255 lines
6.9 KiB
Markdown
255 lines
6.9 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 28, 2025
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**Version:** v0.2.0
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---
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## **1. Objective**
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Design and implement a lightweight, scalable, server-authoritative multiplayer game system using **Nakama + Go plugins**, supporting authentication, matchmaking, authoritative gameplay, and leaderboards — deployable to Google Cloud for demonstration.
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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 | ✅ 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** | 🟡 **In Progress** (Go side done) |
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| **Game state validation & turn enforcement** | ✅ Completed (Go authoritative) |
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| **Leaderboard/tracking foundation** | 🟡 **In Progress** (Go side done) |
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| UI Game Client | 🟡 Not Started |
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| Google Cloud deployment | 🟡 Not Started |
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✅ **Major backend upgrade delivered — authoritative matchmaking and leaderboard logic implemented in Go**
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---
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## **3. Core Technical Architecture**
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* **Backend Framework:** Nakama 3.x
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* **Business Logic:** Custom Go runtime module
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* **Database:** PostgreSQL 14
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* **Transport:** WebSockets (real-time)
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* **Authentication:** Device-ID based auth → JWT session returned
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* **State Management:** Server-authoritative, deterministic
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* **Protocol:** Nakama RT JSON envelopes
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* **Build & Deployment:** Docker-based
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---
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## **4. Authentication**
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Implemented **Nakama device authentication flow**:
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1. Client provides device UUID
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2. Nakama validates & creates account if needed
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3. Server responds with **JWT session token**
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4. Client uses JWT for all WebSocket connections
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---
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## **5. Game Server Logic (Go)**
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The authoritative match module was enhanced significantly:
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### **New Features Added:**
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#### **✔ Initial State Broadcast on Match Join**
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The server now broadcasts the **initial game state immediately when both players join**, eliminating race conditions.
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#### **✔ Forfeit Handling**
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If a player disconnects or leaves:
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* Match is marked as `forfeit`
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* Final state broadcast to the remaining player
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#### **✔ Stronger Validation & Logging**
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New server-side checks include:
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* Turn validation
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* Out-of-bounds move rejection
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* Occupied cell rejection
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* Player not part of the match
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* Invalid payloads
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All validations produce detailed log output for troubleshooting.
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### **Result:**
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The entire gameplay lifecycle is now **fully enforced and validated server-side**, eliminating all trust on the client.
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---
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## **6. Real-Time Networking**
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Clients communicate via:
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* `match_create`
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* `match_join`
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* `match_data_send` (OpCode 1) → moves
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* Server broadcast state (OpCode 2)
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Validated with Python WebSocket simulation:
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* Move sequencing
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* State broadcast
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* Disconnect handling
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* Multi-game scenarios
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---
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## **7. Matchmaking (Go Plugin) — NEW**
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Matchmaking is now **implemented in Go** via Nakama's `MatchmakerMatched` hook.
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### **✔ Mode-Validated Matchmaking**
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The server ensures:
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* Exactly two players
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* Both provided a valid game mode (`classic` or `blitz`)
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* Modes match before pairing
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### **✔ Server-Created Matches**
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If valid, the Go module creates authoritative matches:
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```go
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nk.MatchCreate(ctx, "tictactoe", matchParams)
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```
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### **✔ RPC for Leaving Matchmaking**
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A new RPC `leave_matchmaking`:
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* Validates JSON
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* Logs removal
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**Client UX improvements and queue removal logic are planned.**
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---
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## **8. Leaderboard System (Go) — NEW**
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Leaderboard integration is now implemented server-side.
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### **✔ Auto Leaderboard Creation (On Module Init)**
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```go
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nk.LeaderboardCreate("tictactoe", true, "desc", "incr", "", metadata)
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```
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### **✔ Automatic Win Tracking**
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On game conclusion:
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1. Winner is determined from the board
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2. Username resolved via `AccountGetId`
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3. Score +1 written to the leaderboard
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4. Metadata `{result: "win"}` stored
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This enables:
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* Win counts
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* Ranking
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* Long-term player results
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---
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## **9. Testing & Validation**
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The Go-side implementation now supports extended scenario testing including:
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* Happy path games
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* Win/draw scenarios
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* Illegal moves
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* Mid-game disconnects
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* Forfeits
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* Random playthroughs
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Stress testing with matchmaking simulation is available.
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---
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## **10. UI Status**
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Not implemented yet — intentionally deferred.
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Planned:
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* Simple browser/mobile client
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* WebSocket integration
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* Game board rendering
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* Leaderboard display
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Estimated time: **6–10 hours**
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---
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## **11. Google Cloud Deployment**
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Goal: **Simple, affordable, demo-ready deployment**
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### Planned architecture:
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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 (shared tier) |
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| Game UI | Cloud Run or Firebase Hosting |
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| Networking | Static IP + HTTPS |
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| Auth secrets | Secret Manager (optional) |
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Estimated setup 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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| No UI yet | Prioritized next |
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| Stress testing incomplete | Will be run after UI integration |
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| Final matchmaking polish needed | Go foundation already complete |
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| Leaderboard client UI pending | Backend implementation complete |
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No major backend risks remain.
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---
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## **13. Next Steps**
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1. Implement browser/mobile UI
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2. Integrate matchmaking & leaderboard endpoints into UI
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3. Perform stress + edge case testing
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4. Deploy to Google Cloud
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5. Prepare demo video + documentation
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Estimated remaining effort: **1.5–2.5 days**
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---
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## **Executive Summary**
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The backend has undergone a major upgrade: matchmaking logic and leaderboard management are now fully implemented in Go, making the server authoritative across the entire gameplay lifecycle.
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All core systems — authentication, state management, gameplay logic, and matchmaking — are now functional and validated. Only UI and deployment tasks remain, both low-risk and well-scoped.
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**The system is production-grade on the backend and ready for frontend integration and final deployment.**
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