formatting
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7 changed files with 119 additions and 124 deletions
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@ -1,6 +1,6 @@
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# 🔥 GameService Roast: `apps/api/src/services/gameService.ts`
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> *"It works on my machine" is not a scalability strategy.*
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> _"It works on my machine" is not a scalability strategy._
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**Project:** lila — Vocabulary Trainer
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**File Roasted:** `gameService.ts`
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@ -52,8 +52,7 @@ interface GameSessionStore {
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// Option B: Use Valkey Lua script for atomic read-modify-write
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// Option C: Optimistic locking with version numbers
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Priority: 🔴 CRITICAL — Data integrity issue
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2. N+1 Query: Database Performance Bomb
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Priority: 🔴 CRITICAL — Data integrity issue 2. N+1 Query: Database Performance Bomb
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Location: gameService.ts:24-26 + termModel.ts:getDistractors()
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// For each of N terms, we call getDistractors():
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@ -65,24 +64,16 @@ const questions: GameQuestion[] = await Promise.all(
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Impact Analysis:
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Rounds
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DB Queries
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At 50 concurrent users
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3
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1 + 3 = 4
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200 queries/min
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10
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1 + 10 = 11
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550 queries/min
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20
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1 + 20 = 21
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1,050 queries/min
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Each getDistractors() runs:
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@ -97,13 +88,13 @@ Fix: Batch Fetch Distractors
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const allDistractors = await db
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.select({ termId: terms.id, text: translations.text })
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.from(terms)
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.innerJoin(translations, /* ... */)
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.innerJoin(translations, /_ ... _/)
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.where(and(
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eq(terms.pos, pos),
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eq(translations.difficulty, difficulty),
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inArray(terms.id, termIds), // Batch!
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))
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.limit(DISTRACTOR_FETCH_COUNT * termIds.length);
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.limit(DISTRACTOR_FETCH_COUNT \* termIds.length);
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// Group by termId in JS, then slice to 3 unique distractors per term
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const distractorsByTerm = groupByTermId(allDistractors);
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@ -134,8 +125,7 @@ if (uniqueDistractors.length < 3) {
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);
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}
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Priority: 🟡 HIGH — Observability & UX issue
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⚠️ High-Severity Smells
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4. Code Duplication: Singleplayer vs Multiplayer
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⚠️ High-Severity Smells 4. Code Duplication: Singleplayer vs Multiplayer
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Compare: gameService.ts vs multiplayerGameService.ts
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// gameService.ts
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const optionTexts = [term.targetText, ...uniqueDistractors.slice(0, 3)];
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@ -172,13 +162,12 @@ export const buildQuestionOptions = (
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};
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};
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Priority: 🟡 HIGH — Maintainability issue
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5. Shuffle Bias: Math.random() Trap
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Priority: 🟡 HIGH — Maintainability issue 5. Shuffle Bias: Math.random() Trap
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Location: utils.ts:shuffleArray() + multiplayerGameService.ts:shuffle()
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export const shuffleArray = <T>(array: T[]): T[] => {
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for (let i = result.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1)); // 🚩 Modulo bias + non-crypto RNG
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const j = Math.floor(Math.random() \* (i + 1)); // 🚩 Modulo bias + non-crypto RNG
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// ...
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}
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};
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@ -241,7 +230,7 @@ it("deletes session after TTL expires", async () => {
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vi.useFakeTimers();
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const session = await createGameSession(validRequest, store, "user-1");
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vi.advanceTimersByTime(31 * 60 * 1000); // 31 minutes
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vi.advanceTimersByTime(31 _ 60 _ 1000); // 31 minutes
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await expect(store.get(session.sessionId)).resolves.toBeNull();
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});
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@ -253,11 +242,10 @@ it("uses fallback when <3 unique distractors available", async () => {
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});
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Priority: 🟡 HIGH — Prevents regression on critical fixes
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🧼 Code Quality Nitpicks
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7. Magic Numbers
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🧼 Code Quality Nitpicks 7. Magic Numbers
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// gameService.ts:52
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await store.create(sessionId, {...}, 30 * 60 * 1000); // What is this?
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await store.create(sessionId, {...}, 30 _ 60 _ 1000); // What is this?
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// termModel.ts:65
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.limit(count); // count=6, but why?
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@ -267,7 +255,7 @@ optionId: z.number().int().min(0).max(3), // Why 4 options?
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Fix: Centralize in @lila/shared/constants.ts:
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export const GAME_SESSION_TTL_MS = 30 * 60 * 1000;
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export const GAME*SESSION_TTL_MS = 30 * 60 \_ 1000;
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export const DISTRACTOR_FETCH_COUNT = 6;
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export const GAME_OPTION_COUNT = 4;
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export const MIN_UNIQUE_DISTRACTORS = 3;
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@ -294,8 +282,6 @@ return Promise.resolve(entry.data as Readonly<GameSessionData>);
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Problem: No logging, no metrics. You're flying blind in production.
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Minimal Fix (5 minutes):
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// apps/api/src/lib/logger.ts
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import pino from "pino";
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export const logger = pino({
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@ -343,6 +329,6 @@ WHERE ...
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LIMIT $1
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-- Option C: Random offset (simple, but still scans)
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OFFSET floor(random() * (SELECT count(*) FROM terms WHERE ...))
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OFFSET floor(random() _ (SELECT count(_) FROM terms WHERE ...))
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Action: Add a ticket to documentation/tickets/t00009.md now.
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@ -84,7 +84,10 @@ Rejected because: for user-owned resources identified by opaque IDs, confirming
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2. `GameSessionStore.ts` — add `userId` to `GameSessionData`:
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```ts
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export type GameSessionData = { answers: Map<string, number>; userId: string };
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export type GameSessionData = {
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answers: Map<string, number>;
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userId: string;
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};
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```
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3. `gameService.ts` — add `userId` to both function signatures:
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@ -100,7 +103,11 @@ Rejected because: for user-owned resources identified by opaque IDs, confirming
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Store it on create:
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```ts
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await store.create(sessionId, { answers: answerKey, userId }, 30 * 60 * 1000);
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await store.create(
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sessionId,
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{ answers: answerKey, userId },
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30 * 60 * 1000,
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);
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```
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Assert on evaluate:
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@ -114,7 +121,7 @@ Rejected because: for user-owned resources identified by opaque IDs, confirming
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4. `gameController.ts` — extract from authenticated request:
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```ts
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req.session.user.id
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req.session.user.id;
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```
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5. `gameRouter.ts` — cast at registration:
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@ -27,7 +27,9 @@ Not chosen for this ticket — the database query is in `@lila/db` and is a sepa
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- Filter distractors against the correct answer before building options:
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```ts
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const uniqueDistractors = distractorTexts.filter((t) => t !== term.targetText);
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const uniqueDistractors = distractorTexts.filter(
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(t) => t !== term.targetText,
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);
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const optionTexts = [term.targetText, ...uniqueDistractors.slice(0, 3)];
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```
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