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# ✅ 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.**