✅ 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_creatematch_joinmatchmaker_add/matchmaker_matchedmatch_data_sendfor 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
MatchmakerMatchedhook -
Ensures both players:
- have valid
mode - match modes
- exactly two players
- have valid
-
Creates authoritative matches server-side
-
RPC
leave_matchmakingadded
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: 6–8 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
- Add reconnect + error-handling UI
- Create lobby → gameplay → results, flow
- Add rematch capability
- Add responsive + polished UI
- 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 UI’s 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 server’s 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.