Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode -> backend REST -> existing domain services): friends (incl. one-time friend codes), per-user blocks, friend-game invitations, profile editing + email binding, the statistics screen, and the in-game history + GCG export. Friends gain two add paths (interview decision, a deliberate plan change): one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited redeem); and play-gated requests (shared game required) where an explicit decline is permanent, an ignored request lapses after 30 days, and a code bypasses a decline. Migration 00006 widens friendships_status_chk and adds friend_codes. Lobby notification badge is poll + push: a new generic `notify` event drives it live; the client polls on open/focus. Language stays a single Settings control that writes through to the durable account's preferred_language. GCG export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file. Tests: backend unit + inttest (friend gate/decline/code, ListInvitations, GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN (Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, TESTING, module READMEs.
28 KiB
Scrabble Game — Architecture
Source of truth for the platform architecture, transport, security model and
cross-service contracts. User-visible behaviour per domain lives in
FUNCTIONAL.md; the staged build order lives in
../PLAN.md. This document always describes the current
design, not the history of how it was reached. Sections describing
not-yet-implemented components are marked (planned).
1. Overview
Three executables plus per-platform side-services:
gateway— the only public ingress (modulescrabble/gateway). Performs anti-abuse (rate limiting), authenticates the player against the originating platform (or an email/guest session), resolves the internaluser_id, and forwards authenticated traffic tobackendwith anX-User-IDheader. Hosts an admin surface behind HTTP Basic Auth. Bridges live events frombackendto the client. The shared wire contracts (the push proto and the FlatBuffers edge payloads) live inscrabble/pkg, imported by bothgatewayandbackend.backend— internal-only service that owns every domain concern: identity/sessions, accounts and linking, lobby and matchmaking, the game runtime, the robot opponent, chat, notifications, statistics, history, and administration. Embeds thescrabble-solverengine as a library, in-process — there is no per-game container. The only network consumer ofbackendisgateway(plus platform side-services over an internal API).ui— pure-HTML5 client (plain Svelte 5 + TypeScript + Vite, static build; no SvelteKit). Talks tobackendonly throughgatewayover Connect-RPC + FlatBuffers, with the edge TS bindings generated from the sameedge.protoandscrabble.fbsand committed underui/src/gen/. The playable slice (Stage 7) covers auth, "my games", auto-match, the board (play/pass/exchange/ resign), hint, word-check, chat/nudge, the live stream, i18n (en/ru) and a profile view; the social/account/history surfaces follow in Stage 8. There is no board on the wire — the client reconstructs the 15×15 board by replaying the move journal (§9.1) and renders board, tiles, premium squares and effects as pure CSS + Unicode (no image/font/SVG assets). Tiles are placed by Pointer-Events drag or tap; a CSS-token theme is light/dark and Telegram-themeParams-ready; navigation is a hash router and the session token is held in memory + IndexedDB. A build-flagged in-memory mock transport (pnpm start) runs the whole slice with no backend. Embeddable in platform webviews; packageable to native (iOS/Android) via Capacitor. The client uses a mobile-app shell (a growing nav bar; content pinned to the bottom), a one-line announcement banner under the nav (a client-side mock rotation today — a server-driven channel later, §10), and a client board-style setting (bonus-label mode). The visual/interaction design system is documented inUI_DESIGN.md.platform/<name>(planned) — per-platform side-services (Telegram bot first): deep-link invites and platform-native push notifications. They talk tobackendover an internal API.
flowchart LR
Client((Client / webview)) -- Connect-RPC + FlatBuffers (h2c) --> Gateway
Gateway -- REST/JSON, X-User-ID --> Backend
Backend -- gRPC server-stream (live events) --> Gateway
Gateway -- in-app stream --> Client
Backend -- pgx --> Postgres[(Postgres)]
Backend -. embeds .- Solver[[scrabble-solver library]]
Telegram[Telegram bot side-service] -- internal API --> Backend
The MVP runs gateway and backend as single-instance processes inside a
trusted network. No Redis is planned (anti-replay crypto was deliberately
dropped). Horizontal scaling is explicit future work.
2. Transport
- client ↔ gateway: Connect-RPC + FlatBuffers over HTTP/2 cleartext
(
h2c). Binary payloads, server-streaming for the in-app live channel, first-class JS clients (@connectrpc/connect-web+ theflatbuffersnpm package). The contract is kept minimal: a singleGatewayservice (defined ingateway/proto/edge/v1) withExecute(message_type, payload, request_id)for unary operations andSubscribefor the live stream. The proto envelope is a thin carrier; the real request/response and event bodies are FlatBuffers tables (pkg/fbs, thescrabblefbnamespace) inside thepayloadbytes, which the gateway transcodes to and from the backend's JSON. The session token rides in theAuthorization: Bearerheader (there is no per-request signing, §3); auth operations are unauthenticated and return the minted token. A unary operation's domain outcome rides back inExecuteResponse.result_code(HTTP 200); only edge failures (rate limit, missing session, unknown type, internal) surface as Connect error codes. - gateway ↔ backend (sync): plain HTTP REST/JSON. The gateway injects
X-User-IDfor authenticated requests;backendnever re-derives identity from the body. - backend → gateway (live): a single gRPC server-stream carries live events (your-turn, opponent-moved, chat, nudge). The gateway bridges them to the client's in-app stream while the app is open. Out-of-app delivery uses platform-native push via the platform side-service.
3. Authentication & sessions
Platform-native, deliberately simple: no Ed25519 client keys, no per-request signing, no anti-replay crypto (these were considered and dropped — players arrive from a platform rather than completing a mandatory registration).
- The gateway validates the originating credential once — the platform's
signed launch data (e.g. Telegram
initDataHMAC), an email-code login, or a guest bootstrap — then mints a thin opaque server session token (session_id). - The client holds
session_idin memory for the app session (browser/OS storage is optional and may be unavailable; losing it means re-login). - The gateway caches
session → user_idand injectsX-User-ID. Session records live inbackend, which stores only a SHA-256 hash of the opaque token (never the plaintext), keeps a warmed in-memory cache for fast resolution, and treats sessions as revoke-only — they have no TTL and live until explicitly revoked (status→revoked). - Guest = ephemeral web session (no platform, no email). A guest is backed by
a durable
accountsrow flaggedis_guestand carrying no identity — the row is a technical necessity (thesessionsandgame_playersforeign keys require one, the same way the robot pool is durable), not a profile: no friends, statistics or history are kept for it, and it is restricted to auto-match. Platform and email users are auto-provisioned durable accounts with an identity. (Reaping abandoned guest rows is deferred — PLAN.md TODO-3.)
4. Accounts, identities, linking & merge
- One internal account may carry several platform identities
(
telegram,vk, …) plus an optional email identity. First contact from a platform auto-provisions a durable account bound to that platform identity. Concretely, platform and email identities share oneidentitiestable keyed by a unique(kind, external_id); email is an identity withkind=emailand aconfirmedflag. A synthetickind='robot'identity (Stage 5) backs each pooled robot opponent (§7). The email confirm-code flow (Stage 4) binds an email to the authenticated account: a 6-digit code (stored only as a SHA-256 hash, 15-minute TTL, ≤ 5 attempts) is sent through aMailerseam (an SMTP relay, or a development log mailer when none is configured) and, once verified, attaches a confirmed email identity. An email already confirmed by another account is refused — adopting it would be a merge, which Stage 11 owns. Accounts and identities use application-generated UUIDv7 primary keys. - Linking is initiated from an authenticated profile: choose a platform → complete that platform's web-auth confirm → attach the identity to the current account.
- Merge: if the identity being linked already has its own account with history, the two accounts are merged into the current one (A is primary): statistics are summed, games and friends are transferred, duplicates are de-duplicated, the secondary account is retired. High blast-radius; an isolated, well-tested stage.
5. Game engine integration (scrabble-solver)
backend embeds the solver library in-process behind internal/engine, the
only package that imports scrabble-solver (see CLAUDE.md for
the solver's public API and constraints). The engine is a self-contained rules
library — no persistence, transport or scheduling; the game domain drives it.
Key points:
- Variants at launch: English Scrabble, Russian Scrabble, Эрудит
(
engine.Variant, mapping torules.English()/RussianScrabble()/Erudit()). Эрудит's specifics (non-doubling centre,ёwith no tiles, 3 blanks, a 15-point bonus) live entirely in the solver ruleset, so the engine treats every variant uniformly. - Dictionaries are committed DAWGs loaded with
dawg.Loadfrom the directoryBACKEND_DICT_DIR;backendloads theengine.Registryat startup as a hard dependency (like migrations), so a missing dictionary fails the boot. The registry holds dictionaries in memory addressed by(variant, dict_version), tracking the latest version per variant, and answers the word-check tool throughRegistry.Lookup. - Dictionary versioning — pin per game. A game records the
dict_versionit started on and finishes on that version; new games use the latest. Multiple versions may be resident at once. An admin reload (planned, Stage 10) registers a new version throughRegistry.Load; delivery is the DAWG file in the image / a volume mounted at the dictionary directory. (A future split of the solver into engine + dictionary generator with versioned artifacts is recorded in../PLAN.mdTODO-2.) - Move generation/validation/scoring use
Solver.GenerateMoves(ranked),Solver.ValidatePlayandSolver.ScorePlay; board mutation usesscrabble.Apply. The engine adds its own deterministic, seeded tile bag that can return tiles (an exchange needs this; the solver's self-play bag cannot). engine.Gameis the in-memory match state and the pure rules engine: it deals racks, applies legal plays / passes / exchanges / resignations, refills from the bag, keeps the scores and whose turn it is, and detects the end of the game — empty bag with an empty rack, or six consecutive scoreless turns, applying the end-game rack-value adjustment, or a resignation. On a resignation the resigner keeps their accumulated score (no rack adjustment) and never wins: the win goes to the highest score among the remaining seats, unconditionally the other player in a two-player game. The engine exposes a decoded, solver-free API (SubmitPlay/SubmitExchange/EvaluatePlay/HintView/Hand) sointernal/gamedrives it without importing the solver.- The game domain (
internal/game) owns everything the engine does not — persistence, turn scheduling, the configurable turn timeout / auto-resign, the hint budget, word-check complaints, history and GCG — and is the engine's only consumer. Timeout auto-resign reusesengine.Resign, recording the move as a timeout, so it inherits the resignation win/loss. - History is dictionary-independent (§9.1): the engine emits decoded
MoveRecords and reconstructs the board from them withengine.ReplayBoard(alphabet only, no dictionary).
6. Game rules
- Word legality: validate-at-submit. An illegal play is rejected by
Solver.ValidatePlay; there is no challenge phase. - End of game: the bag is empty and a player empties their rack, or 6 consecutive scoreless turns (passes/exchanges), or a resignation, or a missed turn. The per-game turn timeout is chosen at creation (5/10/15/30 min, 1/2/3/6/12/24 h; default 24 h); a turn not made within it becomes an automatic resignation, applied by a background sweeper. The sweeper honours each player's away window — a daily local-time sleep interval on the account (default 00:00–07:00, midnight-cross aware) — so a player is never timed out while asleep.
- Players: auto-match is always 2 players; friend games are 2–4 players.
backendowns turn order and the bag for any player count. A resignation or timeout in a two-player game ends it with the other player winning. In a game with three or more seats a resignation or timeout drops that seat and the rest play on — the engine skips the resigned seat in the turn rotation and excludes it from the win, finishing the game (the sole survivor wins) only once one active seat remains, or by the ordinary end conditions among the active seats. A per-game drop-out tile disposition, chosen at creation (dropout_tiles:removefrom play — the default — orreturnto the bag), governs the leaver's rack, which is never revealed to the remaining players; it is recorded for deterministic journal replay. (Two-player games end on the first drop-out, so the disposition does not affect them.) - Hint: governed by two per-game settings — whether hints are allowed and the
starting per-player allowance — plus a per-account hint wallet
(
hint_balance, spent after the allowance; top-ups are a later feature). A hint reveals the top-1 ranked move (GenerateMoves[0]). The lobby/tournament caller picks the per-game defaults (e.g. one in casual random games, none in tournaments). The client lays the hinted tiles onto the board as a pending placement and leaves the commit to the player. When the rack has no legal move the service spends nothing and returnsErrNoHintAvailable— surfaced as the distinct result codeno_hint_available(separate fromhint_unavailable) so the UI can say "no options" rather than "no hints left". - Word-check tool: unlimited dictionary lookups against the game's pinned dictionary; each result offers a complaint (complainant, game, variant, dict_version, word, the disputed result, an optional note) that lands in an admin review queue (admin side planned, Stage 10).
7. Robot opponent
Substitutes for a human in 2-player auto-match when the pool yields no human
within 10 seconds (§8). It lives in internal/robot and plays as an ordinary
seated account through the game service, so only internal/engine imports the
solver. It is designed to be indistinguishable from a person.
The robot keeps no per-game state: every choice is derived deterministically
from the game's bag seed (a restart-stable FNV-1a mix), so a background driver
(robot.Service.Run, mirroring the turn-timeout sweeper) recomputes the same
behaviour on every scan and after a restart — the same philosophy as journal
replay. A pool of durable accounts — each a kind='robot' identity (§4),
provisioned at startup with chat and friend requests blocked — backs the
human-like name pool; those two profile toggles are all the friend/DM blocking
requires (there is no DM surface; chat is per-game).
- Balance: at game start it decides once whether to play to win, with
P(play-to-win) ≈ 0.40(so the human wins ≈ 60%), derived from the seed. Adaptive difficulty is post-MVP. - Margin targeting: each turn it picks from the ranked candidates
(
engine.Candidates) the move whose resulting lead (playing to win) or deficit (playing to lose) is closest to a small band (1–30 points), rather than always the maximum; with no legal play it exchanges a full rack when the bag can refill it, else passes. - Timing: per-move delay sampled from a right-skewed distribution (short delays frequent, median ≈ 10 min), clamped to [2, 90] minutes; it sleeps 00:00–07:00 anchored to the opponent's profile timezone with a per-game drift of ±3 h (fallback UTC), so its night overlaps the human's rather than running anti-phase; on a daytime nudge it replies within 2–10 minutes; it proactively nudges the human after 12 hours idle (subject to the once-per-hour chat limit).
- Observability: robot accounts accrue ordinary statistics (§9) — the
authoritative balance metric (target ≈ 40% robot wins) — and a
robot_games_finished_totalOTel counter plus a per-finish log give a live view.
8. Lobby & social
- Matchmaking: an in-memory FIFO pool keyed by
variant(the variant fixes the board language), pairing the next two humans into a two-player auto-match with the seat order randomised for first-move fairness. The pool is lost on restart (players re-queue) and is anonymous, so it does not consult blocks. After 10 s with no human a background reaper substitutes a pooled robot (§7) and starts the game. On a pairing or substitution the matchmaker emits a match-found notification (§10), delivered over the live stream;Pollremains as a fallback for a client that is not currently streaming. - Friends (Stage 8): two add paths over one
friendshipstable. A one-time code the to-be-added player issues (afriend_codesrow: 6-digit numeric, SHA-256-hashed, 12 h TTL, one live code per issuer, single-use, redeem rate-limited) is redeemed by the other player to become friends immediately. Alternatively a request → accept is sent to someone you share a game with (active or finished); the recipient may accept, ignore (the pending row lazily expires after 30 days and may be re-sent), or decline — a decline is remembered (status='declined') and blocks further requests from that sender, unless they hand them a code, which overrides it. The requester's own cancel still deletes the row; blocking someone severs an existing friendship. (Discovery by friend list or platform deep-link arrives with Stage 9 / TODO-5.) - Block: two independent global account toggles (
block_chat,block_friend_requests) plus a per-user block list. A per-user block is applied mutually: it hides the pair's chat from each other and refuses friend requests and game invitations between them. - Friend games: formed by invitation → accept (an
game_invitationsrecord with one row per invitee). The 2–4 player game starts once every invitee accepts; any decline cancels the invitation, and a pending invitation expires after 7 days (enforced lazily on access). - Chat: per-game, persisted (kept with the game's archive), ≤ 60 runes, and validated on input — links, email addresses and phone numbers (including lightly obfuscated forms) are rejected, since the chat is for quick reactions, not contact exchange. Each message stores the sender's IP (forwarded by the gateway in Stage 6) for moderation. A sender who has disabled chat cannot post, and messages from a blocked sender are hidden from the viewer.
- Nudge: folded into the chat as a
nudgemessage kind. The player awaiting the opponent may nudge once per hour per game; it is not allowed on one's own turn. The platform-native delivery is wired with the gateway / platform side-service (Stage 6 / 8). - Profile:
preferred_language(en/ru), display name, email (confirm-code binding, see §4), timezone (drives the away window and the robot's sleep; user-editable), the daily away window and the block toggles — all editable throughaccount.UpdateProfile. Linked platform accounts and merge are Stage 11.
9. Persistence
- Single Postgres database, schema
backend;backendis the only writer. The "pgx pool" is adatabase/sqlhandle backed by the pgx stdlib driver and instrumented with otelsql; type-safe queries use go-jet (code generated intointernal/postgres/jetand committed, regenerated bycmd/jetgen). Migrations are embedded SQL applied withpressly/goose/v3at startup. Primary keys are application-generated UUIDv7. - Tables:
accounts(durable internal accounts; Stage 3 added the away-window columnsaway_start/away_endand the hint wallethint_balance; Stage 6's migration00005added theis_guestflag for ephemeral guest rows),identities(platform/email/robot identities, unique(kind, external_id); Stage 5's migration00004admits therobotkind),sessions(revoke-only opaque-token hashes), the Stage 3 game tablesgames(Stage 4 added thedropout_tilesdisposition column),game_players,game_moves(the move journal),complaintsandaccount_stats, and the Stage 4 social/lobby tablesfriendships(the request/accept graph),blocks(per-user blocks),chat_messages(per-game chat and nudges),email_confirmations(pending confirm-codes) andgame_invitations/game_invitation_invitees(friend-game invitations). Stage 8's migration00006widened thefriendshipsstatus to admitdeclinedand addedfriend_codes(one-time add-a-friend codes). The matchmaking pool is in-memory and persists nothing. - Active games are event-sourced. A game is a
gamesrow (pinnedvariant/dict_version, bagseed, the per-game settings, and a denormalised turn cursor) plus an append-only, decoded move journal (game_moves); the live position is anengine.Gameheld in an in-memory cache (≈24 h idle TTL) and rebuilt by replaying the journal on a miss, which the seeded bag makes exact. Each game is serialised by a per-game lock; a persistence failure evicts the live game so the next access rebuilds from the journal.game_playersrecords each seat's account, running score, hints used and winner flag. - Statistics (
account_stats, recomputed on each finish for durable non-guest accounts only — the finish-time recompute skips anyis_guestseat): wins, losses, draws, max points in a game, and max points for a single move (which already folds in every word the move formed plus the all-tiles bonus). A tie increments draws only; a resignation or timeout is a loss for the acting player.
9.1 History invariant (must hold forever)
Archived games must replay independently of any dictionary and of the
solver's internal encoding — at least visually. Therefore the move journal
persists only decoded concrete values: action kind (play / pass / exchange /
resign / timeout), acting player, per-move score and running total, timestamp,
and — in a per-move JSON payload — the acting player's rack before the move (with
? for a blank), and for a play its direction, main-word anchor, placed tiles
(letter as text, coordinate, blank flag) and the words formed; for an exchange,
the swapped tiles. This is exactly what is needed both to replay the game
through the engine (a cache miss) and to render history or emit GCG without a
dictionary: the board for visual replay is reconstructed by applying placements
onto an empty grid, since moves were validated at play time and scores are
stored. variant and dict_version are kept as metadata only (audit,
complaint review), never as a replay dependency. GCG export is derived from
the same rows and is likewise self-contained — we ship our own writer (the solver
exposes none): the standard Poslfit dialect (UTF-8, #player/#lexicon
pragmas, 8G/H8 coordinates, lower-case blanks, . pass-throughs, -TILES
exchanges), plus #note lines for resignations and timeouts, which the standard
does not cover. GCG export is offered only on a finished game (game.ErrGameActive
otherwise, Stage 8), so an in-progress journal is never leaked mid-play; the client
shares the .gcg file via the Web Share API where available, else downloads it.
10. Notifications
Two channels: the in-app live stream (delivered from Stage 6) and
platform-native push (out-of-app, via the platform side-service — Stage 9).
The backend emits notification intents through an in-process hub
(internal/notify, a Publisher seam installed on the game, social and lobby
services); a single backend→gateway gRPC server-stream (Push.Subscribe,
pkg/proto/push/v1) carries every event, and the gateway fans them out by
user_id to each client's Connect Subscribe stream while the app is open. The
catalog is your-turn and opponent-moved (emitted from the game commit, so
robot-driver and timeout-sweeper moves emit too), chat-message and nudge
(from the social service), match-found (from the matchmaker, §8), and notify
(Stage 8 — a lightweight "re-poll" signal carrying a sub-kind: friend-request,
friend-added, invitation or game-started; emitted on a friend-request and invitation
create and on an invitation's game start). Event payloads are FlatBuffers-encoded by
the backend and forwarded verbatim. A client that is not currently streaming falls
back to the matchmaker's Poll for match-found and, for the lobby notification
badge (incoming friend requests + open invitations), the client polls on lobby
open and on focus as well as re-polling on the notify event — covering a push
missed while the app was hidden. Out-of-app platform push (your-turn, nudge) is
wired in Stage 9; session-revocation events and cursor-based stream resume are
deferred (single-instance MVP).
A separate announcements channel feeds the client's one-line banner (UI_DESIGN.md). It is a client-side mock rotation today; a server-driven source (operational notices, promotions) is future work and would deliver short markdown messages (text + links).
11. Observability
- Structured logging with
go.uber.org/zap(JSON). OpenTelemetry tracer and meter providers are wired (Stage 1), env-gated byBACKEND_OTEL_{TRACES,METRICS}_EXPORTERwith a default ofnone(so no collector is required locally or in CI);stdoutis available for debugging and the Postgres pool is instrumented with otelsql. OTLP export, a Prometheus pull endpoint, and dashboards arrive with the first real workload. - Per-request server-side timing via gin middleware from day one (the access log carries method, route, status, latency and the active trace id). A client-measured RTT piggybacked on the next request is a later enhancement.
- Unauthenticated
GET /healthz(liveness) andGET /readyz(readiness — the database answers a bounded ping and the session cache is warmed). - The backend serves a second listener — a gRPC server
(
BACKEND_GRPC_ADDR, default:9090) for the live-event push stream to the gateway — alongside the HTTP listener; both start together and stop on signal.
12. Security boundaries
| Concern | Enforced by |
|---|---|
| Public rate limiting / anti-abuse | gateway |
| Platform credential validation, session minting | gateway |
Session → user_id resolution, X-User-ID injection |
gateway |
| Authorisation, ownership, state transitions | backend (X-User-ID is the sole identity input) |
| Admin authentication | gateway validates HTTP Basic Auth (GATEWAY_ADMIN_*), then reverse-proxies to backend admin endpoints |
| backend ↔ gateway trust | the network (only gateway may reach backend) |
This is an explicit, accepted MVP risk: compromise of the gateway↔backend network segment defeats backend authentication. Mitigated by network isolation; mutual auth is a future hardening step.
13. Deployment (informational)
Single public origin, path-routed: the UI, the gateway public surface and the
admin surface share one host that terminates TLS. MVP runs one gateway, one
backend, one Postgres. Docker/compose environments are introduced when there
is something to deploy.
14. CI & branches
- Trunk is
master; feature work happens onfeature/*branches merged via PR with a green CI gate (from Stage 1 onward — the genesis commit necessarily lands onmaster). .gitea/workflows/holds the CI.go-unit.yamlruns gofmt/vet/build/unit-test on Go changes;integration.yamlruns the Postgres-backed tests behind theintegrationbuild tag (testcontainerspostgres:17-alpine, Ryuk disabled, serial). Further workflows (ui-test, deploy) are added with the components they cover.- Since Stage 2 both Go workflows clone the public
scrabble-solversibling (master HEAD, no credentials) into../scrabble-solverbefore building, so thego.workreplaceresolves; the engine tests read the committed DAWGs from that checkout viaBACKEND_DICT_DIR. - After any push, the run is watched to green before a stage is declared done
(
python3 ~/.claude/bin/gitea-ci-watch.py).