299 lines
7.3 KiB
Markdown
299 lines
7.3 KiB
Markdown
# ✅ Project Status Report
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## Multiplayer Tic-Tac-Toe Platform
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**To:** CTO & Technical Interview Panel
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**Date:** November 29, 2025
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**Version:** v1.0.0
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---
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## **1. Objective**
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Design and implement a scalable, server-authoritative multiplayer game system using **Nakama + custom Go plugins**, featuring:
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* Authentication
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* Matchmaking
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* Authoritative gameplay
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* Leaderboards
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* A production-ready UI
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* Fully automated CI/CD and Docker deployment pipeline
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The system is now deployable on **any ARM or x86 infrastructure, including Google Cloud**.
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---
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## **2. Current Completion Summary**
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| Requirement | Status |
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| -------------------------------------------- | ------------------------ |
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| Install Nakama + PostgreSQL | ✅ Completed |
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| Custom Go server plugins (ARM compatible) | ✅ Completed |
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| Server-authoritative Tic-Tac-Toe | ✅ Completed |
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| Real-time WebSocket communication | ✅ Completed |
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| Device-based authentication | ✅ Completed |
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| JWT-based session management | ✅ Completed |
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| Match creation & joining | ✅ Completed |
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| **Matchmaking queue support** | ✅ Completed |
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| **Game state validation & turn enforcement** | ✅ Completed |
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| **Leaderboard system** | ✅ Completed |
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| **UI Game Client (production build)** | ✅ Completed |
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| Google Cloud deployment | 🟡 Pending |
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| **Drone CI/CD build & deploy pipeline** | ✅ Completed |
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Backend is **fully authoritative** and stable. UI is **production-ready** but needs polish and error recovery improvements.
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---
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## **3. Core Technical Architecture**
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* **Backend:** Nakama 3.21.0 (ARM build)
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* **Runtime Logic:** Go plugin (built with Go 1.21.6 for ABI compatibility)
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* **Frontend:** React + Vite + Nakama JS
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* **Database:** PostgreSQL 16
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* **Networking:** WebSockets (secure / insecure configurable)
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* **Authentication:** Device-ID auth → JWT session
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* **Deployment:** Docker images with Drone CI/CD
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* **Production UI Deployment:** BusyBox static server
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---
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## **4. Authentication**
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### Backend
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* Device authentication
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* Automatic account creation
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* JWT session handling
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### UI
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* Generates device UUID
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* Uses `client.authenticateDevice()`
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* Session stored in context
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* Reconnect logic planned
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---
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## **5. Game Server Logic (Go)**
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### ✔ State Initialization
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* On second player join, server broadcasts full authoritative state.
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### ✔ Turn Validation
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Rejects:
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* invalid coordinates
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* occupied cells
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* wrong turn
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* malformed payloads
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### ✔ Forfeit Detection
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* Disconnects → match ends
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* Final state broadcast to opponent
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### ✔ Server Authority
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* No client trust
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* All moves validated server-side
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* Structured logging everywhere
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Result: **Deterministic, authoritative, cheat-proof gameplay.**
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---
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## **6. Real-Time Networking**
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Validated end-to-end:
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* Match creation/join
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* Matchmaker queues/matching
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* OpCode 1 → player move submission
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* OpCode 2 → authoritative board broadcast
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Python simulator & UI both confirm:
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* correct turn ordering
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* full sync
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* stable sockets
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---
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## **7. Matchmaking System**
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### Backend
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* `MatchmakerMatched` hook ensures:
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* valid mode
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* same mode for both players
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* exactly two players
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* Server creates authoritative match
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* RPC `leave_matchmaking` implemented
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### UI
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* Mode selection (classic / blitz)
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* Queue → ticket → matched → auto-join
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* Uses Vite-driven environment variables for dynamic host/port selection
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**Status:** Fully functional
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---
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## **8. Leaderboards**
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### Backend
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* Leaderboard created on startup
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* Win → +1 score
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* Metadata logged
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### UI
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* Leaderboard display works via API
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Remaining UI polish:
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* improved styling
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* sorting
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---
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## **9. UI Implementation Status (React + Vite)**
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### ✔ Implemented
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* Authentication
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* WebSocket session handling
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* Matchmaking integration
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* Full gameplay loop
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* State updates
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* End-of-game status
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* Leaderboard viewing
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* Environment-configurable host, port, SSL, server key
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### 🟡 Partially Implemented
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* Error handling (WS failures, move rejections)
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* Resume/reconnect logic
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* UI layout consistency
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* Mobile/responsive UI
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* Animation/transition polish
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### 🔴 Missing / Planned
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* Rematch flow
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* Lobby navigation
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* Disconnect-recovery UX
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---
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## **10. Testing & Validation**
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### Backend
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* Test coverage for win/loss/draw
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* Illegal moves scenarios
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* Disconnect behavior
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* Matchmaking scaling
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### UI
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* Verified across full flow
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* Missing stress and mobile testing
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---
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## **11. Google Cloud Deployment Plan**
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| Component | GCP Service |
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| ------------- | ------------------------------- |
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| Nakama server | Compute Engine VM (Docker) |
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| PostgreSQL | Cloud SQL |
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| Game UI | Cloud Run / Firebase Hosting |
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| Networking | HTTPS Load Balancer + Static IP |
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| Secrets | Secret Manager |
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Estimated time: **6–8 hours**
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---
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## **12. Risks & Considerations**
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| Risk | Mitigation |
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| ------------------------- | ------------------------------- |
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| UI lacks reconnect logic | Add retry + resume capabilities |
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| No rematch flow | Add match lifecycle management |
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| Minimal mobile UI | Add responsive layout |
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| Cloud deployment pending | Prioritize next sprint |
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| Missing polish in UI flow | Add app shell + transitions |
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Backend has *no major technical risks*. UI polish is the only remaining area.
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---
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## **13. New CI/CD Enhancements (v1.0.0)**
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### ✔ Fully Automated Drone Pipeline Added
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* Fetch & validate latest Git tags
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* Skip image build if tag already exists
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* Build production UI image with correct Vite env
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* Push to private registry
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* Stop old containers and auto-run the new one
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* ARM-compatible builds
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### ✔ New Frontend Dockerfile
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* Multi-stage build using Node → BusyBox
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* Extremely small production image
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* Environment-driven configuration
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### ✔ Go Plugin Build Fix
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* Updated to Go **1.21.6** to match Nakama
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* Fixes plugin ABI mismatch: `internal/goarch`
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### ✔ Improved Repository Hygiene
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* Added `.dockerignore`
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* Eliminated unnecessary build context
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---
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## **14. Executive Summary**
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### Issues Encountered
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Several areas required deep debugging, adding roughly **+1 day** of engineering time:
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* Aligning UI matchmaking with authoritative server systems
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* Handling Nakama JS socket lifecycle, ticket flow, and session timing
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* OpCode synchronization and state update mapping
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* Environment variable mismatches between Vite and production builds
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* WebSocket connection reset issues and CORS origins
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### Current State
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The platform is now:
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* **Fully playable**
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* **Authoritative**
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* **Stable across backend + UI**
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* **CI/CD automated**
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* **Docker deployable**
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Any remaining work is **purely UI/UX polishing and cloud deployment**.
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---
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## **Conclusion**
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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.
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**The project is now stable, secure, and demonstrates full multiplayer systems engineering capability end-to-end.**
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