2025-11-28 19:42:06 +05:30
2025-11-30 01:26:56 +05:30
2025-11-29 17:34:24 +05:30
2025-11-29 23:58:52 +05:30
2025-11-26 17:36:58 +05:30
2025-11-25 17:09:00 +05:30
2025-11-25 17:09:00 +05:30
2025-11-25 17:09:00 +05:30
2025-11-27 15:15:57 +05:30
2025-11-30 02:04:41 +05:30

Project Status Report

Multiplayer Tic-Tac-Toe Platform

To: CTO & Technical Interview Panel Date: November 29, 2025 Version: v1.0.0


1. Objective

Design and implement a scalable, server-authoritative multiplayer game system using Nakama + custom Go plugins, featuring:

  • Authentication
  • Matchmaking
  • Authoritative gameplay
  • Leaderboards
  • A production-ready UI
  • Fully automated CI/CD and Docker deployment pipeline

The system is now deployable on any ARM or x86 infrastructure, including Google Cloud.


2. Current Completion Summary

Requirement Status
Install Nakama + PostgreSQL Completed
Custom Go server plugins (ARM compatible) 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 (production build) Completed
Google Cloud deployment 🟡 Pending
Drone CI/CD build & deploy pipeline Completed

Backend is fully authoritative and stable. UI is production-ready but needs polish and error recovery improvements.


3. Core Technical Architecture

  • Backend: Nakama 3.21.0 (ARM build)
  • Runtime Logic: Go plugin (built with Go 1.21.6 for ABI compatibility)
  • Frontend: React + Vite + Nakama JS
  • Database: PostgreSQL 16
  • Networking: WebSockets (secure / insecure configurable)
  • Authentication: Device-ID auth → JWT session
  • Deployment: Docker images with Drone CI/CD
  • Production UI Deployment: BusyBox static server

4. Authentication

Backend

  • Device authentication
  • Automatic account creation
  • JWT session handling

UI

  • Generates device UUID
  • Uses client.authenticateDevice()
  • Session stored in context
  • Reconnect logic planned

5. Game Server Logic (Go)

✔ State Initialization

  • On second player join, server broadcasts full authoritative state.

✔ Turn Validation

Rejects:

  • invalid coordinates
  • occupied cells
  • wrong turn
  • malformed payloads

✔ Forfeit Detection

  • Disconnects → match ends
  • Final state broadcast to opponent

✔ Server Authority

  • No client trust
  • All moves validated server-side
  • Structured logging everywhere

Result: Deterministic, authoritative, cheat-proof gameplay.


6. Real-Time Networking

Validated end-to-end:

  • Match creation/join
  • Matchmaker queues/matching
  • OpCode 1 → player move submission
  • OpCode 2 → authoritative board broadcast

Python simulator & UI both confirm:

  • correct turn ordering
  • full sync
  • stable sockets

7. Matchmaking System

Backend

  • MatchmakerMatched hook ensures:

    • valid mode
    • same mode for both players
    • exactly two players
  • Server creates authoritative match

  • RPC leave_matchmaking implemented

UI

  • Mode selection (classic / blitz)
  • Queue → ticket → matched → auto-join
  • Uses Vite-driven environment variables for dynamic host/port selection

Status: Fully functional


8. Leaderboards

Backend

  • Leaderboard created on startup
  • Win → +1 score
  • Metadata logged

UI

  • Leaderboard display works via API

Remaining UI polish:

  • improved styling
  • sorting

9. UI Implementation Status (React + Vite)

✔ Implemented

  • Authentication
  • WebSocket session handling
  • Matchmaking integration
  • Full gameplay loop
  • State updates
  • End-of-game status
  • Leaderboard viewing
  • Environment-configurable host, port, SSL, server key

🟡 Partially Implemented

  • Error handling (WS failures, move rejections)
  • Resume/reconnect logic
  • UI layout consistency
  • Mobile/responsive UI
  • Animation/transition polish

🔴 Missing / Planned

  • Rematch flow
  • Lobby navigation
  • Disconnect-recovery UX

10. Testing & Validation

Backend

  • Test coverage for win/loss/draw
  • Illegal moves scenarios
  • Disconnect behavior
  • Matchmaking scaling

UI

  • Verified across full flow
  • Missing stress and mobile testing

11. Google Cloud Deployment Plan

Component GCP Service
Nakama server Compute Engine VM (Docker)
PostgreSQL Cloud SQL
Game UI Cloud Run / Firebase Hosting
Networking HTTPS Load Balancer + Static IP
Secrets Secret Manager

Estimated time: 68 hours


12. Risks & Considerations

Risk Mitigation
UI lacks reconnect logic Add retry + resume capabilities
No rematch flow Add match lifecycle management
Minimal mobile UI Add responsive layout
Cloud deployment pending Prioritize next sprint
Missing polish in UI flow Add app shell + transitions

Backend has no major technical risks. UI polish is the only remaining area.


13. New CI/CD Enhancements (v1.0.0)

✔ Fully Automated Drone Pipeline Added

  • Fetch & validate latest Git tags
  • Skip image build if tag already exists
  • Build production UI image with correct Vite env
  • Push to private registry
  • Stop old containers and auto-run the new one
  • ARM-compatible builds

✔ New Frontend Dockerfile

  • Multi-stage build using Node → BusyBox
  • Extremely small production image
  • Environment-driven configuration

✔ Go Plugin Build Fix

  • Updated to Go 1.21.6 to match Nakama
  • Fixes plugin ABI mismatch: internal/goarch

✔ Improved Repository Hygiene

  • Added .dockerignore
  • Eliminated unnecessary build context

14. Executive Summary

Issues Encountered

Several areas required deep debugging, adding roughly +1 day of engineering time:

  • Aligning UI matchmaking with authoritative server systems
  • Handling Nakama JS socket lifecycle, ticket flow, and session timing
  • OpCode synchronization and state update mapping
  • Environment variable mismatches between Vite and production builds
  • WebSocket connection reset issues and CORS origins

Current State

The platform is now:

  • Fully playable
  • Authoritative
  • Stable across backend + UI
  • CI/CD automated
  • Docker deployable

Any remaining work is purely UI/UX polishing and cloud deployment.


Conclusion

The system is production-ready at the backend level and feature-complete at the gameplay level. With UI refinements and deployment, the platform will be fully presentation-ready.

The project is now stable, secure, and demonstrates full multiplayer systems engineering capability end-to-end.

Description
No description provided
Readme 260 KiB
Languages
Go 63.9%
Python 33.4%
Dockerfile 2.7%