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# ✅ Project Status Report
## Multiplayer Tic-Tac-Toe Platform
**To:** CTO & Technical Interview Panel
**Date:** November 28, 2025
**Version:** v0.2.0
---
## **1. Objective**
Design and implement a lightweight, scalable, server-authoritative multiplayer game system using **Nakama + Go plugins
**, supporting authentication, matchmaking, authoritative gameplay, leaderboards, and a functional UI — deployable to
Google Cloud for demonstration.
---
## **2. Current Completion Summary**
| Requirement | Status |
|----------------------------------------------|--------------------------|
| Install Nakama + PostgreSQL | ✅ Completed |
| Custom Go server plugins | ✅ Completed |
| Server-authoritative Tic-Tac-Toe | ✅ Completed |
| Real-time WebSocket communication | ✅ Completed |
| Device-based authentication | ✅ Completed |
| JWT-based session management | ✅ Completed |
| Match creation & joining | ✅ Completed |
| **Matchmaking queue support** | ✅ 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**
---
## **3. Core Technical 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
---
## **4. Authentication**
### Backend
* Device authentication, auto-account creation
* JWT returned and used for RT connections
### UI
* Generates a device UUID and authenticates via `client.authenticateDevice()`
* Stores and manages session state in React context
---
## **5. Game Server Logic (Go)**
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.**
---
## **6. Real-Time Networking**
Communication validated end-to-end:
* `match_create`
* `match_join`
* `matchmaker_add` / `matchmaker_matched`
* `match_data_send` for moves (OpCode 1)
* Server broadcasts state (OpCode 2)
Python simulators and UI both confirm:
* move ordering
* correct enforcement of turn rules
* correct state sync
* stable WebSocket behavior
---
## **7. Matchmaking System (Go + UI)**
### **Backend (Go)**
* 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
---
## **8. Leaderboard System (Go + UI)**
### **Backend (Go)**
* Leaderboard auto-created on startup
* On win:
* 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
---
## **9. UI Implementation Status (React + Vite)**
### **What Is Implemented**
- ✔ 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
### **Partially Implemented**
- 🟡 Match mode UI selection wired but not visually emphasized
- 🟡 Context handles all RT states but missing error handling
### **Not Implemented / Missing**
- 🔴 Reconnect flow (UI does not recover session after WS drop)
- 🔴 No error UI for: matchmaking failure, move rejection, disconnects
- 🔴 No UI for leaving match or returning to lobby
- 🔴 No rematch button / flow
- 🔴 No transitions, animations, or mobile layout
- 🔴 No global app shell (Routing, Home Screen, etc.)
**Summary:** UI is *functional* and capable of playing full authoritative games, but lacks UX polish and failure
handling.
---
## **10. Testing & Validation**
### Backend
* Extensive scenario tests: draws, wins, illegal moves, disconnects
* Matchmaking simulation across N clients
### UI
* Verified:
* matchmaking
* game correctness
* leaderboard retrieval
* state sync
* Missing:
* stress testing
* reconnection scenarios
* mobile layout testing
---
## **11. Google Cloud Deployment**
Planned architecture remains:
| 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: **68 hours**
---
## **12. Risks & Considerations**
| 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 |
None of these affect core backend stability.
---
## **13. Next Steps**
### **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**
---
## **Executive Summary**
### 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.
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.
Key remaining work involves UI polish, recovery/error handling, and deployment setup. No major architectural risks
remain.
**The project is now fully playable, technically solid, and ready for final UI enhancements and cloud deployment.**