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# 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)