Add WebSocket game server architecture and handoff documentation

This commit is contained in:
2026-10-19 12:05:13 +00:00
parent 1331885455
commit 92d3d40bc7
3 changed files with 623 additions and 12 deletions
+144
View File
@@ -0,0 +1,144 @@
# MTG Online WebSocket Game Server - Handoff Document
## Project Overview
MTG Online is a multiplayer Magic: The Gathering platform with a FastAPI backend. Phase 5 (Game Management) is complete. Phase 6 (WebSocket Game Server) is ready for implementation.
## Current Status
- **Phase 1-4:** Complete (authentication, users, decks, cards, user data)
- **Phase 5:** Complete (game management, rooms, MTGJSON integration)
- **Phase 6:** In Progress (WebSocket game server architecture designed)
## Codebase Structure
```
/home/wall-o/projects/mtgonline/backend/
├── app/
│ ├── core/ # Configuration, database, security, logging
│ ├── models/ # SQLAlchemy ORM models
│ ├── routers/ # API endpoint definitions
│ ├── services/ # Business logic layer
│ ├── schemas/ # Pydantic request/response schemas
│ └── main.py # Application entry point
├── tests/ # Test suite (28 tests, all passing)
├── docs/ # Documentation
└── state.json # Project state
```
## Recent Changes
1. **Fixed critical bug** in `games_router.py`: `player_result` → `player_stmt` in `create_game` endpoint
2. **Fixed deprecation warning** in `main.py`: Updated lifespan from generator to `@asynccontextmanager`
3. **Designed WebSocket architecture** documented in `docs/WEB_SOCKET_ARCHITECTURE.md`
## WebSocket Game Server Architecture
The architecture is fully designed and documented. Key components:
### Protocol
- JSON message format with type, sequence number, timestamp, and payload
- Message types: connection management, game lifecycle, player actions, turn management, chat
- JWT authentication via `hello` message
### Components
1. **WebSocket Endpoint** (`/ws/game/{game_id}`) - connection management
2. **Game Server Manager** - coordinates active game instances
3. **Game State Manager** - authoritative state, validates actions
4. **Persistence Layer** - PostgreSQL for state saving and recovery
### Concurrency
- asyncio-based architecture
- Game-level locks for state mutations
- Action queue for ordering within turns
### Key Features
- Full state snapshots on connection
- Incremental state updates for changes
- Priority system for turn management
- Reconnection and recovery support
- Error handling with specific error codes
## Implementation Plan
### Phase 1: Basic Infrastructure
- WebSocket endpoint setup
- Connection management
- Authentication
- Basic message routing
### Phase 2: Game State Management
- Game state model
- State serialization
- Full state snapshots
- Incremental updates
### Phase 3: Turn and Phase Management
- Turn structure implementation
- Phase transitions
- Priority system
- Action validation
### Phase 4: Player Actions
- Card play actions
- Combat actions
- Spell casting
- Ability activation
### Phase 5: Persistence and Recovery
- Game state persistence
- Reconnection handling
- Game recovery
- Chat history
### Phase 6: Testing and Optimization
- Unit tests
- Integration tests
- Load testing
- Performance optimization
## Technical Stack
- **Language:** Python 3.12
- **Framework:** FastAPI
- **ORM:** SQLAlchemy 2.0
- **Database:** SQLite (development), PostgreSQL (production)
- **Auth:** JWT (python-jose)
- **WebSocket:** FastAPI built-in WebSocket support
## Key Files
- `app/main.py` - Application entry point with WebSocket endpoint registration
- `app/routers/games_router.py` - Game management endpoints (includes basic WebSocket endpoint)
- `app/services/game_server.py` - Game server service (basic implementation exists)
- `docs/WEB_SOCKET_ARCHITECTURE.md` - Complete architecture document
- `tests/` - Test suite
## Testing
- 28 tests currently passing
- Test framework: pytest with pytest-asyncio
- Database: In-memory SQLite for tests
- Run tests: `pytest --tb=short`
## Environment
- Host venv: `/home/wall-o/workspace/venv`
- Run as user: `wall-o` (UID 1001)
- Gitea credentials: `/home/wall-o/projects/gitea_credentials.txt`
- Repository: `https://git.optimex.systems/admin/mtgonline.git`
## Next Steps
1. Implement WebSocket game server following the architecture document
2. Add test coverage for games, cards, and user_data routers
3. Configure linting (Ruff)
4. Add pre-commit hooks
5. Set up CI/CD pipeline
## Notes
- The codebase is well-structured with clean separation of concerns
- Comprehensive docstrings and type hints throughout
- Service layer abstraction is well-implemented
- No need for code simplification - architecture is already clean
+463
View File
@@ -0,0 +1,463 @@
# WebSocket Game Server Architecture
## Overview
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.
## Architecture
```
┌─────────────┐ ┌─────────────────┐ ┌─────────────────┐
│ Player 1 │────▶│ WebSocket │────▶│ Game Server │
│ Browser │◀────│ Connection │◀────│ (asyncio) │
└─────────────┘ └─────────────────┘ └────────┬────────┘
│
┌─────────────┐ ┌─────────────────┐ ┌────────┴────────┐
│ Player 2 │────▶│ WebSocket │────▶│ Game State │
│ Browser │◀────│ Connection │◀────│ Manager │
└─────────────┘ └─────────────────┘ └────────┬────────┘
│
┌─────────────┐ ┌─────────────────┐ ┌────────┴────────┐
│ Player 3 │────▶│ WebSocket │────▶│ PostgreSQL │
│ Browser │◀────│ Connection │◀────│ (Persistence) │
└─────────────┘ └─────────────────┘ └─────────────────┘
```
### Components
1. **WebSocket Endpoint** (`/ws/game/{game_id}`)
- Accepts connections
- Authenticates players
- Routes messages to/from game instances
2. **Game Server Manager**
- Manages active game instances
- Handles game lifecycle (create, join, start, end)
- Coordinates between players
3. **Game State Manager**
- Maintains authoritative game state
- Validates player actions
- Emits state changes to all players
4. **Persistence Layer**
- Saves game state to PostgreSQL
- Enables game replay and recovery
## Protocol Design
### Message Format
All messages use JSON with the following envelope:
```json
{
"type": "message_type",
"seq": 123,
"ts": 1697750000.123,
"data": {
// Message-specific payload
}
}
```
- `type`: Message type identifier
- `seq`: Sequence number for ordering and gap detection
- `ts`: Unix timestamp (milliseconds)
- `data`: Message-specific payload
### Message Types
#### Connection Management
| Type | Direction | Description |
|------|-----------|-------------|
| `hello` | Client → Server | Initial connection with auth token |
| `welcome` | Server → Client | Connection established, game info |
| `bye` | Client → Server | Player disconnecting |
| `ping` | Either | Keepalive |
| `pong` | Either | Keepalive response |
#### Game Lifecycle
| Type | Direction | Description |
|------|-----------|-------------|
| `game_start` | Server → Client | Game starting, initial state |
| `game_state` | Server → Client | Full game state snapshot |
| `state_update` | Server → Client | Incremental state change |
| `game_over` | Server → Client | Game ended with results |
#### Player Actions
| Type | Direction | Description |
|------|-----------|-------------|
| `action` | Client → Server | Player takes an action |
| `action_ack` | Server → Client | Action acknowledged |
| `action_error` | Server → Client | Action failed validation |
#### Turn Management
| Type | Direction | Description |
|------|-----------|-------------|
| `turn_start` | Server → Client | New turn beginning |
| `phase_change` | Server → Client | Phase transition |
| `priority` | Server → Client | Player has priority |
| `stack_empty` | Server → Client | Stack is empty |
#### Chat
| Type | Direction | Description |
|------|-----------|-------------|
| `chat` | Either | Chat message |
| `chat_history` | Server → Client | Chat history on join |
### Authentication
Players authenticate via JWT token in the `hello` message:
```json
{
"type": "hello",
"data": {
"token": "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9...",
"game_id": 42,
"seat": 1
}
}
```
## Game State Model
### Full State Snapshot
```json
{
"game_id": 42,
"room_id": 5,
"game_type": "Commander",
"state": "IN_PROGRESS",
"turn": 3,
"phase": "main1",
"players": [
{
"player_id": 1,
"user_id": 101,
"seat": 1,
"life_total": 18,
"hand_size": 5,
"library_size": 95,
"graveyard_size": 3,
"is_active": true,
"has_priority": true
},
{
"player_id": 2,
"user_id": 102,
"seat": 2,
"life_total": 20,
"hand_size": 6,
"library_size": 94,
"graveyard_size": 2,
"is_active": false,
"has_priority": false
}
],
"battlefield": {
"player_1": [
{
"card_id": "card_123",
"name": "Lightning Bolt",
"type": "Creature",
"power": 2,
"toughness": 2,
"is_tapped": false,
"is_attacking": false,
"damage": 0
}
],
"player_2": []
},
"stack": [],
"graveyard": {
"player_1": [],
"player_2": []
}
}
```
### Incremental State Update
```json
{
"type": "state_update",
"seq": 124,
"data": {
"changes": [
{
"player_id": 1,
"field": "life_total",
"old_value": 20,
"new_value": 18
},
{
"player_id": 1,
"field": "hand_size",
"old_value": 6,
"new_value": 5
}
],
"reason": "played_lightning_bolt"
}
}
```
## Player Action Protocol
### Action Submission
```json
{
"type": "action",
"seq": 125,
"data": {
"action_type": "play_card",
"card_id": "card_456",
"target": null,
"mode": "attack"
}
}
```
### Action Types
| Action Type | Description | Required Fields |
|-------------|-------------|-----------------|
| `play_card` | Play a card from hand | `card_id`, `target` (optional) |
| `tap_card` | Tap a card | `card_id` |
| `untap_card` | Untap a card | `card_id` |
| `attack` | Declare attacker | `card_id`, `target_player` |
| `block` | Declare blocker | `card_id`, `target_card_id` |
| `assign_damage` | Assign combat damage | `card_id`, `target_card_id`, `damage` |
| `pass_priority` | Pass priority | - |
| `cast_spell` | Cast a spell | `card_id`, `target` (optional) |
| `activate_ability` | Activate ability | `card_id`, `ability_id`, `target` (optional) |
| `end_turn` | End current turn | - |
| `concede` | Concede the game | - |
### Action Validation
The server validates all actions against the current game state:
1. **Turn/Phase Check**: Is this action legal in the current phase?
2. **Priority Check**: Does the player have priority?
3. **Card State Check**: Is the card in the correct zone?
4. **Target Check**: Is the target valid?
5. **Cost Check**: Can the player pay the cost?
## Turn and Phase Management
### Turn Structure
```
Turn Start
└─ Untap Phase
└─ Untap all permanents
└─ Upkeep Phase
└─ Upkeep costs
└─ Draw Phase
└─ Draw a card
└─ Main Phase 1
└─ Play lands, creatures, instants
└─ Combat Phase
└─ Beginning of Combat
└─ Declare Attackers
└─ Declare Blockers
└─ Combat Damage
└─ End of Combat
└─ Main Phase 2
└─ Play lands, creatures, instants
└─ End Phase
└─ Cleanup
Turn End
```
### Priority System
The server tracks priority and only accepts actions from the player with priority:
```json
{
"type": "priority",
"data": {
"player_id": 1,
"phase": "main1",
"stack_size": 0
}
}
```
## Error Handling
### Action Errors
```json
{
"type": "action_error",
"seq": 126,
"data": {
"action_seq": 125,
"error_code": "INVALID_TARGET",
"error_message": "Target player is not in the game",
"action_type": "play_card"
}
}
```
### Error Codes
| Code | Description |
|------|-------------|
| `INVALID_ACTION` | Action not legal in current phase |
| `NO_PRIORITY` | Player does not have priority |
| `INVALID_TARGET` | Target is not valid |
| `CARD_NOT_IN_HAND` | Card not in player's hand |
| `CARD_NOT_ON_BATTLEFIELD` | Card not on battlefield |
| `CANT_PAY_COST` | Player cannot pay the cost |
| `STACK_NOT_EMPTY` | Stack is not empty |
| `GAME_OVER` | Game is already over |
## Reconnection and Recovery
### Reconnection Protocol
When a player reconnects:
1. Client sends `hello` with same game_id and seat
2. Server validates player is still in the game
3. Server sends `welcome` with current game state
4. Server sends `chat_history` for the session
5. Player resumes play
### State Recovery
If the server crashes:
1. Game state is loaded from PostgreSQL
2. Players are notified to reconnect
3. Game resumes from last saved state
## Concurrency Model
### asyncio-based Architecture
```python
class GameServer:
def __init__(self):
self.games: Dict[int, GameInstance] = {}
self.player_connections: Dict[int, WebSocket] = {}
async def handle_connection(self, websocket, game_id):
"""Handle a single WebSocket connection."""
pass
async def game_loop(self, game_id):
"""Main game loop for a game instance."""
pass
class GameInstance:
def __init__(self, game_id, players):
self.game_id = game_id
self.players = players
self.state = GameState()
self.lock = asyncio.Lock()
async def process_action(self, player_id, action):
"""Process a player action with locking."""
async with self.lock:
return self.state.apply_action(player_id, action)
```
### Locking Strategy
- **Game-level lock**: Protects game state mutations
- **Action queue**: Orders actions within a turn
- **Phase transitions**: Synchronized across all players
## Performance Considerations
### Message Size
- Full state snapshots: ~5-10 KB
- Incremental updates: ~100-500 bytes
- Chat messages: ~50-200 bytes
### Latency Targets
- Action acknowledgment: < 100ms
- State update delivery: < 200ms
- Turn transition: < 500ms
### Scaling
- Single server: ~50 concurrent games
- Multiple servers: Use Redis pub/sub for cross-server communication
- Database: PostgreSQL for persistence, Redis for caching
## Security
### Message Validation
- All messages validated against schema
- Sequence numbers prevent replay attacks
- JWT tokens expire after 1 hour
- Rate limiting on actions per second
### Data Integrity
- Server is authoritative
- Client cannot modify game state directly
- All actions validated before application
## Implementation Plan
### Phase 1: Basic Infrastructure
- [ ] WebSocket endpoint setup
- [ ] Connection management
- [ ] Authentication
- [ ] Basic message routing
### Phase 2: Game State Management
- [ ] Game state model
- [ ] State serialization
- [ ] Full state snapshots
- [ ] Incremental updates
### Phase 3: Turn and Phase Management
- [ ] Turn structure implementation
- [ ] Phase transitions
- [ ] Priority system
- [ ] Action validation
### Phase 4: Player Actions
- [ ] Card play actions
- [ ] Combat actions
- [ ] Spell casting
- [ ] Ability activation
### Phase 5: Persistence and Recovery
- [ ] Game state persistence
- [ ] Reconnection handling
- [ ] Game recovery
- [ ] Chat history
### Phase 6: Testing and Optimization
- [ ] Unit tests
- [ ] Integration tests
- [ ] Load testing
- [ ] Performance optimization
## References
- [FastAPI WebSocket Documentation](https://fastapi.tiangolo.com/advanced/websockets/)
- [Magic: The Gathering Comprehensive Rules](https://magic.wizards.com/en/rules)
- [WebSocket Protocol RFC 6455](https://tools.ietf.org/html/rfc6455)
+16 -12
View File
@@ -1,9 +1,9 @@
{ {
"project_summary": "MTG Online backend API with FastAPI, SQLAlchemy, and SQLite. Phase 5 development complete with all tests passing.", "project_summary": "MTG Online backend API with FastAPI, SQLAlchemy, and SQLite. Phase 5 development complete with all tests passing. Critical bug and deprecation warnings fixed. WebSocket game server architecture designed.",
"roadmap": [ "roadmap": [
{"phase": "Phase 1-4", "status": "completed"}, {"phase": "Phase 1-4", "status": "completed"},
{"phase": "Phase 5 - Game Management", "status": "completed"}, {"phase": "Phase 5 - Game Management", "status": "completed"},
{"phase": "Phase 6 - WebSocket Game Server", "status": "planned"} {"phase": "Phase 6 - WebSocket Game Server", "status": "in_progress"}
], ],
"tech_stack": { "tech_stack": {
"language": "Python 3.12", "language": "Python 3.12",
@@ -12,21 +12,25 @@
"database": "SQLite (aiosqlite)", "database": "SQLite (aiosqlite)",
"auth": "JWT (python-jose)" "auth": "JWT (python-jose)"
}, },
"architectural_notes": "Single-process FastAPI app with async SQLAlchemy. SQLite for development/testing. JWT auth with user roles.", "architectural_notes": "Single-process FastAPI app with async SQLAlchemy. SQLite for development/testing. JWT auth with user roles. WebSocket game server architecture designed.",
"task_description": "Fix remaining game model test failures", "task_description": "WebSocket game server architecture design and preparation",
"current_step": "All tests passing", "current_step": "Architecture designed, ready for implementation",
"files_created": [], "files_created": [
"docs/WEB_SOCKET_ARCHITECTURE.md"
],
"files_modified": [ "files_modified": [
"app/models/models.py" "app/routers/games_router.py",
"app/main.py"
], ],
"decisions": [ "decisions": [
"Added host_id field to GameHistory model", "Fixed player_result -> player_stmt bug in create_game endpoint",
"Changed players relationship to lazy='selectin' for async compatibility" "Updated lifespan from generator to @asynccontextmanager for FastAPI compatibility",
"Designed WebSocket game server architecture with JSON message protocol"
], ],
"next_steps": [ "next_steps": [
"Phase 6: WebSocket game server development" "Phase 6: Implement WebSocket game server following architecture document"
], ],
"blockers": [], "blockers": [],
"commit_hash": "3926b57", "commit_hash": "1331885",
"timestamp": "2026-10-18T13:08:00Z" "timestamp": "2026-10-19T06:35:00Z"
} }