Add WebSocket game server architecture and handoff documentation
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# WebSocket Game Server Architecture
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## Overview
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The MTG Online WebSocket game server provides real-time game state synchronization and player action handling for multiplayer Magic: The Gathering sessions. This document defines the architecture, protocol, and message formats.
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## Architecture
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```
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┌─────────────┐ ┌─────────────────┐ ┌─────────────────┐
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│ Player 1 │────▶│ WebSocket │────▶│ Game Server │
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│ Browser │◀────│ Connection │◀────│ (asyncio) │
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└─────────────┘ └─────────────────┘ └────────┬────────┘
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│
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┌─────────────┐ ┌─────────────────┐ ┌────────┴────────┐
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│ Player 2 │────▶│ WebSocket │────▶│ Game State │
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│ Browser │◀────│ Connection │◀────│ Manager │
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└─────────────┘ └─────────────────┘ └────────┬────────┘
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│
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┌─────────────┐ ┌─────────────────┐ ┌────────┴────────┐
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│ Player 3 │────▶│ WebSocket │────▶│ PostgreSQL │
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│ Browser │◀────│ Connection │◀────│ (Persistence) │
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└─────────────┘ └─────────────────┘ └─────────────────┘
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```
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### Components
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1. **WebSocket Endpoint** (`/ws/game/{game_id}`)
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- Accepts connections
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- Authenticates players
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- Routes messages to/from game instances
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2. **Game Server Manager**
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- Manages active game instances
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- Handles game lifecycle (create, join, start, end)
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- Coordinates between players
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3. **Game State Manager**
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- Maintains authoritative game state
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- Validates player actions
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- Emits state changes to all players
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4. **Persistence Layer**
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- Saves game state to PostgreSQL
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- Enables game replay and recovery
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## Protocol Design
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### Message Format
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All messages use JSON with the following envelope:
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```json
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{
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"type": "message_type",
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"seq": 123,
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"ts": 1697750000.123,
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"data": {
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// Message-specific payload
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}
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}
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```
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- `type`: Message type identifier
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- `seq`: Sequence number for ordering and gap detection
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- `ts`: Unix timestamp (milliseconds)
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- `data`: Message-specific payload
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### Message Types
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#### Connection Management
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| Type | Direction | Description |
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|------|-----------|-------------|
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| `hello` | Client → Server | Initial connection with auth token |
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| `welcome` | Server → Client | Connection established, game info |
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| `bye` | Client → Server | Player disconnecting |
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| `ping` | Either | Keepalive |
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| `pong` | Either | Keepalive response |
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#### Game Lifecycle
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| Type | Direction | Description |
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|------|-----------|-------------|
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| `game_start` | Server → Client | Game starting, initial state |
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| `game_state` | Server → Client | Full game state snapshot |
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| `state_update` | Server → Client | Incremental state change |
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| `game_over` | Server → Client | Game ended with results |
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#### Player Actions
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| Type | Direction | Description |
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|------|-----------|-------------|
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| `action` | Client → Server | Player takes an action |
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| `action_ack` | Server → Client | Action acknowledged |
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| `action_error` | Server → Client | Action failed validation |
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#### Turn Management
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| Type | Direction | Description |
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|------|-----------|-------------|
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| `turn_start` | Server → Client | New turn beginning |
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| `phase_change` | Server → Client | Phase transition |
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| `priority` | Server → Client | Player has priority |
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| `stack_empty` | Server → Client | Stack is empty |
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#### Chat
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| Type | Direction | Description |
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|------|-----------|-------------|
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| `chat` | Either | Chat message |
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| `chat_history` | Server → Client | Chat history on join |
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### Authentication
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Players authenticate via JWT token in the `hello` message:
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```json
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{
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"type": "hello",
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"data": {
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"token": "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9...",
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"game_id": 42,
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"seat": 1
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}
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}
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```
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## Game State Model
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### Full State Snapshot
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```json
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{
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"game_id": 42,
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"room_id": 5,
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"game_type": "Commander",
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"state": "IN_PROGRESS",
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"turn": 3,
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"phase": "main1",
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"players": [
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{
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"player_id": 1,
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"user_id": 101,
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"seat": 1,
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"life_total": 18,
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"hand_size": 5,
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"library_size": 95,
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"graveyard_size": 3,
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"is_active": true,
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"has_priority": true
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},
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{
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"player_id": 2,
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"user_id": 102,
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"seat": 2,
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"life_total": 20,
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"hand_size": 6,
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"library_size": 94,
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"graveyard_size": 2,
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"is_active": false,
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"has_priority": false
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}
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],
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"battlefield": {
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"player_1": [
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{
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"card_id": "card_123",
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"name": "Lightning Bolt",
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"type": "Creature",
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"power": 2,
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"toughness": 2,
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"is_tapped": false,
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"is_attacking": false,
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"damage": 0
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}
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],
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"player_2": []
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},
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"stack": [],
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"graveyard": {
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"player_1": [],
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"player_2": []
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}
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}
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```
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### Incremental State Update
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```json
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{
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"type": "state_update",
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"seq": 124,
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"data": {
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"changes": [
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{
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"player_id": 1,
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"field": "life_total",
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"old_value": 20,
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"new_value": 18
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},
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{
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"player_id": 1,
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"field": "hand_size",
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"old_value": 6,
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"new_value": 5
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}
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],
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"reason": "played_lightning_bolt"
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}
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}
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```
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## Player Action Protocol
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### Action Submission
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```json
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{
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"type": "action",
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"seq": 125,
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"data": {
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"action_type": "play_card",
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"card_id": "card_456",
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"target": null,
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"mode": "attack"
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}
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}
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```
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### Action Types
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| Action Type | Description | Required Fields |
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|-------------|-------------|-----------------|
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| `play_card` | Play a card from hand | `card_id`, `target` (optional) |
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| `tap_card` | Tap a card | `card_id` |
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| `untap_card` | Untap a card | `card_id` |
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| `attack` | Declare attacker | `card_id`, `target_player` |
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| `block` | Declare blocker | `card_id`, `target_card_id` |
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| `assign_damage` | Assign combat damage | `card_id`, `target_card_id`, `damage` |
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| `pass_priority` | Pass priority | - |
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| `cast_spell` | Cast a spell | `card_id`, `target` (optional) |
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| `activate_ability` | Activate ability | `card_id`, `ability_id`, `target` (optional) |
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| `end_turn` | End current turn | - |
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| `concede` | Concede the game | - |
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### Action Validation
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The server validates all actions against the current game state:
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1. **Turn/Phase Check**: Is this action legal in the current phase?
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2. **Priority Check**: Does the player have priority?
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3. **Card State Check**: Is the card in the correct zone?
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4. **Target Check**: Is the target valid?
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5. **Cost Check**: Can the player pay the cost?
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## Turn and Phase Management
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### Turn Structure
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```
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Turn Start
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└─ Untap Phase
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└─ Untap all permanents
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└─ Upkeep Phase
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└─ Upkeep costs
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└─ Draw Phase
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└─ Draw a card
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└─ Main Phase 1
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└─ Play lands, creatures, instants
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└─ Combat Phase
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└─ Beginning of Combat
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└─ Declare Attackers
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└─ Declare Blockers
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└─ Combat Damage
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└─ End of Combat
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└─ Main Phase 2
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└─ Play lands, creatures, instants
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└─ End Phase
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└─ Cleanup
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Turn End
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```
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### Priority System
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The server tracks priority and only accepts actions from the player with priority:
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```json
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{
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"type": "priority",
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"data": {
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"player_id": 1,
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"phase": "main1",
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"stack_size": 0
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}
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}
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```
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## Error Handling
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### Action Errors
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```json
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{
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"type": "action_error",
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"seq": 126,
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"data": {
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"action_seq": 125,
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"error_code": "INVALID_TARGET",
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"error_message": "Target player is not in the game",
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"action_type": "play_card"
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}
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}
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```
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### Error Codes
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| Code | Description |
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|------|-------------|
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| `INVALID_ACTION` | Action not legal in current phase |
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| `NO_PRIORITY` | Player does not have priority |
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| `INVALID_TARGET` | Target is not valid |
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| `CARD_NOT_IN_HAND` | Card not in player's hand |
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| `CARD_NOT_ON_BATTLEFIELD` | Card not on battlefield |
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| `CANT_PAY_COST` | Player cannot pay the cost |
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| `STACK_NOT_EMPTY` | Stack is not empty |
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| `GAME_OVER` | Game is already over |
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## Reconnection and Recovery
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### Reconnection Protocol
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When a player reconnects:
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1. Client sends `hello` with same game_id and seat
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2. Server validates player is still in the game
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3. Server sends `welcome` with current game state
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4. Server sends `chat_history` for the session
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5. Player resumes play
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### State Recovery
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If the server crashes:
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1. Game state is loaded from PostgreSQL
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2. Players are notified to reconnect
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3. Game resumes from last saved state
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## Concurrency Model
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### asyncio-based Architecture
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```python
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class GameServer:
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def __init__(self):
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self.games: Dict[int, GameInstance] = {}
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self.player_connections: Dict[int, WebSocket] = {}
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async def handle_connection(self, websocket, game_id):
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"""Handle a single WebSocket connection."""
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pass
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async def game_loop(self, game_id):
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"""Main game loop for a game instance."""
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pass
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class GameInstance:
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def __init__(self, game_id, players):
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self.game_id = game_id
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self.players = players
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self.state = GameState()
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self.lock = asyncio.Lock()
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async def process_action(self, player_id, action):
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"""Process a player action with locking."""
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async with self.lock:
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return self.state.apply_action(player_id, action)
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```
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### Locking Strategy
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- **Game-level lock**: Protects game state mutations
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- **Action queue**: Orders actions within a turn
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- **Phase transitions**: Synchronized across all players
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## Performance Considerations
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### Message Size
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- Full state snapshots: ~5-10 KB
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- Incremental updates: ~100-500 bytes
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- Chat messages: ~50-200 bytes
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### Latency Targets
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- Action acknowledgment: < 100ms
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- State update delivery: < 200ms
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- Turn transition: < 500ms
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### Scaling
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- Single server: ~50 concurrent games
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- Multiple servers: Use Redis pub/sub for cross-server communication
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- Database: PostgreSQL for persistence, Redis for caching
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## Security
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### Message Validation
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- All messages validated against schema
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- Sequence numbers prevent replay attacks
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- JWT tokens expire after 1 hour
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- Rate limiting on actions per second
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### Data Integrity
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- Server is authoritative
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- Client cannot modify game state directly
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- All actions validated before application
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## Implementation Plan
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### Phase 1: Basic Infrastructure
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- [ ] WebSocket endpoint setup
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- [ ] Connection management
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- [ ] Authentication
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- [ ] Basic message routing
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### Phase 2: Game State Management
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- [ ] Game state model
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- [ ] State serialization
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- [ ] Full state snapshots
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- [ ] Incremental updates
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### Phase 3: Turn and Phase Management
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- [ ] Turn structure implementation
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- [ ] Phase transitions
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- [ ] Priority system
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- [ ] Action validation
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### Phase 4: Player Actions
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- [ ] Card play actions
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- [ ] Combat actions
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- [ ] Spell casting
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- [ ] Ability activation
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### Phase 5: Persistence and Recovery
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- [ ] Game state persistence
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- [ ] Reconnection handling
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- [ ] Game recovery
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- [ ] Chat history
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### Phase 6: Testing and Optimization
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- [ ] Unit tests
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- [ ] Integration tests
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- [ ] Load testing
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- [ ] Performance optimization
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## References
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- [FastAPI WebSocket Documentation](https://fastapi.tiangolo.com/advanced/websockets/)
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- [Magic: The Gathering Comprehensive Rules](https://magic.wizards.com/en/rules)
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- [WebSocket Protocol RFC 6455](https://tools.ietf.org/html/rfc6455)
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