"winner"` // "X", "O", "draw", "forfeit"
GameOver bool `json:"game_over"` // true when finished
}
// Struct that implements runtime.Match
type TicTacToeMatch struct{}
// Factory for RegisterMatch
func NewMatch(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
) (runtime.Match, error) {
logger.Info("TicTacToe NewMatch factory called")
return &TicTacToeMatch{}, nil
}
// ---- MatchInit ----
// Return initial state, tick rate (ticks/sec), and label
func (m *TicTacToeMatch) MatchInit(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
params map[string]interface{},
) (interface{}, int, string) {
state := &MatchState{
Board: [3][3]string{},
Players: []string{},
Turn: 0,
Winner: "",
GameOver: false,
}
tickRate := 5 // 5 ticks per second (~200ms)
label := "tictactoe"
logger.Info("TicTacToe MatchInit: tickRate=%v label=%s", tickRate, label)
return state, tickRate, label
}
// ---- MatchJoinAttempt ----
func (m *TicTacToeMatch) MatchJoinAttempt(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
presence runtime.Presence,
metadata map[string]string,
) (interface{}, bool, string) {
s := state.(*MatchState)
if len(s.Players) >= 2 {
return s, false, "match full"
}
return s, true, ""
}
// ---- MatchJoin ----
func (m *TicTacToeMatch) MatchJoin(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
presences []runtime.Presence,
) interface{} {
s := state.(*MatchState)
for _, p := range presences {
userID := p.GetUserId()
// avoid duplicates
if indexOf(s.Players, userID) == -1 {
s.Players = append(s.Players, userID)
}
}
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
}
// ---- MatchLeave ----
func (m *TicTacToeMatch) MatchLeave(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
presences []runtime.Presence,
) interface{} {
s := state.(*MatchState)
// End the game if anyone leaves
if !s.GameOver {
s.GameOver = true
s.Winner = "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
}
// ---- MatchLoop ----
func (m *TicTacToeMatch) MatchLoop(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
messages []runtime.MatchData,
) interface{} {
s := state.(*MatchState)
if s.GameOver {
return s
}
changed := false
for _, msg := range messages {
if msg.GetOpCode() != OpMove {
logger.Debug("Ignoring non-move opcode: %d", msg.GetOpCode())
continue
}
var move struct {
Row int `json:"row"`
Col int `json:"col"`
}
if err := json.Unmarshal(msg.GetData(), &move); err != nil {
logger.Warn("Invalid move payload from %s: %v", msg.GetUserId(), err)
continue
}
playerID := msg.GetUserId()
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 {
logger.Warn("Move rejected: not player's turn (playerIdx=%d turn=%d)", playerIdx, s.Turn)
continue
}
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
}
if s.Board[move.Row][move.Col] != "" {
logger.Warn("Move rejected: cell already occupied (%d,%d)", move.Row, move.Col)
continue
}
symbols := []string{"X", "O"}
if playerIdx < 0 || playerIdx >= len(symbols) {
logger.Warn("Move rejected: invalid player index %d", playerIdx)
continue
}
// 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 != "" {
s.Winner = winner
s.GameOver = true
logger.Info("Game over! Winner: %s", winner)
} else if fullBoard(s.Board) {
s.Winner = "draw"
s.GameOver = true
logger.Info("Game over! Draw")
} else {
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)
}
}
}
}
// If anything changed (or periodically if you want), broadcast updated state to everyone
if changed {
stateJSON, err := json.Marshal(s)
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
}
// ---- MatchTerminate ----
func (m *TicTacToeMatch) MatchTerminate(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
graceSeconds int,
) interface{} {
logger.Info("MatchTerminate: grace=%d", graceSeconds)
return state
}
// ---- MatchSignal (not used, but required) ----
func (m *TicTacToeMatch) MatchSignal(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
data string,
) (interface{}, string) {
logger.Info("MatchSignal: %s", data)
// no-op; just echo back
return state, ""
}
// ---- Helpers ----
func indexOf(arr []string, v string) int {
for i, s := range arr {
if s == v {
return i
}
}
return -1
}
func checkWinner(b [3][3]string) string {
lines := [][][2]int{
{{0, 0}, {0, 1}, {0, 2}},
{{1, 0}, {1, 1}, {1, 2}},
{{2, 0}, {2, 1}, {2, 2}},
{{0, 0}, {1, 0}, {2, 0}},
{{0, 1}, {1, 1}, {2, 1}},
{{0, 2}, {1, 2}, {2, 2}},
{{0, 0}, {1, 1}, {2, 2}},
{{0, 2}, {1, 1}, {2, 0}},
}
for _, l := range lines {
a, b2, c := l[0], l[1], l[2]
if b[a[0]][a[1]] != "" &&
b[a[0]][a[1]] == b[b2[0]][b2[1]] &&
b[a[0]][a[1]] == b[c[0]][c[1]] {
return b[a[0]][a[1]]
}
}
return ""
}
func fullBoard(b [3][3]string) bool {
for _, row := range b {
for _, v := range row {
if v == "" {
return false
}
}
}
return true
}

View File

@@ -1,86 +0,0 @@
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 dont 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
}

389
plugins/modules/match.go Normal file
View File

@@ -0,0 +1,389 @@
package modules
import (
"context"
"database/sql"
"encoding/json"
"fmt"
"github.com/heroiclabs/nakama-common/runtime"
"localrepo/plugins/structs"
"localrepo/plugins/games"
)
const (
OpMove int64 = 1
OpState int64 = 2
)
// GenericMatch is a match implementation that delegates game-specific logic
// to a game.GameRules implementation chosen by the match params ("game").
type GenericMatch struct {
// Registry provided when creating the match factory. Keeps available rules.
Registry map[string]games.GameRules
GameName string
Mode string
Config games.GameConfiguration
Rules games.GameRules
}
// NewGenericMatch returns a factory function suitable for RegisterMatch.
// Provide a registry mapping game names (strings) to implementations.
func NewGenericMatch(
registry map[string]games.GameRules,
) func(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
) (runtime.Match, error) {
return func(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
) (runtime.Match, error) {
// The factory stores the registry on each match instance so MatchInit can use it.
return &GenericMatch{Registry: registry}, nil
}
}
// -------------------------
// Helpers
// -------------------------
func indexOfPlayerByID(players []*structs.Player, userID string) int {
for i, p := range players {
if p.UserID == userID {
return i
}
}
return -1
}
func newEmptyBoard(rows, cols int) *structs.Board {
b := &structs.Board{
Rows: rows,
Cols: cols,
Grid: make([][]string, rows),
}
for r := 0; r < rows; r++ {
b.Grid[r] = make([]string, cols)
}
return b
}
// -------------------------
// Match interface methods
// -------------------------
// MatchInit: create initial state. Expects params to include "game" (string) and optionally "mode".
func (m *GenericMatch) MatchInit(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
params map[string]interface{},
) (interface{}, int, string) {
// ---- 1. game REQUIRED ----
raw, ok := params["game"]
if !ok {
logger.Error("MatchInit ERROR: missing param 'game'")
return nil, 0, ""
}
gameName, ok := raw.(string)
if !ok || gameName == "" {
logger.Error("MatchInit ERROR: invalid 'game' param")
return nil, 0, ""
}
// ---- 2. config lookup ----
cfg, found := games.GameConfig[gameName]
if !found {
logger.Error("MatchInit ERROR: game '%s' not in GameConfig", gameName)
return nil, 0, ""
}
// ---- 3. rules lookup from registry (factory-provided) ----
var rules games.GameRules
if m.Registry != nil {
if r, ok := m.Registry[gameName]; ok {
rules = r
}
}
if rules == nil {
// no rules — abort match creation
logger.Error("MatchInit ERROR: no rules registered for game '%s'", gameName)
return nil, 0, ""
}
// ---- 4. mode (optional) ----
mode := "default"
if md, ok := params["mode"].(string); ok && md != "" {
mode = md
}
// ---- 5. build match instance fields ----
m.GameName = gameName
m.Mode = mode
m.Config = cfg
m.Rules = rules
// ---- 6. create initial state (board from config) ----
state := &structs.MatchState{
Players: []*structs.Player{},
Board: newEmptyBoard(cfg.Board.Rows, cfg.Board.Cols),
Turn: 0,
Winner: -1,
GameOver: false,
}
label := fmt.Sprintf("%s:%s", m.GameName, m.Mode)
logger.Info("MatchInit OK — game=%s mode=%s players=%d board=%dx%d", m.GameName, m.Mode, cfg.Players, cfg.Board.Rows, cfg.Board.Cols)
// Tick rate 5 (200ms) is a sensible default; can be tuned per game.
return state, 5, label
}
// MatchJoinAttempt: basic capacity check using config.Players
func (m *GenericMatch) MatchJoinAttempt(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
presence runtime.Presence,
metadata map[string]string,
) (interface{}, bool, string) {
s := state.(*structs.MatchState)
if m.Config.Players <= 0 {
// defensive: require init to have populated config
logger.Error("MatchJoinAttempt ERROR: match config not initialized")
return s, false, "server error"
}
if len(s.Players) >= m.Config.Players {
return s, false, "match full"
}
return s, true, ""
}
// MatchJoin: add players, fetch usernames, assign indices; when full, call rules.AssignPlayerSymbols
func (m *GenericMatch) MatchJoin(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
presences []runtime.Presence,
) interface{} {
s := state.(*structs.MatchState)
for _, p := range presences {
userID := p.GetUserId()
if indexOfPlayerByID(s.Players, userID) != -1 {
continue
}
username := ""
if acc, err := nk.AccountGetId(ctx, userID); err == nil && acc != nil && acc.GetUser() != nil {
username = acc.GetUser().GetUsername()
}
s.Players = append(s.Players, &structs.Player{
UserID: userID,
Username: username,
Index: len(s.Players),
Metadata: map[string]string{},
})
}
logger.Info("MatchJoin: now %d players (need %d)", len(s.Players), m.Config.Players)
if m.Rules != nil && len(s.Players) == m.Config.Players {
// Assign player symbols/colors/etc. Pass structs.Player directly.
m.Rules.AssignPlayerSymbols(s.Players)
// Broadcast initial state
if data, err := json.Marshal(s); err == nil {
if err := dispatcher.BroadcastMessage(OpState, data, nil, nil, true); err != nil {
logger.Error("BroadcastMessage (initial state) failed: %v", err)
}
} else {
logger.Error("Failed to marshal initial state: %v", err)
}
}
return s
}
// MatchLeave: mark forfeit and call game.ForfeitWinner
func (m *GenericMatch) MatchLeave(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
presences []runtime.Presence,
) interface{} {
s := state.(*structs.MatchState)
if s.GameOver {
return s
}
// determine leaving player index from presence list
leaverIdx := -1
if len(presences) > 0 {
leaverIdx = indexOfPlayerByID(s.Players, presences[0].GetUserId())
}
if m.Rules != nil {
winner := m.Rules.ForfeitWinner(s, leaverIdx)
s.Winner = winner
s.GameOver = true
} else {
// fallback: end match as forfeit
s.GameOver = true
s.Winner = -1
}
// broadcast final state
if data, err := json.Marshal(s); err == nil {
if err := dispatcher.BroadcastMessage(OpState, data, nil, nil, true); err != nil {
logger.Error("BroadcastMessage (forfeit) failed: %v", err)
}
} else {
logger.Error("Failed to marshal forfeit state: %v", err)
}
return s
}
// MatchLoop: handle incoming move messages, delegate to the GameRules implementation
func (m *GenericMatch) MatchLoop(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
messages []runtime.MatchData,
) interface{} {
s := state.(*structs.MatchState)
if s.GameOver {
return s
}
changed := false
if m.Rules == nil {
logger.Warn("MatchLoop: no rules present for game '%s' -- ignoring messages", m.GameName)
return s
}
for _, msg := range messages {
if msg.GetOpCode() != OpMove {
continue
}
var payload games.MovePayload
if err := json.Unmarshal(msg.GetData(), &payload); err != nil {
logger.Warn("Invalid move payload from %s: %v", msg.GetUserId(), err)
continue
}
playerID := msg.GetUserId()
playerIdx := indexOfPlayerByID(s.Players, playerID)
if playerIdx == -1 {
logger.Warn("Move rejected: unknown player %s", playerID)
continue
}
// Turn enforcement — keep this here for turn-based games. If you want per-game control,
// move this check into the game's ApplyMove implementation or toggle via config.
if playerIdx != s.Turn {
logger.Warn("Move rejected: not player's turn (idx=%d turn=%d)", playerIdx, s.Turn)
continue
}
// Delegate to rules.ApplyMove which returns (changed, gameOver, winnerIndex)
stateChanged, gameOver, winnerIdx := m.Rules.ApplyMove(s, playerIdx, payload)
if stateChanged {
changed = true
}
if gameOver {
s.GameOver = true
s.Winner = winnerIdx
} else {
if len(s.Players) > 0 {
s.Turn = (s.Turn + 1) % len(s.Players)
}
}
}
// Optional: handle leaderboard logic here if needed
if changed {
if data, err := json.Marshal(s); err == nil {
if err := dispatcher.BroadcastMessage(OpState, data, nil, nil, true); err != nil {
logger.Error("BroadcastMessage failed: %v", err)
}
} else {
logger.Error("Failed to marshal state: %v", err)
}
}
return s
}
// MatchTerminate
func (m *GenericMatch) MatchTerminate(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
graceSeconds int,
) interface{} {
logger.Info("MatchTerminate: grace=%d", graceSeconds)
return state
}
// MatchSignal
func (m *GenericMatch) MatchSignal(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
data string,
) (interface{}, string) {
logger.Debug("MatchSignal: %s", data)
return state, ""
}

View File

@@ -0,0 +1,101 @@
package modules
import (
"context"
"database/sql"
"encoding/json"
"github.com/heroiclabs/nakama-common/runtime"
)
type MatchmakingTicket struct {
Game string `json:"game"` // e.g. "tictactoe", "battleship"
Mode string `json:"mode"` // e.g. "classic", "ranked", "blitz"
}
// --------------------------------------------------
// GENERIC MATCHMAKER — Supports ALL Games & Modes
// --------------------------------------------------
func MatchmakerMatched(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
entries []runtime.MatchmakerEntry,
) (string, error) {
if len(entries) == 0 {
return "", nil
}
// Extract the first player's desired properties
props0 := entries[0].GetProperties()
game, okGame := props0["game"].(string)
mode, okMode := props0["mode"].(string)
if !okGame || !okMode {
logger.Error("MatchmakerMatched: Missing 'game' or 'mode' properties.")
return "", runtime.NewError("missing matchmaking properties", 3)
}
// Ensure ALL players match game + mode
for _, e := range entries {
p := e.GetProperties()
g, okG := p["game"].(string)
m, okM := p["mode"].(string)
if !okG || !okM || g != game || m != mode {
logger.Warn("MatchmakerMatched: Player properties do not match — retrying matchmaking.")
return "", nil
}
}
// Create the correct authoritative match handler.
// This depends on how "game" was registered in main.go.
// Example: initializer.RegisterMatch("tictactoe", NewGenericMatch(TicTacToeRules))
matchParams := map[string]interface{}{
"game": game,
"mode": mode,
}
matchID, err := nk.MatchCreate(ctx, "generic", matchParams)
if err != nil {
logger.Error("MatchmakerMatched: MatchCreate failed: %v", err)
return "", runtime.NewError("failed to create match", 13)
}
logger.Info("✔ Match created game=%s mode=%s id=%s", game, mode, matchID)
return matchID, nil
}
// --------------------------------------------------
// RPC: Leave matchmaking (generic cancel API)
// --------------------------------------------------
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)
}
// Client removes ticket locally — server doesn't need to do anything
logger.Info("✔ Player left matchmaking: ticket=%s", input.Ticket)
return "{}", nil
}

51
plugins/structs/board.go Normal file
View File

@@ -0,0 +1,51 @@
package structs
// Board is a generic 2D grid for turn-based games.
// Cell data is stored as strings, but can represent anything (piece, move, state).
type Board struct {
Rows int `json:"rows"`
Cols int `json:"cols"`
Grid [][]string `json:"grid"`
}
// NewBoard creates a grid of empty strings.
func NewBoard(rows, cols int) *Board {
b := &Board{
Rows: rows,
Cols: cols,
Grid: make([][]string, rows),
}
for r := 0; r < rows; r++ {
b.Grid[r] = make([]string, cols)
}
return b
}
func (b *Board) InBounds(row, col int) bool {
return row >= 0 && row < b.Rows && col >= 0 && col < b.Cols
}
func (b *Board) Get(row, col int) string {
return b.Grid[row][col]
}
func (b *Board) Set(row, col int, value string) {
b.Grid[row][col] = value
}
func (b *Board) IsEmpty(row, col int) bool {
return b.Grid[row][col] == ""
}
func (b *Board) Full() bool {
for r := 0; r < b.Rows; r++ {
for c := 0; c < b.Cols; c++ {
if b.Grid[r][c] == "" {
return false
}
}
}
return true
}

View File

@@ -0,0 +1,10 @@
package structs
// MatchState holds the full game session state.
type MatchState struct {
Players []*Player `json:"players"`
Board *Board `json:"board"`
Turn int `json:"turn"` // index in Players[]
Winner int `json:"winner"` // -1 = none, >=0 = winner index
GameOver bool `json:"game_over"` // true when the match ends
}

19
plugins/structs/player.go Normal file
View File

@@ -0,0 +1,19 @@
package structs
// Player represents a participant in the match.
type Player struct {
UserID string `json:"user_id"`
Username string `json:"username"`
Index int `json:"index"`
Metadata map[string]string `json:"metadata,omitempty"`
}
// NewPlayer creates a new player object.
func NewPlayer(userID, username string, index int) *Player {
return &Player{
UserID: userID,
Username: username,
Index: index,
Metadata: make(map[string]string),
}
}