751e74b14f
internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.
Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.
Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.
Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
320 lines
18 KiB
Markdown
320 lines
18 KiB
Markdown
# Scrabble Game — Architecture
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Source of truth for the platform architecture, transport, security model and
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cross-service contracts. User-visible behaviour per domain lives in
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[`FUNCTIONAL.md`](FUNCTIONAL.md); the staged build order lives in
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[`../PLAN.md`](../PLAN.md). This document always describes the **current**
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design, not the history of how it was reached. Sections describing
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not-yet-implemented components are marked *(planned)*.
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## 1. Overview
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Three executables plus per-platform side-services:
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- **`gateway`** *(planned)* — the only public ingress. Performs anti-abuse
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(rate limiting), authenticates the player against the originating platform
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(or an email/guest session), resolves the internal `user_id`, and forwards
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authenticated traffic to `backend` with an `X-User-ID` header. Hosts an admin
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surface behind HTTP Basic Auth. Bridges live events from `backend` to the
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client.
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- **`backend`** — internal-only service that owns every domain concern:
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identity/sessions, accounts and linking, lobby and matchmaking, the game
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runtime, the robot opponent, chat, notifications, statistics, history, and
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administration. Embeds the **`scrabble-solver`** engine **as a library,
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in-process** — there is no per-game container. The only network consumer of
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`backend` is `gateway` (plus platform side-services over an internal API).
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- **`ui`** *(planned)* — pure-HTML5 client (plain Svelte + Vite, static build).
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Talks to `backend` only through `gateway`. Embeddable in platform webviews;
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packageable to native (iOS/Android) via Capacitor.
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- **`platform/<name>`** *(planned)* — per-platform side-services (Telegram bot
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first): deep-link invites and platform-native push notifications. They talk
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to `backend` over an internal API.
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```mermaid
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flowchart LR
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Client((Client / webview)) -- Connect-RPC + FlatBuffers (h2c) --> Gateway
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Gateway -- REST/JSON, X-User-ID --> Backend
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Backend -- gRPC server-stream (live events) --> Gateway
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Gateway -- in-app stream --> Client
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Backend -- pgx --> Postgres[(Postgres)]
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Backend -. embeds .- Solver[[scrabble-solver library]]
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Telegram[Telegram bot side-service] -- internal API --> Backend
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```
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The MVP runs `gateway` and `backend` as single-instance processes inside a
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trusted network. No Redis is planned (anti-replay crypto was deliberately
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dropped). Horizontal scaling is explicit future work.
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## 2. Transport
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- **client ↔ gateway**: **Connect-RPC + FlatBuffers** over HTTP/2 cleartext
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(`h2c`). Binary payloads, server-streaming for the in-app live channel,
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first-class JS clients (`@connectrpc/connect-web` + the `flatbuffers` npm
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package). The contract is kept minimal.
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- **gateway ↔ backend (sync)**: plain HTTP REST/JSON. The gateway injects
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`X-User-ID` for authenticated requests; `backend` never re-derives identity
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from the body.
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- **backend → gateway (live)**: a single gRPC server-stream carries live events
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(your-turn, opponent-moved, chat, nudge). The gateway bridges them to the
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client's in-app stream while the app is open. Out-of-app delivery uses
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platform-native push via the platform side-service.
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## 3. Authentication & sessions
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Platform-native, deliberately simple: **no Ed25519 client keys, no per-request
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signing, no anti-replay crypto** (these were considered and dropped — players
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arrive from a platform rather than completing a mandatory registration).
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- The gateway validates the originating credential **once** — the platform's
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signed launch data (e.g. Telegram `initData` HMAC), an email-code login, or a
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guest bootstrap — then mints a **thin opaque server session token**
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(`session_id`).
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- The client holds `session_id` in memory for the app session (browser/OS
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storage is optional and may be unavailable; losing it means re-login).
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- The gateway caches `session → user_id` and injects `X-User-ID`. Session
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records live in `backend`, which stores only a **SHA-256 hash** of the opaque
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token (never the plaintext), keeps a warmed in-memory cache for fast
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resolution, and treats sessions as **revoke-only** — they have no TTL and live
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until explicitly revoked (`status` → `revoked`).
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- **Guest** = ephemeral web session (no platform, no email): session-only,
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nothing persisted; restricted to auto-match, with no friends and no
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stats/history. Platform users are auto-provisioned **durable** accounts.
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## 4. Accounts, identities, linking & merge
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- One internal account may carry several **platform identities**
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(`telegram`, `vk`, …) plus an optional **email** identity. First contact from
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a platform auto-provisions a durable account bound to that platform identity.
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Concretely, platform and email identities share one `identities` table keyed by
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a unique `(kind, external_id)`; email is an identity with `kind=email` and a
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`confirmed` flag (the confirm-code flow lands later). Accounts and identities
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use application-generated **UUIDv7** primary keys.
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- **Linking** is initiated from an authenticated profile: choose a platform →
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complete that platform's web-auth confirm → attach the identity to the
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current account.
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- **Merge**: if the identity being linked already has its own account with
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history, the two accounts are **merged into the current one (A is primary)**:
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statistics are summed, games and friends are transferred, duplicates are
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de-duplicated, the secondary account is retired. High blast-radius; an
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isolated, well-tested stage.
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## 5. Game engine integration (`scrabble-solver`)
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`backend` embeds the solver library in-process behind `internal/engine`, the
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only package that imports `scrabble-solver` (see [`CLAUDE.md`](../CLAUDE.md) for
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the solver's public API and constraints). The engine is a self-contained rules
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library — no persistence, transport or scheduling; the game domain drives it.
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Key points:
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- Variants at launch: **English Scrabble**, **Russian Scrabble**, **Эрудит**
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(`engine.Variant`, mapping to `rules.English()` / `RussianScrabble()` /
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`Erudit()`). Эрудит's specifics (non-doubling centre, `ё` with no tiles, 3
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blanks, a 15-point bonus) live entirely in the solver ruleset, so the engine
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treats every variant uniformly.
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- **Dictionaries** are committed DAWGs loaded with `dawg.Load` from the
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directory `BACKEND_DICT_DIR`; `backend` loads the `engine.Registry` at startup
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as a hard dependency (like migrations), so a missing dictionary fails the boot.
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The registry holds dictionaries in memory addressed by `(variant,
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dict_version)`, tracking the latest version per variant, and answers the
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word-check tool through `Registry.Lookup`.
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- **Dictionary versioning — pin per game.** A game records the `dict_version` it
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started on and finishes on that version; new games use the latest. Multiple
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versions may be resident at once. An admin reload *(planned, Stage 9)*
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registers a new version through `Registry.Load`; delivery is the DAWG file in
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the image / a volume mounted at the dictionary directory. (A future split of
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the solver into engine + dictionary generator with versioned artifacts is
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recorded in [`../PLAN.md`](../PLAN.md) TODO-2.)
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- Move generation/validation/scoring use `Solver.GenerateMoves` (ranked),
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`Solver.ValidatePlay` and `Solver.ScorePlay`; board mutation uses
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`scrabble.Apply`. The engine adds its own deterministic, seeded tile **bag**
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that can return tiles (an exchange needs this; the solver's self-play bag
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cannot).
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- **`engine.Game`** is the in-memory match state and the pure rules engine: it
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deals racks, applies legal plays / passes / exchanges / resignations, refills
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from the bag, keeps the scores and whose turn it is, and **detects the end of
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the game** — empty bag with an empty rack, or six consecutive scoreless turns,
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applying the end-game rack-value adjustment, or a resignation. On a
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**resignation the resigner keeps their accumulated score (no rack adjustment)
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and never wins**: the win goes to the highest score among the remaining seats,
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unconditionally the other player in a two-player game. The engine exposes a
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decoded, solver-free API (`SubmitPlay`/`SubmitExchange`/`EvaluatePlay`/
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`HintView`/`Hand`) so `internal/game` drives it without importing the solver.
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- The **game domain** (`internal/game`) owns everything the engine does not —
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persistence, turn scheduling, the configurable turn timeout / auto-resign, the
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hint budget, word-check complaints, history and GCG — and is the engine's only
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consumer. Timeout auto-resign reuses `engine.Resign`, recording the move as a
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timeout, so it inherits the resignation win/loss.
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- History is dictionary-independent (§9.1): the engine emits decoded
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`MoveRecord`s and reconstructs the board from them with `engine.ReplayBoard`
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(alphabet only, no dictionary).
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## 6. Game rules
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- **Word legality: validate-at-submit.** An illegal play is rejected by
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`Solver.ValidatePlay`; there is no challenge phase.
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- **End of game**: the bag is empty **and** a player empties their rack, **or**
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**6 consecutive scoreless turns** (passes/exchanges), **or** a resignation, or
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a missed turn. The **per-game turn timeout** is chosen at creation
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(5/10/15/30 min, 1/2/3/6/12/24 h; default 24 h); a turn not made within it
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becomes an automatic resignation, applied by a background sweeper. The sweeper
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honours each player's **away window** — a daily local-time sleep interval on the
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account (default 00:00–07:00, midnight-cross aware) — so a player is never
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timed out while asleep.
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- **Players**: auto-match is always 2 players; friend games are 2–4 players.
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`backend` owns turn order and the bag for any player count. A resignation or
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timeout in a two-player game ends it with the other player winning; **richer
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multi-player drop-out (a leaver's seat skipped while the rest play on, with a
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per-game disposition of their tiles) is deferred to Stage 4**, when friend games
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are formed.
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- **Hint**: governed by two per-game settings — whether hints are allowed and the
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starting per-player allowance — plus a per-account hint **wallet**
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(`hint_balance`, spent after the allowance; top-ups are a later feature). A hint
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reveals the top-1 ranked move (`GenerateMoves[0]`). The lobby/tournament caller
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picks the per-game defaults (e.g. one in casual random games, none in
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tournaments).
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- **Word-check tool**: unlimited dictionary lookups against the game's pinned
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dictionary; each result offers a **complaint** (complainant, game, variant,
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dict_version, word, the disputed result, an optional note) that lands in an
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admin review queue *(admin side planned, Stage 9)*.
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## 7. Robot opponent
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Substitutes for a human in 2-player auto-match when the pool yields no human
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within 10 seconds. Designed to be indistinguishable from a person.
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- **Balance**: at game start it decides once whether to play to win, with
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`P(play-to-win) ≈ 0.40` (so the human wins ≈ 60%). Adaptive difficulty is
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post-MVP.
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- **Margin targeting**: each turn it picks from `GenerateMoves` a move that
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keeps the resulting lead (when playing to win) or deficit (when playing to
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lose) small (≈ 1–20 points), rather than always the maximum.
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- **Timing**: per-move delay sampled from a right-skewed distribution (short
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delays frequent), clamped to **[2, 90] minutes**; **sleeps 00:00–07:00** in
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the opponent's profile timezone (fallback UTC); on a daytime nudge after 60
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minutes idle it replies within **2–10 minutes**; it proactively nudges the
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human after 12 hours idle.
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- Blocks friend requests and direct messages; uses a human-like name pool.
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## 8. Lobby & social
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- **Matchmaking** *(detail planned)*: a FIFO pool keyed by `(variant,
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language)`; 10 s with no human match → substitute the robot.
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- **Friends**: add by friend list, internal ID, or platform deep-link.
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- **Block** settings independently suppress in-game chat and friend requests.
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- **Chat**: per-game, persisted, length-limited, suppressed by the block
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setting.
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- **Nudge**: a player may nudge the opponent whose turn is awaited once per
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hour; the opponent receives a platform-native notification.
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- **Profile**: `preferred_language` (en/ru), display name, linked platform
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accounts, email (confirm-code binding), **timezone** (drives robot sleep;
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default from platform/locale, user-editable), block toggles.
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## 9. Persistence
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- Single Postgres database, schema `backend`; `backend` is the only writer. The
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"pgx pool" is a `database/sql` handle backed by the pgx stdlib driver and
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instrumented with otelsql; type-safe queries use **go-jet** (code generated
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into `internal/postgres/jet` and committed, regenerated by `cmd/jetgen`).
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Migrations are embedded SQL applied with `pressly/goose/v3` at startup. Primary
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keys are application-generated **UUIDv7**.
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- Tables: `accounts` (durable internal accounts; Stage 3 added the away-window
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columns `away_start`/`away_end` and the hint wallet `hint_balance`),
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`identities` (platform/email identities, unique `(kind, external_id)`),
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`sessions` (revoke-only opaque-token hashes), and the Stage 3 game tables
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`games`, `game_players`, `game_moves` (the move journal), `complaints` and
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`account_stats`.
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- **Active games are event-sourced.** A game is a `games` row (pinned
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`variant`/`dict_version`, bag `seed`, the per-game settings, and a denormalised
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turn cursor) plus an append-only, decoded move journal (`game_moves`); the live
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position is an `engine.Game` held in an in-memory cache (≈24 h idle TTL) and
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rebuilt by replaying the journal on a miss, which the seeded bag makes exact.
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Each game is serialised by a per-game lock; a persistence failure evicts the
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live game so the next access rebuilds from the journal. `game_players` records
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each seat's account, running score, hints used and winner flag.
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- **Statistics** (`account_stats`, recomputed on each finish, durable accounts
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only — guests never appear): wins, losses, **draws**, max points in a game, and
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max points for a single **move** (which already folds in every word the move
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formed plus the all-tiles bonus). A tie increments draws only; a resignation or
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timeout is a loss for the acting player.
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### 9.1 History invariant (must hold forever)
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Archived games must replay **independently of any dictionary and of the
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solver's internal encoding** — at least visually. Therefore the move journal
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persists only **decoded concrete values**: action kind (play / pass / exchange /
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resign / timeout), acting player, per-move score and running total, timestamp,
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and — in a per-move JSON payload — the acting player's rack before the move (with
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`?` for a blank), and for a play its direction, main-word anchor, placed tiles
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(letter as text, coordinate, blank flag) and the words formed; for an exchange,
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the swapped tiles. This is exactly what is needed both to **replay the game
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through the engine** (a cache miss) and to render history or emit GCG **without a
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dictionary**: the board for visual replay is reconstructed by applying placements
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onto an empty grid, since moves were validated at play time and scores are
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stored. `variant` and `dict_version` are kept as **metadata only** (audit,
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complaint review), never as a replay dependency. **GCG export** is derived from
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the same rows and is likewise self-contained — we ship our own writer (the solver
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exposes none): the standard Poslfit dialect (UTF-8, `#player`/`#lexicon`
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pragmas, `8G`/`H8` coordinates, lower-case blanks, `.` pass-throughs, `-TILES`
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exchanges), plus `#note` lines for resignations and timeouts, which the standard
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does not cover.
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## 10. Notifications
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Two channels: **platform-native push** (out-of-app, via the platform
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side-service — your-turn, nudge) and the **in-app live stream** (chat,
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opponent-moved, while the app is open). Backend emits notification intents;
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delivery fans out to the appropriate channel.
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## 11. Observability
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- Structured logging with `go.uber.org/zap` (JSON). OpenTelemetry tracer and
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meter providers are wired (Stage 1), env-gated by
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`BACKEND_OTEL_{TRACES,METRICS}_EXPORTER` with a default of `none` (so no
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collector is required locally or in CI); `stdout` is available for debugging
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and the Postgres pool is instrumented with otelsql. OTLP export, a Prometheus
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pull endpoint, and dashboards arrive with the first real workload.
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- Per-request server-side timing via gin middleware from day one (the access log
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carries method, route, status, latency and the active trace id). A
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client-measured RTT piggybacked on the next request is a later enhancement.
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- Unauthenticated `GET /healthz` (liveness) and `GET /readyz` (readiness — the
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database answers a bounded ping and the session cache is warmed).
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## 12. Security boundaries
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| Concern | Enforced by |
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| --- | --- |
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| Public rate limiting / anti-abuse | gateway |
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| Platform credential validation, session minting | gateway |
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| Session → `user_id` resolution, `X-User-ID` injection | gateway |
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| Authorisation, ownership, state transitions | backend (`X-User-ID` is the sole identity input) |
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| Admin authentication | gateway Basic Auth → backend admin endpoints |
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| backend ↔ gateway trust | the network (only gateway may reach backend) |
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This is an explicit, accepted MVP risk: compromise of the gateway↔backend
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network segment defeats backend authentication. Mitigated by network isolation;
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mutual auth is a future hardening step.
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## 13. Deployment (informational)
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Single public origin, path-routed: the UI, the gateway public surface and the
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admin surface share one host that terminates TLS. MVP runs one `gateway`, one
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`backend`, one Postgres. Docker/compose environments are introduced when there
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is something to deploy.
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## 14. CI & branches
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- Trunk is **`master`**; feature work happens on `feature/*` branches merged via
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PR with a green CI gate (from Stage 1 onward — the genesis commit necessarily
|
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lands on `master`).
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- `.gitea/workflows/` holds the CI. `go-unit.yaml` runs gofmt/vet/build/unit-test
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on Go changes; `integration.yaml` runs the Postgres-backed tests behind the
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`integration` build tag (testcontainers `postgres:17-alpine`, Ryuk disabled,
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serial). Further workflows (ui-test, deploy) are added with the components they
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cover.
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- Since Stage 2 both Go workflows clone the public `scrabble-solver` sibling
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(master HEAD, no credentials) into `../scrabble-solver` before building, so the
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`go.work` `replace` resolves; the engine tests read the committed DAWGs from
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that checkout via `BACKEND_DICT_DIR`.
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- After any push, the run is watched to green before a stage is declared done
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(`python3 ~/.claude/bin/gitea-ci-watch.py`).
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