Commit graph

25 commits

Author SHA1 Message Date
lila
648c5d2979 fix: improve error semantics, clarify answer key type 2026-04-28 16:07:19 +02:00
lila
c081e632cf fix: explicit store update in evaluateAnswer, remove mutation through reference 2026-04-28 15:47:53 +02:00
lila
a02d3b3335 fix: deduplicate distractors against each other, guard thin distractor pool 2026-04-28 15:44:29 +02:00
lila
a02f3b139d fix: deduplicate distractors, replace tautological test, add distractor failure test 2026-04-28 15:17:31 +02:00
lila
3d16ab0fff feat: guard against empty terms in createGameSession 2026-04-28 15:08:06 +02:00
lila
1e30f04e81 feat: add ownership check to evaluateAnswer, AuthenticatedRequest type 2026-04-28 14:39:13 +02:00
lila
fdeb769640 feat: add TTL to GameSessionStore, replay protection and session cleanup to evaluateAnswer 2026-04-28 14:03:15 +02:00
lila
a4a4bfff57 refactor: dependency injection for GameSessionStore via composition root 2026-04-28 13:48:50 +02:00
lila
2ff7d1759e refactor: extract shuffleArray to lib/utils, rename correctAnswers to terms 2026-04-28 13:17:24 +02:00
lila
02ccc88d24 fix: change GAME_ROUNDS from strings to numbers 2026-04-28 12:29:46 +02:00
lila
ee719aaa58 test: add test file for multiplayerGameService
Covers generateMultiplayerQuestions: question count, option structure,
correct answer inclusion, correctOptionId integrity, prompt/gloss
passthrough, DB call arguments, and error propagation.
2026-04-24 10:14:28 +02:00
lila
4ece995385 test: fill coverage gaps in lobbyService and gameService
- joinLobby: addPlayer returns falsy (race condition fallback)
- joinLobby: lobby disappears between addPlayer and final fetch
- createLobby: non-unique-violation errors re-thrown immediately
- createGameSession: unexpected DB errors propagate correctly
2026-04-24 10:11:36 +02:00
lila
8aaafea3fc feat: multiplayer slice — end to end working
WebSocket server:
- WS auth via Better Auth session on upgrade request
- Router with discriminated union dispatch and two-layer error handling
- In-memory connections map with broadcastToLobby
- Lobby handlers: join, leave, start
- Game handlers: answer, resolve round, end game, game:ready for state sync
- Shared game state store (LobbyGameStore interface + InMemory impl)
- Timer map separate from store for Valkey-readiness

REST API:
- POST /api/v1/lobbies — create lobby + add host as first player
- POST /api/v1/lobbies/:code/join — atomic join with capacity/status checks
- getLobbyWithPlayers added to model for id-based lookup

Frontend:
- WsClient class with typed on/off, connect/disconnect, isConnected
- WsProvider owns connection lifecycle (connect/disconnect/isConnected state)
- WsConnector component triggers connection at multiplayer layout mount
- Lobby waiting room: live player list, copyable code, host Start button
- Game view: reuses QuestionCard, game:ready on mount, round results
- MultiplayerScoreScreen: sorted scores, winner highlight, tie handling
- Vite proxy: /ws and /api proxied to localhost:3000 for dev cookie fix

Tests:
- lobbyService.test.ts: create, join, retry, idempotency, full lobby
- auth.test.ts: 401 reject, upgrade success, 500 on error
- router.test.ts: dispatch all message types, error handling
- vitest.config.ts: exclude dist folder

Fixes:
- server.ts: server.listen() instead of app.listen() for WS support
- StrictMode removed from main.tsx (incompatible with WS lifecycle)
- getLobbyWithPlayers(id) added for handleLobbyStart lookup
2026-04-18 23:32:21 +02:00
lila
540155788a fix(api): use server.listen instead of app.listen for WebSocket support
- server.ts: switch from app.listen() to server.listen() so WebSocket
  upgrade handler is on the same server as HTTP requests
- lobbyService: add host as first player on lobby creation
- ws-client: guard against reconnect when already connecting
- ws-provider: skip connect if already connected
2026-04-18 21:57:58 +02:00
lila
745c5c4e3a feat(api): add WebSocket foundation and multiplayer game store
- Add ws/ directory: server setup, auth, router, connections map
- WebSocket auth rejects upgrade with 401 if no Better Auth session
- Router parses WsClientMessageSchema, dispatches to handlers,
  two-layer error handling (AppError -> WsErrorSchema, unknown -> 500)
- connections.ts: in-memory Map<lobbyId, Map<userId, WebSocket>>
  with addConnection, removeConnection, broadcastToLobby
- LobbyGameStore interface + InMemoryLobbyGameStore implementation
  following existing GameSessionStore pattern
- multiplayerGameService: generateMultiplayerQuestions() decoupled
  from single-player flow, hardcoded defaults en->it nouns easy 3 rounds
- handleLobbyJoin and handleLobbyLeave implemented
- WsErrorSchema added to shared schemas
- server.ts switched to createServer + setupWebSocket
2026-04-17 09:36:16 +02:00
lila
4d1ebe2450 feat(api): add REST endpoints for lobby create and join
- POST /api/v1/lobbies creates a lobby with a Crockford-Base32
  6-char code, retrying on unique violation up to 5 times
- POST /api/v1/lobbies/:code/join validates lobby state then
  calls the model's atomic addPlayer, idempotent for repeat
  joins from the same user
- Routes require authentication via requireAuth
2026-04-16 19:51:38 +02:00
lila
3f7bc4111e chore: rename project from glossa to lila
- Update all package names from @glossa/* to @lila/*
- Update all imports, container names, volume names
- Update documentation references
- Recreate database with new credentials
2026-04-13 10:00:52 +02:00
lila
e320f43d8e test(api): add unit and integration tests for game service and endpoints
- Unit tests for createGameSession and evaluateAnswer (14 tests)
- Endpoint tests for POST /game/start and /game/answer via supertest (8 tests)
- Mock @glossa/db — no real database dependency
2026-04-12 09:04:41 +02:00
lila
48457936e8 feat(api): add global error handler with typed error classes
- Add AppError base class, ValidationError (400), NotFoundError (404)
- Add central error middleware in app.ts
- Remove inline safeParse error handling from controllers
- Replace plain Error throws with NotFoundError in gameService
2026-04-12 08:48:43 +02:00
lila
ea33b7fcc8 feat(web): add minimal playable quiz at /play
- Add Vite proxy for /api → localhost:3000 (no CORS needed in dev)
- Create /play route with hardcoded game settings (en→it, nouns, easy)
- Three-phase state machine: loading → playing → finished
- Show prompt, optional gloss, and 4 answer buttons per question
- Submit answers to /api/v1/game/answer, show correct/wrong feedback
- Manual Next button to advance after answering
- Score screen on completion
- Add selectedOptionId to AnswerResult schema (discovered during
  frontend work that the result needs to be self-contained for
  rendering feedback without separate client state)

Intentionally unstyled — component extraction and polish come next.
2026-04-11 12:56:03 +02:00
lila
075a691849 feat(api): add answer evaluation endpoint
Complete the game answer flow:

- Add evaluateAnswer service function: looks up the session in the
  GameSessionStore, compares the submitted optionId against the stored
  correct answer, returns an AnswerResult.
- Add submitAnswer controller with safeParse validation and error
  handling (session/question not found → 404).
- Add POST /api/v1/game/answer route.
- Fix createGameSession: was missing the answerKey tracking and the
  gameSessionStore.create() call, so sessions were never persisted.

The full singleplayer game loop now works end-to-end:
POST /game/start → GameSession, POST /game/answer → AnswerResult.
2026-04-11 12:12:54 +02:00
lila
0755c57439 feat(api): wire GameSessionStore into createGameSession
The service now tracks the correct optionId for each question and
stores the answer key in the GameSessionStore after building the
session. The client response is unchanged — the store is invisible
to the outside.

- Build answerKey (questionId → correctOptionId) during question
  assembly by finding the correct answer's position after shuffle
- Store the answer key via gameSessionStore.create() before returning
- Add excludeText parameter to getDistractors to prevent a distractor
  from having identical text to the correct answer (different term,
  same translation). Solved at the query level, not with post-filtering.
- Module-level InMemoryGameSessionStore singleton in the service
2026-04-11 11:52:38 +02:00
lila
f53ac618bb feat(api): assemble full GameSession with shuffled answer options
Extend the game flow from raw term rows to a complete GameSession
matching the shared schema:

- Add getDistractors model query: fetches N same-POS, same-difficulty,
  same-target-language terms excluding a given termId. Returns bare
  strings since distractors only need their display text.
- Fix getGameTerms select clause to use the neutral field names
  (sourceText, targetText, sourceGloss) that the type already declared.
- Rename gameService entry point to createGameSession; signature now
  takes a GameRequest and returns a GameSession.
- Per question: fetch 3 distractors, combine with the correct answer,
  shuffle (Fisher-Yates), assign optionIds 0-3 by post-shuffle index,
  and assemble into a GameQuestion with a fresh UUID.
- Wrap the questions in a GameSession with its own UUID.
- Run per-question distractor fetches in parallel via Promise.all.

Known gap: the correct option is not yet remembered server-side, so
/game/answer cannot evaluate submissions. SessionStore lands next.
2026-04-10 21:44:36 +02:00
lila
9fc3ba375a feat: scaffold quiz API vertical slice
- Add GameRequestSchema and derived types to packages/shared
- Add SupportedLanguageCode, SupportedPos, DifficultyLevel type exports
- Add getGameTerms() model to packages/db with pos/language/difficulty/limit filters
- Add prepareGameQuestions() service skeleton in apps/api
- Add createGame controller with Zod safeParse validation
- Wire POST /api/v1/game/start route
- Add scripts/gametest/test-game.ts for manual end-to-end testing
2026-04-09 13:47:01 +02:00
lila
7d80b20390 wip version of the api 2026-04-05 00:33:34 +02:00