Compare commits
4 commits
feat/multi
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main
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e5595b5039 | ||
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201f462447 | ||
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3b2ecf6ee3 | ||
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46fb7dbdd2 |
45 changed files with 333 additions and 2739 deletions
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@ -8,6 +8,9 @@ jobs:
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build-and-deploy:
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runs-on: docker
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steps:
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- name: Install tools
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run: apt-get update && apt-get install -y docker.io openssh-client
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- name: Checkout code
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uses: https://data.forgejo.org/actions/checkout@v4
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@ -4,7 +4,7 @@
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"private": true,
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"type": "module",
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"scripts": {
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"dev": "pnpm --filter shared build && pnpm --filter db build && tsx watch src/server.ts",
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"dev": "tsx watch src/server.ts",
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"build": "tsc",
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"start": "node dist/src/server.js",
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"test": "vitest"
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@ -14,14 +14,12 @@
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"@lila/shared": "workspace:*",
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"better-auth": "^1.6.2",
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"cors": "^2.8.6",
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"express": "^5.2.1",
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"ws": "^8.20.0"
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"express": "^5.2.1"
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},
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"devDependencies": {
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"@types/cors": "^2.8.19",
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"@types/express": "^5.0.6",
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"@types/supertest": "^7.2.0",
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"@types/ws": "^8.18.1",
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"supertest": "^7.2.2",
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"tsx": "^4.21.0"
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}
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@ -1,11 +1,5 @@
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import { describe, it, expect, vi, beforeEach } from "vitest";
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import request from "supertest";
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import type { GameSession, AnswerResult } from "@lila/shared";
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type SuccessResponse<T> = { success: true; data: T };
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type ErrorResponse = { success: false; error: string };
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type GameStartResponse = SuccessResponse<GameSession>;
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type GameAnswerResponse = SuccessResponse<AnswerResult>;
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vi.mock("@lila/db", () => ({ getGameTerms: vi.fn(), getDistractors: vi.fn() }));
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@ -39,48 +33,49 @@ beforeEach(() => {
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describe("POST /api/v1/game/start", () => {
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it("returns 200 with a valid game session", async () => {
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const res = await request(app).post("/api/v1/game/start").send(validBody);
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const body = res.body as GameStartResponse;
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expect(res.status).toBe(200);
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expect(body.success).toBe(true);
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expect(body.data.sessionId).toBeDefined();
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expect(body.data.questions).toHaveLength(3);
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expect(res.body.success).toBe(true);
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expect(res.body.data.sessionId).toBeDefined();
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expect(res.body.data.questions).toHaveLength(3);
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});
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it("returns 400 when the body is empty", async () => {
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const res = await request(app).post("/api/v1/game/start").send({});
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const body = res.body as ErrorResponse;
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expect(res.status).toBe(400);
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expect(body.success).toBe(false);
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expect(body.error).toBeDefined();
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expect(res.body.success).toBe(false);
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expect(res.body.error).toBeDefined();
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});
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it("returns 400 when required fields are missing", async () => {
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const res = await request(app)
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.post("/api/v1/game/start")
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.send({ source_language: "en" });
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const body = res.body as ErrorResponse;
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expect(res.status).toBe(400);
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expect(body.success).toBe(false);
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expect(res.body.success).toBe(false);
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});
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it("returns 400 when a field has an invalid value", async () => {
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const res = await request(app)
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.post("/api/v1/game/start")
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.send({ ...validBody, difficulty: "impossible" });
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const body = res.body as ErrorResponse;
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expect(res.status).toBe(400);
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expect(body.success).toBe(false);
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expect(res.body.success).toBe(false);
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});
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});
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describe("POST /api/v1/game/answer", () => {
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it("returns 200 with an answer result for a valid submission", async () => {
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// Start a game first
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const startRes = await request(app)
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.post("/api/v1/game/start")
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.send(validBody);
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const startBody = startRes.body as GameStartResponse;
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const { sessionId, questions } = startBody.data;
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const question = questions[0]!;
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const { sessionId, questions } = startRes.body.data;
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const question = questions[0];
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const res = await request(app)
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.post("/api/v1/game/answer")
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@ -89,20 +84,20 @@ describe("POST /api/v1/game/answer", () => {
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questionId: question.questionId,
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selectedOptionId: 0,
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});
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const body = res.body as GameAnswerResponse;
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expect(res.status).toBe(200);
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expect(body.success).toBe(true);
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expect(body.data.questionId).toBe(question.questionId);
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expect(typeof body.data.isCorrect).toBe("boolean");
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expect(typeof body.data.correctOptionId).toBe("number");
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expect(body.data.selectedOptionId).toBe(0);
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expect(res.body.success).toBe(true);
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expect(res.body.data.questionId).toBe(question.questionId);
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expect(typeof res.body.data.isCorrect).toBe("boolean");
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expect(typeof res.body.data.correctOptionId).toBe("number");
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expect(res.body.data.selectedOptionId).toBe(0);
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});
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it("returns 400 when the body is empty", async () => {
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const res = await request(app).post("/api/v1/game/answer").send({});
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const body = res.body as ErrorResponse;
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expect(res.status).toBe(400);
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expect(body.success).toBe(false);
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expect(res.body.success).toBe(false);
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});
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it("returns 404 when the session does not exist", async () => {
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@ -113,18 +108,18 @@ describe("POST /api/v1/game/answer", () => {
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questionId: "00000000-0000-0000-0000-000000000000",
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selectedOptionId: 0,
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});
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const body = res.body as ErrorResponse;
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expect(res.status).toBe(404);
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expect(body.success).toBe(false);
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expect(body.error).toContain("Game session not found");
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expect(res.body.success).toBe(false);
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expect(res.body.error).toContain("Game session not found");
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});
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it("returns 404 when the question does not exist in the session", async () => {
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const startRes = await request(app)
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.post("/api/v1/game/start")
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.send(validBody);
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const startBody = startRes.body as GameStartResponse;
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const { sessionId } = startBody.data;
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const { sessionId } = startRes.body.data;
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const res = await request(app)
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.post("/api/v1/game/answer")
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@ -133,9 +128,9 @@ describe("POST /api/v1/game/answer", () => {
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questionId: "00000000-0000-0000-0000-000000000000",
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selectedOptionId: 0,
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});
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const body = res.body as ErrorResponse;
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expect(res.status).toBe(404);
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expect(body.success).toBe(false);
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expect(body.error).toContain("Question not found");
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expect(res.body.success).toBe(false);
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expect(res.body.error).toContain("Question not found");
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});
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});
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@ -1,37 +0,0 @@
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import type { Request, Response, NextFunction } from "express";
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import { createLobby, joinLobby } from "../services/lobbyService.js";
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export const createLobbyHandler = async (
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req: Request,
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res: Response,
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next: NextFunction,
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) => {
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try {
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const userId = req.session!.user.id;
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const lobby = await createLobby(userId);
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res.json({ success: true, data: lobby });
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} catch (error) {
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next(error);
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}
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};
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export const joinLobbyHandler = async (
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req: Request,
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res: Response,
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next: NextFunction,
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) => {
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try {
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const userId = req.session!.user.id;
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const code = req.params["code"];
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if (!code) {
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return next(new Error("Missing code param"));
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}
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if (typeof code !== "string") {
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return next(new Error("Missing or invalid code param"));
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}
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const lobby = await joinLobby(code, userId);
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res.json({ success: true, data: lobby });
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} catch (error) {
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next(error);
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}
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};
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@ -19,9 +19,3 @@ export class NotFoundError extends AppError {
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super(message, 404);
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}
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}
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export class ConflictError extends AppError {
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constructor(message: string) {
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super(message, 409);
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}
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}
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@ -3,17 +3,15 @@ import type { GameSessionStore, GameSessionData } from "./GameSessionStore.js";
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export class InMemoryGameSessionStore implements GameSessionStore {
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private sessions = new Map<string, GameSessionData>();
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create(sessionId: string, data: GameSessionData): Promise<void> {
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async create(sessionId: string, data: GameSessionData): Promise<void> {
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this.sessions.set(sessionId, data);
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return Promise.resolve();
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}
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get(sessionId: string): Promise<GameSessionData | null> {
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return Promise.resolve(this.sessions.get(sessionId) ?? null);
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async get(sessionId: string): Promise<GameSessionData | null> {
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return this.sessions.get(sessionId) ?? null;
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}
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delete(sessionId: string): Promise<void> {
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async delete(sessionId: string): Promise<void> {
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this.sessions.delete(sessionId);
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return Promise.resolve();
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}
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}
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@ -1,27 +0,0 @@
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import type { LobbyGameStore, LobbyGameData } from "./LobbyGameStore.js";
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export class InMemoryLobbyGameStore implements LobbyGameStore {
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private games = new Map<string, LobbyGameData>();
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create(lobbyId: string, data: LobbyGameData): Promise<void> {
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if (this.games.has(lobbyId)) {
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throw new Error(`Game already exists for lobby: ${lobbyId}`);
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}
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this.games.set(lobbyId, data);
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return Promise.resolve();
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}
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get(lobbyId: string): Promise<LobbyGameData | null> {
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return Promise.resolve(this.games.get(lobbyId) ?? null);
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}
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set(lobbyId: string, data: LobbyGameData): Promise<void> {
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this.games.set(lobbyId, data);
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return Promise.resolve();
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}
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delete(lobbyId: string): Promise<void> {
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this.games.delete(lobbyId);
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return Promise.resolve();
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}
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}
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@ -1,18 +0,0 @@
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import type { MultiplayerQuestion } from "../services/multiplayerGameService.js";
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export type LobbyGameData = {
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code: string;
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questions: MultiplayerQuestion[];
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currentIndex: number;
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// NOTE: Map types are used here for O(1) lookups in-process.
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// When migrating to Valkey, convert to plain objects for JSON serialization.
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playerAnswers: Map<string, number | null>; // userId → selectedOptionId, null = timed out
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scores: Map<string, number>; // userId → running total
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};
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export interface LobbyGameStore {
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create(lobbyId: string, data: LobbyGameData): Promise<void>;
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get(lobbyId: string): Promise<LobbyGameData | null>;
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set(lobbyId: string, data: LobbyGameData): Promise<void>;
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delete(lobbyId: string): Promise<void>;
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}
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@ -1,2 +0,0 @@
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export type { LobbyGameStore, LobbyGameData } from "./LobbyGameStore.js";
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export { InMemoryLobbyGameStore } from "./InMemoryLobbyGameStore.js";
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@ -16,7 +16,5 @@ export const requireAuth = async (
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return;
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}
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req.session = session;
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next();
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};
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@ -2,10 +2,8 @@ import express from "express";
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import { Router } from "express";
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import { healthRouter } from "./healthRouter.js";
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import { gameRouter } from "./gameRouter.js";
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import { lobbyRouter } from "./lobbyRouter.js";
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export const apiRouter: Router = express.Router();
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apiRouter.use("/health", healthRouter);
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apiRouter.use("/game", gameRouter);
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apiRouter.use("/lobbies", lobbyRouter);
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@ -1,14 +0,0 @@
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import express from "express";
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import type { Router } from "express";
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import {
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createLobbyHandler,
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joinLobbyHandler,
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} from "../controllers/lobbyController.js";
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import { requireAuth } from "../middleware/authMiddleware.js";
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export const lobbyRouter: Router = express.Router();
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lobbyRouter.use(requireAuth);
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lobbyRouter.post("/", createLobbyHandler);
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lobbyRouter.post("/:code/join", joinLobbyHandler);
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@ -1,13 +1,8 @@
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import { createServer } from "http";
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import { createApp } from "./app.js";
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import { setupWebSocket } from "./ws/index.js";
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const PORT = Number(process.env["PORT"] ?? 3000);
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const app = createApp();
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const server = createServer(app);
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setupWebSocket(server);
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app.listen(PORT, () => {
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console.log(`Server listening on port ${PORT}`);
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@ -1,70 +0,0 @@
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import { randomInt } from "crypto";
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import {
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createLobby as createLobbyModel,
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getLobbyByCodeWithPlayers,
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addPlayer,
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} from "@lila/db";
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import type { Lobby, LobbyWithPlayers } from "@lila/db";
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import { MAX_LOBBY_PLAYERS } from "@lila/shared";
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import { NotFoundError, ConflictError, AppError } from "../errors/AppError.js";
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const CODE_ALPHABET = "0123456789ABCDEFGHJKMNPQRSTVWXYZ"; // Crockford Base32
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const CODE_LENGTH = 6;
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const MAX_CODE_ATTEMPTS = 5;
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const generateLobbyCode = (): string => {
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let code = "";
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for (let i = 0; i < CODE_LENGTH; i++) {
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code += CODE_ALPHABET[randomInt(CODE_ALPHABET.length)];
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}
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return code;
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};
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const isUniqueViolation = (err: unknown): boolean => {
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return (err as { code?: string })?.code === "23505";
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};
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export const createLobby = async (hostUserId: string): Promise<Lobby> => {
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for (let i = 0; i < MAX_CODE_ATTEMPTS; i++) {
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const code = generateLobbyCode();
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try {
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return await createLobbyModel(code, hostUserId);
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} catch (err) {
|
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if (isUniqueViolation(err)) continue;
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throw err;
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}
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}
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throw new AppError("Could not generate a unique lobby code", 500);
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};
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|
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export const joinLobby = async (
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code: string,
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userId: string,
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): Promise<LobbyWithPlayers> => {
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const lobby = await getLobbyByCodeWithPlayers(code);
|
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if (!lobby) {
|
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throw new NotFoundError(`Lobby not found: ${code}`);
|
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}
|
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if (lobby.status !== "waiting") {
|
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throw new ConflictError("Game has already started");
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}
|
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if (lobby.players.some((p) => p.userId === userId)) {
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return lobby; // idempotent: already in lobby
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}
|
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if (lobby.players.length >= MAX_LOBBY_PLAYERS) {
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throw new ConflictError("Lobby is full");
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}
|
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|
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const player = await addPlayer(lobby.id, userId, MAX_LOBBY_PLAYERS);
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if (!player) {
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// Race fallback: another request filled the last slot, started the game,
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// or the user joined concurrently. Pre-checks above handle the common cases.
|
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throw new ConflictError("Lobby is no longer available");
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}
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|
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const fresh = await getLobbyByCodeWithPlayers(code);
|
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if (!fresh) {
|
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throw new AppError("Lobby disappeared during join", 500);
|
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}
|
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return fresh;
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};
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|
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@ -1,75 +0,0 @@
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import { randomUUID } from "crypto";
|
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import { getGameTerms, getDistractors } from "@lila/db";
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import type {
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GameQuestion,
|
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AnswerOption,
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SupportedLanguageCode,
|
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SupportedPos,
|
||||
DifficultyLevel,
|
||||
} from "@lila/shared";
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|
||||
// TODO(game-mode-slice): replace with lobby settings when mode selection lands
|
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const MULTIPLAYER_DEFAULTS = {
|
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sourceLanguage: "en" as SupportedLanguageCode,
|
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targetLanguage: "it" as SupportedLanguageCode,
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pos: "noun" as SupportedPos,
|
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difficulty: "easy" as DifficultyLevel,
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rounds: 3,
|
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};
|
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|
||||
const shuffle = <T>(array: T[]): T[] => {
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const result = [...array];
|
||||
for (let i = result.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
|
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const temp = result[i]!;
|
||||
result[i] = result[j]!;
|
||||
result[j] = temp;
|
||||
}
|
||||
return result;
|
||||
};
|
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|
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export type MultiplayerQuestion = GameQuestion & { correctOptionId: number };
|
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|
||||
export const generateMultiplayerQuestions = async (): Promise<
|
||||
MultiplayerQuestion[]
|
||||
> => {
|
||||
const correctAnswers = await getGameTerms(
|
||||
MULTIPLAYER_DEFAULTS.sourceLanguage,
|
||||
MULTIPLAYER_DEFAULTS.targetLanguage,
|
||||
MULTIPLAYER_DEFAULTS.pos,
|
||||
MULTIPLAYER_DEFAULTS.difficulty,
|
||||
MULTIPLAYER_DEFAULTS.rounds,
|
||||
);
|
||||
|
||||
const questions: MultiplayerQuestion[] = await Promise.all(
|
||||
correctAnswers.map(async (correctAnswer) => {
|
||||
const distractorTexts = await getDistractors(
|
||||
correctAnswer.termId,
|
||||
correctAnswer.targetText,
|
||||
MULTIPLAYER_DEFAULTS.targetLanguage,
|
||||
MULTIPLAYER_DEFAULTS.pos,
|
||||
MULTIPLAYER_DEFAULTS.difficulty,
|
||||
3,
|
||||
);
|
||||
|
||||
const optionTexts = [correctAnswer.targetText, ...distractorTexts];
|
||||
const shuffledTexts = shuffle(optionTexts);
|
||||
const correctOptionId = shuffledTexts.indexOf(correctAnswer.targetText);
|
||||
|
||||
const options: AnswerOption[] = shuffledTexts.map((text, index) => ({
|
||||
optionId: index,
|
||||
text,
|
||||
}));
|
||||
|
||||
return {
|
||||
questionId: randomUUID(),
|
||||
prompt: correctAnswer.sourceText,
|
||||
gloss: correctAnswer.sourceGloss,
|
||||
options,
|
||||
correctOptionId,
|
||||
};
|
||||
}),
|
||||
);
|
||||
|
||||
return questions;
|
||||
};
|
||||
17
apps/api/src/types/express.d.ts
vendored
17
apps/api/src/types/express.d.ts
vendored
|
|
@ -1,17 +0,0 @@
|
|||
import type { Session, User } from "better-auth";
|
||||
|
||||
declare global {
|
||||
namespace Express {
|
||||
interface Request {
|
||||
session?: { session: Session; user: User };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
declare module "ws" {
|
||||
interface WebSocket {
|
||||
lobbyId?: string | undefined;
|
||||
}
|
||||
}
|
||||
|
||||
export {};
|
||||
|
|
@ -1,32 +0,0 @@
|
|||
import type { IncomingMessage } from "http";
|
||||
import type { Duplex } from "stream";
|
||||
import type { WebSocketServer, WebSocket } from "ws";
|
||||
import { fromNodeHeaders } from "better-auth/node";
|
||||
import { auth } from "../lib/auth.js";
|
||||
|
||||
export const handleUpgrade = async (
|
||||
request: IncomingMessage,
|
||||
socket: Duplex,
|
||||
head: Buffer,
|
||||
wss: WebSocketServer,
|
||||
): Promise<void> => {
|
||||
try {
|
||||
const session = await auth.api.getSession({
|
||||
headers: fromNodeHeaders(request.headers),
|
||||
});
|
||||
|
||||
if (!session) {
|
||||
socket.write("HTTP/1.1 401 Unauthorized\r\n\r\n");
|
||||
socket.destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
wss.handleUpgrade(request, socket, head, (ws: WebSocket) => {
|
||||
wss.emit("connection", ws, request, session);
|
||||
});
|
||||
} catch (err) {
|
||||
console.error("WebSocket auth error:", err);
|
||||
socket.write("HTTP/1.1 500 Internal Server Error\r\n\r\n");
|
||||
socket.destroy();
|
||||
}
|
||||
};
|
||||
|
|
@ -1,44 +0,0 @@
|
|||
import type { WebSocket } from "ws";
|
||||
|
||||
// Map<lobbyId, Map<userId, WebSocket>>
|
||||
const connections = new Map<string, Map<string, WebSocket>>();
|
||||
|
||||
export const addConnection = (
|
||||
lobbyId: string,
|
||||
userId: string,
|
||||
ws: WebSocket,
|
||||
): void => {
|
||||
if (!connections.has(lobbyId)) {
|
||||
connections.set(lobbyId, new Map());
|
||||
}
|
||||
connections.get(lobbyId)!.set(userId, ws);
|
||||
};
|
||||
|
||||
export const removeConnection = (lobbyId: string, userId: string): void => {
|
||||
const lobby = connections.get(lobbyId);
|
||||
if (!lobby) return;
|
||||
lobby.delete(userId);
|
||||
if (lobby.size === 0) {
|
||||
connections.delete(lobbyId);
|
||||
}
|
||||
};
|
||||
|
||||
export const getConnections = (lobbyId: string): Map<string, WebSocket> => {
|
||||
return connections.get(lobbyId) ?? new Map<string, WebSocket>();
|
||||
};
|
||||
|
||||
export const broadcastToLobby = (
|
||||
lobbyId: string,
|
||||
message: unknown,
|
||||
excludeUserId?: string,
|
||||
): void => {
|
||||
const lobby = connections.get(lobbyId);
|
||||
if (!lobby) return;
|
||||
const payload = JSON.stringify(message);
|
||||
for (const [userId, ws] of lobby) {
|
||||
if (excludeUserId && userId === excludeUserId) continue;
|
||||
if (ws.readyState === ws.OPEN) {
|
||||
ws.send(payload);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
|
@ -1,4 +0,0 @@
|
|||
import { InMemoryLobbyGameStore } from "../lobbyGameStore/index.js";
|
||||
|
||||
export const lobbyGameStore = new InMemoryLobbyGameStore();
|
||||
export const timers = new Map<string, NodeJS.Timeout>();
|
||||
|
|
@ -1,187 +0,0 @@
|
|||
import type { WebSocket } from "ws";
|
||||
import type { User } from "better-auth";
|
||||
import type { WsGameAnswer } from "@lila/shared";
|
||||
import { finishGame, getLobbyByCodeWithPlayers } from "@lila/db";
|
||||
import { broadcastToLobby, getConnections } from "../connections.js";
|
||||
import { lobbyGameStore, timers } from "../gameState.js";
|
||||
import { NotFoundError, ConflictError } from "../../errors/AppError.js";
|
||||
|
||||
export const handleGameAnswer = async (
|
||||
_ws: WebSocket,
|
||||
msg: WsGameAnswer,
|
||||
user: User,
|
||||
): Promise<void> => {
|
||||
const state = await lobbyGameStore.get(msg.lobbyId);
|
||||
if (!state) {
|
||||
throw new NotFoundError("Game not found");
|
||||
}
|
||||
|
||||
const currentQuestion = state.questions[state.currentIndex];
|
||||
if (!currentQuestion) {
|
||||
throw new ConflictError("No active question");
|
||||
}
|
||||
|
||||
// Reject stale answers
|
||||
if (currentQuestion.questionId !== msg.questionId) {
|
||||
throw new ConflictError("Answer is for wrong question");
|
||||
}
|
||||
|
||||
// Reject duplicate answers
|
||||
if (state.playerAnswers.has(user.id)) {
|
||||
throw new ConflictError("Already answered this question");
|
||||
}
|
||||
|
||||
// Store answer
|
||||
state.playerAnswers.set(user.id, msg.selectedOptionId);
|
||||
await lobbyGameStore.set(msg.lobbyId, state);
|
||||
|
||||
// Check if all connected players have answered
|
||||
const connected = getConnections(msg.lobbyId);
|
||||
const allAnswered = [...connected.keys()].every((userId) =>
|
||||
state.playerAnswers.has(userId),
|
||||
);
|
||||
|
||||
if (allAnswered) {
|
||||
// Clear timer — no need to wait
|
||||
const timer = timers.get(msg.lobbyId);
|
||||
if (timer) {
|
||||
clearTimeout(timer);
|
||||
timers.delete(msg.lobbyId);
|
||||
}
|
||||
await resolveRound(msg.lobbyId, state.currentIndex, state.questions.length);
|
||||
}
|
||||
};
|
||||
|
||||
export const resolveRound = async (
|
||||
lobbyId: string,
|
||||
questionIndex: number,
|
||||
totalQuestions: number,
|
||||
): Promise<void> => {
|
||||
const state = await lobbyGameStore.get(lobbyId);
|
||||
if (!state) return; // lobby was deleted mid-round, nothing to do
|
||||
|
||||
const currentQuestion = state.questions[questionIndex];
|
||||
if (!currentQuestion) return;
|
||||
|
||||
// Fill null for any players who didn't answer (timed out)
|
||||
const connected = getConnections(lobbyId);
|
||||
for (const userId of connected.keys()) {
|
||||
if (!state.playerAnswers.has(userId)) {
|
||||
state.playerAnswers.set(userId, null);
|
||||
}
|
||||
}
|
||||
|
||||
// Evaluate answers and update scores
|
||||
const results: {
|
||||
userId: string;
|
||||
selectedOptionId: number | null;
|
||||
isCorrect: boolean;
|
||||
}[] = [];
|
||||
|
||||
for (const [userId, selectedOptionId] of state.playerAnswers) {
|
||||
const isCorrect =
|
||||
selectedOptionId !== null &&
|
||||
selectedOptionId === currentQuestion.correctOptionId;
|
||||
if (isCorrect) {
|
||||
state.scores.set(userId, (state.scores.get(userId) ?? 0) + 1);
|
||||
}
|
||||
results.push({ userId, selectedOptionId, isCorrect });
|
||||
}
|
||||
|
||||
// Build updated players array for broadcast
|
||||
const players = [...state.scores.entries()].map(([userId, score]) => ({
|
||||
userId,
|
||||
score,
|
||||
lobbyId,
|
||||
user: { id: userId, name: userId }, // name resolved below
|
||||
}));
|
||||
|
||||
// Resolve user names from DB
|
||||
const lobby = await getLobbyByCodeWithPlayers(state.code);
|
||||
|
||||
const namedPlayers = players.map((p) => {
|
||||
const dbPlayer = lobby?.players.find((dp) => dp.userId === p.userId);
|
||||
return {
|
||||
...p,
|
||||
user: { id: p.userId, name: dbPlayer?.user.name ?? p.userId },
|
||||
};
|
||||
});
|
||||
|
||||
// Broadcast answer result
|
||||
broadcastToLobby(lobbyId, {
|
||||
type: "game:answer_result",
|
||||
correctOptionId: currentQuestion.correctOptionId,
|
||||
results,
|
||||
players: namedPlayers,
|
||||
});
|
||||
|
||||
// Save updated state
|
||||
state.playerAnswers = new Map();
|
||||
state.currentIndex = questionIndex + 1;
|
||||
await lobbyGameStore.set(lobbyId, state);
|
||||
|
||||
const isLastRound = questionIndex + 1 >= totalQuestions;
|
||||
|
||||
if (isLastRound) {
|
||||
await endGame(lobbyId, state);
|
||||
} else {
|
||||
// Wait 3s then broadcast next question
|
||||
setTimeout(() => {
|
||||
void (async () => {
|
||||
const fresh = await lobbyGameStore.get(lobbyId);
|
||||
if (!fresh) return;
|
||||
const nextQuestion = fresh.questions[fresh.currentIndex];
|
||||
if (!nextQuestion) return;
|
||||
broadcastToLobby(lobbyId, {
|
||||
type: "game:question",
|
||||
question: {
|
||||
questionId: nextQuestion.questionId,
|
||||
prompt: nextQuestion.prompt,
|
||||
gloss: nextQuestion.gloss,
|
||||
options: nextQuestion.options,
|
||||
},
|
||||
questionNumber: fresh.currentIndex + 1,
|
||||
totalQuestions,
|
||||
});
|
||||
// Restart timer for next round
|
||||
const timer = setTimeout(() => {
|
||||
void resolveRound(lobbyId, fresh.currentIndex, totalQuestions);
|
||||
}, 15000);
|
||||
timers.set(lobbyId, timer);
|
||||
})();
|
||||
}, 3000);
|
||||
}
|
||||
};
|
||||
|
||||
const endGame = async (
|
||||
lobbyId: string,
|
||||
state: Awaited<ReturnType<typeof lobbyGameStore.get>> & {},
|
||||
): Promise<void> => {
|
||||
// Persist final scores to DB
|
||||
await finishGame(lobbyId, state.scores);
|
||||
|
||||
// Determine winners (handle ties)
|
||||
const maxScore = Math.max(...state.scores.values());
|
||||
const winnerIds = [...state.scores.entries()]
|
||||
.filter(([, score]) => score === maxScore)
|
||||
.map(([userId]) => userId);
|
||||
|
||||
// Build final players array
|
||||
const lobby = await getLobbyByCodeWithPlayers(state.code);
|
||||
|
||||
const players = [...state.scores.entries()].map(([userId, score]) => {
|
||||
const dbPlayer = lobby?.players.find((p) => p.userId === userId);
|
||||
return {
|
||||
lobbyId,
|
||||
userId,
|
||||
score,
|
||||
user: { id: userId, name: dbPlayer?.user.name ?? userId },
|
||||
};
|
||||
});
|
||||
|
||||
broadcastToLobby(lobbyId, { type: "game:finished", players, winnerIds });
|
||||
|
||||
// Clean up game state
|
||||
await lobbyGameStore.delete(lobbyId);
|
||||
timers.delete(lobbyId);
|
||||
};
|
||||
|
|
@ -1,157 +0,0 @@
|
|||
import type { WebSocket } from "ws";
|
||||
import type { User } from "better-auth";
|
||||
import type { WsLobbyJoin, WsLobbyLeave, WsLobbyStart } from "@lila/shared";
|
||||
import {
|
||||
getLobbyByCodeWithPlayers,
|
||||
deleteLobby,
|
||||
removePlayer,
|
||||
updateLobbyStatus,
|
||||
} from "@lila/db";
|
||||
import {
|
||||
addConnection,
|
||||
getConnections,
|
||||
removeConnection,
|
||||
broadcastToLobby,
|
||||
} from "../connections.js";
|
||||
import { NotFoundError, ConflictError } from "../../errors/AppError.js";
|
||||
import { generateMultiplayerQuestions } from "../../services/multiplayerGameService.js";
|
||||
import { lobbyGameStore, timers } from "../gameState.js";
|
||||
import { resolveRound } from "./gameHandlers.js";
|
||||
|
||||
export const handleLobbyJoin = async (
|
||||
ws: WebSocket,
|
||||
msg: WsLobbyJoin,
|
||||
user: User,
|
||||
): Promise<void> => {
|
||||
// Load lobby and validate membership
|
||||
const lobby = await getLobbyByCodeWithPlayers(msg.code);
|
||||
if (!lobby) {
|
||||
throw new NotFoundError("Lobby not found");
|
||||
}
|
||||
|
||||
if (lobby.status !== "waiting") {
|
||||
throw new ConflictError("Lobby is not in waiting state");
|
||||
}
|
||||
|
||||
if (!lobby.players.some((p) => p.userId === user.id)) {
|
||||
throw new ConflictError("You are not a member of this lobby");
|
||||
}
|
||||
|
||||
// Register connection and tag the socket with lobbyId
|
||||
addConnection(lobby.id, user.id, ws);
|
||||
ws.lobbyId = lobby.id;
|
||||
|
||||
// Broadcast updated lobby state to all players
|
||||
broadcastToLobby(lobby.id, { type: "lobby:state", lobby });
|
||||
};
|
||||
|
||||
export const handleLobbyLeave = async (
|
||||
ws: WebSocket,
|
||||
msg: WsLobbyLeave,
|
||||
user: User,
|
||||
): Promise<void> => {
|
||||
const lobby = await getLobbyByCodeWithPlayers(msg.lobbyId);
|
||||
if (!lobby) return;
|
||||
|
||||
removeConnection(msg.lobbyId, user.id);
|
||||
ws.lobbyId = undefined;
|
||||
|
||||
if (lobby.hostUserId === user.id) {
|
||||
await deleteLobby(msg.lobbyId);
|
||||
broadcastToLobby(msg.lobbyId, {
|
||||
type: "error",
|
||||
code: "LOBBY_CLOSED",
|
||||
message: "Host left the lobby",
|
||||
});
|
||||
for (const player of lobby.players) {
|
||||
removeConnection(msg.lobbyId, player.userId);
|
||||
}
|
||||
} else {
|
||||
await removePlayer(msg.lobbyId, user.id);
|
||||
const updated = await getLobbyByCodeWithPlayers(lobby.code);
|
||||
if (!updated) return;
|
||||
broadcastToLobby(msg.lobbyId, { type: "lobby:state", lobby: updated });
|
||||
|
||||
// TODO(reconnection-slice): if lobby.status === 'in_progress', the game
|
||||
// continues with remaining players. If only one player remains after this
|
||||
// leave, end the game immediately and declare them winner. Currently we
|
||||
// broadcast updated lobby state and let the game resolve naturally via
|
||||
// timeouts — the disconnected player's answers will be null each round.
|
||||
// When reconnection handling is added, this is the place to change.
|
||||
}
|
||||
};
|
||||
|
||||
export const handleLobbyStart = async (
|
||||
_ws: WebSocket,
|
||||
msg: WsLobbyStart,
|
||||
user: User,
|
||||
): Promise<void> => {
|
||||
// Load lobby and validate
|
||||
const lobby = await getLobbyByCodeWithPlayers(msg.lobbyId);
|
||||
if (!lobby) {
|
||||
throw new NotFoundError("Lobby not found");
|
||||
}
|
||||
if (lobby.hostUserId !== user.id) {
|
||||
throw new ConflictError("Only the host can start the game");
|
||||
}
|
||||
if (lobby.status !== "waiting") {
|
||||
throw new ConflictError("Game has already started");
|
||||
}
|
||||
|
||||
// Check connected players, not DB players
|
||||
const connected = getConnections(msg.lobbyId);
|
||||
if (connected.size < 2) {
|
||||
throw new ConflictError("At least 2 players must be connected to start");
|
||||
}
|
||||
|
||||
// Generate questions
|
||||
const questions = await generateMultiplayerQuestions();
|
||||
|
||||
// Initialize scores for all connected players
|
||||
const scores = new Map<string, number>();
|
||||
for (const userId of connected.keys()) {
|
||||
scores.set(userId, 0);
|
||||
}
|
||||
|
||||
// Initialize game state
|
||||
await lobbyGameStore.create(msg.lobbyId, {
|
||||
code: lobby.code,
|
||||
questions,
|
||||
currentIndex: 0,
|
||||
playerAnswers: new Map(),
|
||||
scores,
|
||||
});
|
||||
|
||||
// Update lobby status in DB
|
||||
await updateLobbyStatus(msg.lobbyId, "in_progress");
|
||||
|
||||
// Broadcast first question
|
||||
const firstQuestion = questions[0]!;
|
||||
broadcastToLobby(msg.lobbyId, {
|
||||
type: "game:question",
|
||||
question: {
|
||||
questionId: firstQuestion.questionId,
|
||||
prompt: firstQuestion.prompt,
|
||||
gloss: firstQuestion.gloss,
|
||||
options: firstQuestion.options,
|
||||
},
|
||||
questionNumber: 1,
|
||||
totalQuestions: questions.length,
|
||||
});
|
||||
|
||||
// Start 15s timer
|
||||
startRoundTimer(msg.lobbyId, 0, questions.length);
|
||||
};
|
||||
|
||||
const startRoundTimer = (
|
||||
lobbyId: string,
|
||||
questionIndex: number,
|
||||
totalQuestions: number,
|
||||
): void => {
|
||||
const timer = setTimeout(() => {
|
||||
void resolveRound(lobbyId, questionIndex, totalQuestions).catch((err) => {
|
||||
console.error("Error resolving round after timeout:", err);
|
||||
});
|
||||
}, 15000);
|
||||
timers.set(lobbyId, timer);
|
||||
};
|
||||
|
|
@ -1,65 +0,0 @@
|
|||
import { WebSocketServer } from "ws";
|
||||
import type { WebSocket } from "ws";
|
||||
import type { Server } from "http";
|
||||
import type { IncomingMessage } from "http";
|
||||
import { handleUpgrade } from "./auth.js";
|
||||
import { handleMessage, type AuthenticatedUser } from "./router.js";
|
||||
import { removeConnection } from "./connections.js";
|
||||
import { handleLobbyLeave } from "./handlers/lobbyHandlers.js";
|
||||
|
||||
export const setupWebSocket = (server: Server): WebSocketServer => {
|
||||
const wss = new WebSocketServer({ noServer: true });
|
||||
|
||||
server.on("upgrade", (request, socket, head) => {
|
||||
if (request.url !== "/ws") {
|
||||
socket.destroy();
|
||||
return;
|
||||
}
|
||||
void handleUpgrade(request, socket, head, wss).catch((err) => {
|
||||
console.error("WebSocket upgrade error:", err);
|
||||
socket.destroy();
|
||||
});
|
||||
});
|
||||
|
||||
wss.on(
|
||||
"connection",
|
||||
(ws: WebSocket, _request: IncomingMessage, auth: AuthenticatedUser) => {
|
||||
ws.on("message", (rawData) => {
|
||||
void handleMessage(ws, rawData, auth).catch((err) => {
|
||||
console.error(
|
||||
`WebSocket message error for user ${auth.user.id}:`,
|
||||
err,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
ws.on("close", () => {
|
||||
void handleDisconnect(ws, auth).catch((err) => {
|
||||
console.error(
|
||||
`WebSocket disconnect error for user ${auth.user.id}:`,
|
||||
err,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
ws.on("error", (err) => {
|
||||
console.error(`WebSocket error for user ${auth.user.id}:`, err);
|
||||
});
|
||||
},
|
||||
);
|
||||
|
||||
return wss;
|
||||
};
|
||||
|
||||
const handleDisconnect = async (
|
||||
ws: WebSocket,
|
||||
auth: AuthenticatedUser,
|
||||
): Promise<void> => {
|
||||
if (!ws.lobbyId) return; // user connected but never joined a lobby
|
||||
removeConnection(ws.lobbyId, auth.user.id);
|
||||
await handleLobbyLeave(
|
||||
ws,
|
||||
{ type: "lobby:leave", lobbyId: ws.lobbyId },
|
||||
auth.user,
|
||||
);
|
||||
};
|
||||
|
|
@ -1,74 +0,0 @@
|
|||
import type { WebSocket } from "ws";
|
||||
import type { Session, User } from "better-auth";
|
||||
import { WsClientMessageSchema } from "@lila/shared";
|
||||
import {
|
||||
handleLobbyJoin,
|
||||
handleLobbyLeave,
|
||||
handleLobbyStart,
|
||||
} from "./handlers/lobbyHandlers.js";
|
||||
import { handleGameAnswer } from "./handlers/gameHandlers.js";
|
||||
import { AppError } from "../errors/AppError.js";
|
||||
|
||||
export type AuthenticatedUser = { session: Session; user: User };
|
||||
|
||||
const sendError = (ws: WebSocket, code: string, message: string): void => {
|
||||
ws.send(JSON.stringify({ type: "error", code, message }));
|
||||
};
|
||||
|
||||
const assertExhaustive = (_: never): never => {
|
||||
throw new Error("Unhandled message type");
|
||||
};
|
||||
|
||||
export const handleMessage = async (
|
||||
ws: WebSocket,
|
||||
rawData: unknown,
|
||||
auth: AuthenticatedUser,
|
||||
): Promise<void> => {
|
||||
// Layer 1: parse and validate incoming message
|
||||
let parsed: unknown;
|
||||
try {
|
||||
parsed = JSON.parse(
|
||||
typeof rawData === "string" ? rawData : (rawData as Buffer).toString(),
|
||||
);
|
||||
} catch {
|
||||
ws.send(JSON.stringify({ type: "error", message: "Invalid JSON" }));
|
||||
return;
|
||||
}
|
||||
const result = WsClientMessageSchema.safeParse(parsed);
|
||||
|
||||
if (!result.success) {
|
||||
ws.send(
|
||||
JSON.stringify({ type: "error", message: "Invalid message format" }),
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
const msg = result.data;
|
||||
|
||||
// Layer 2: dispatch to handler, catch and translate errors
|
||||
try {
|
||||
switch (msg.type) {
|
||||
case "lobby:join":
|
||||
await handleLobbyJoin(ws, msg, auth.user);
|
||||
break;
|
||||
case "lobby:leave":
|
||||
await handleLobbyLeave(ws, msg, auth.user);
|
||||
break;
|
||||
case "lobby:start":
|
||||
await handleLobbyStart(ws, msg, auth.user);
|
||||
break;
|
||||
case "game:answer":
|
||||
await handleGameAnswer(ws, msg, auth.user);
|
||||
break;
|
||||
default:
|
||||
assertExhaustive(msg);
|
||||
}
|
||||
} catch (err) {
|
||||
if (err instanceof AppError) {
|
||||
sendError(ws, err.name, err.message);
|
||||
} else {
|
||||
console.error("Unhandled WS error:", err);
|
||||
sendError(ws, "INTERNAL_ERROR", "An unexpected error occurred");
|
||||
}
|
||||
}
|
||||
};
|
||||
|
|
@ -24,13 +24,9 @@ const RootLayout = () => {
|
|||
{session ? (
|
||||
<button
|
||||
className="text-sm text-gray-600 hover:text-gray-900"
|
||||
onClick={() => {
|
||||
void (async () => {
|
||||
await signOut();
|
||||
void navigate({ to: "/" });
|
||||
})().catch((err) => {
|
||||
console.error("Sign out error:", err);
|
||||
});
|
||||
onClick={async () => {
|
||||
await signOut();
|
||||
navigate({ to: "/" });
|
||||
}}
|
||||
>
|
||||
Sign out ({session.user.name})
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@ const LoginPage = () => {
|
|||
if (isPending) return <div className="p-4">Loading...</div>;
|
||||
|
||||
if (session) {
|
||||
void navigate({ to: "/" });
|
||||
navigate({ to: "/" });
|
||||
return null;
|
||||
}
|
||||
|
||||
|
|
@ -17,25 +17,23 @@ const LoginPage = () => {
|
|||
<h1 className="text-2xl font-bold">sign in to lila</h1>
|
||||
<button
|
||||
className="w-64 rounded bg-gray-800 px-4 py-2 text-white hover:bg-gray-700"
|
||||
onClick={() => {
|
||||
void signIn
|
||||
.social({ provider: "github", callbackURL: window.location.origin })
|
||||
.catch((err) => {
|
||||
console.error("GitHub sign in error:", err);
|
||||
});
|
||||
}}
|
||||
onClick={() =>
|
||||
signIn.social({
|
||||
provider: "github",
|
||||
callbackURL: window.location.origin,
|
||||
})
|
||||
}
|
||||
>
|
||||
Continue with GitHub
|
||||
</button>
|
||||
<button
|
||||
className="w-64 rounded bg-blue-600 px-4 py-2 text-white hover:bg-blue-500"
|
||||
onClick={() => {
|
||||
void signIn
|
||||
.social({ provider: "google", callbackURL: window.location.origin })
|
||||
.catch((err) => {
|
||||
console.error("Google sign in error:", err);
|
||||
});
|
||||
}}
|
||||
onClick={() =>
|
||||
signIn.social({
|
||||
provider: "google",
|
||||
callbackURL: window.location.origin,
|
||||
})
|
||||
}
|
||||
>
|
||||
Continue with Google
|
||||
</button>
|
||||
|
|
|
|||
|
|
@ -6,12 +6,9 @@ import { ScoreScreen } from "../components/game/ScoreScreen";
|
|||
import { GameSetup } from "../components/game/GameSetup";
|
||||
import { authClient } from "../lib/auth-client";
|
||||
|
||||
type GameStartResponse = { success: true; data: GameSession };
|
||||
type GameAnswerResponse = { success: true; data: AnswerResult };
|
||||
|
||||
const API_URL = (import.meta.env["VITE_API_URL"] as string) || "";
|
||||
|
||||
function Play() {
|
||||
const API_URL = import.meta.env["VITE_API_URL"] || "";
|
||||
|
||||
const [gameSession, setGameSession] = useState<GameSession | null>(null);
|
||||
const [isLoading, setIsLoading] = useState(false);
|
||||
const [currentQuestionIndex, setCurrentQuestionIndex] = useState(0);
|
||||
|
|
@ -20,15 +17,13 @@ function Play() {
|
|||
|
||||
const startGame = useCallback(async (settings: GameRequest) => {
|
||||
setIsLoading(true);
|
||||
|
||||
const response = await fetch(`${API_URL}/api/v1/game/start`, {
|
||||
method: "POST",
|
||||
headers: { "Content-Type": "application/json" },
|
||||
credentials: "include",
|
||||
body: JSON.stringify(settings),
|
||||
});
|
||||
|
||||
const data = (await response.json()) as GameStartResponse;
|
||||
const data = await response.json();
|
||||
setGameSession(data.data);
|
||||
setCurrentQuestionIndex(0);
|
||||
setResults([]);
|
||||
|
|
@ -60,7 +55,7 @@ function Play() {
|
|||
selectedOptionId: optionId,
|
||||
}),
|
||||
});
|
||||
const data = (await response.json()) as GameAnswerResponse;
|
||||
const data = await response.json();
|
||||
setCurrentResult(data.data);
|
||||
};
|
||||
|
||||
|
|
@ -75,13 +70,7 @@ function Play() {
|
|||
if (!gameSession && !isLoading) {
|
||||
return (
|
||||
<div className="min-h-screen bg-linear-to-b from-purple-100 to-pink-50 flex items-center justify-center p-6">
|
||||
<GameSetup
|
||||
onStart={(settings) => {
|
||||
void startGame(settings).catch((err) => {
|
||||
console.error("Start game error:", err);
|
||||
});
|
||||
}}
|
||||
/>
|
||||
<GameSetup onStart={startGame} />
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
|
@ -110,15 +99,11 @@ function Play() {
|
|||
return (
|
||||
<div className="min-h-screen bg-linear-to-b from-purple-100 to-pink-50 flex items-center justify-center p-6">
|
||||
<QuestionCard
|
||||
onAnswer={(optionId) => {
|
||||
void handleAnswer(optionId).catch((err) => {
|
||||
console.error("Answer error:", err);
|
||||
});
|
||||
}}
|
||||
question={question}
|
||||
questionNumber={currentQuestionIndex + 1}
|
||||
totalQuestions={gameSession.questions.length}
|
||||
currentResult={currentResult}
|
||||
onAnswer={handleAnswer}
|
||||
onNext={handleNext}
|
||||
/>
|
||||
</div>
|
||||
|
|
|
|||
91
docker-compose.prod.yml
Normal file
91
docker-compose.prod.yml
Normal file
|
|
@ -0,0 +1,91 @@
|
|||
services:
|
||||
caddy:
|
||||
container_name: lila-caddy
|
||||
image: caddy:2-alpine
|
||||
ports:
|
||||
- "80:80"
|
||||
- "443:443"
|
||||
volumes:
|
||||
- ./Caddyfile:/etc/caddy/Caddyfile
|
||||
- caddy_data:/data
|
||||
- caddy_config:/config
|
||||
restart: unless-stopped
|
||||
depends_on:
|
||||
api:
|
||||
condition: service_healthy
|
||||
networks:
|
||||
- lila-network
|
||||
|
||||
api:
|
||||
container_name: lila-api
|
||||
build:
|
||||
context: .
|
||||
dockerfile: ./apps/api/Dockerfile
|
||||
target: runner
|
||||
env_file:
|
||||
- .env
|
||||
restart: unless-stopped
|
||||
healthcheck:
|
||||
test:
|
||||
["CMD-SHELL", "wget -qO- http://localhost:3000/api/health || exit 1"]
|
||||
interval: 5s
|
||||
timeout: 3s
|
||||
retries: 5
|
||||
depends_on:
|
||||
database:
|
||||
condition: service_healthy
|
||||
networks:
|
||||
- lila-network
|
||||
|
||||
web:
|
||||
container_name: lila-web
|
||||
build:
|
||||
context: .
|
||||
dockerfile: ./apps/web/Dockerfile
|
||||
target: production
|
||||
args:
|
||||
VITE_API_URL: https://api.lilastudy.com
|
||||
restart: unless-stopped
|
||||
networks:
|
||||
- lila-network
|
||||
|
||||
database:
|
||||
container_name: lila-database
|
||||
image: postgres:18.3-alpine3.23
|
||||
env_file:
|
||||
- .env
|
||||
environment:
|
||||
- PGDATA=/var/lib/postgresql/data
|
||||
volumes:
|
||||
- lila-db:/var/lib/postgresql/data
|
||||
restart: unless-stopped
|
||||
healthcheck:
|
||||
test: ["CMD-SHELL", "pg_isready -U ${POSTGRES_USER} -d ${POSTGRES_DB}"]
|
||||
interval: 5s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
networks:
|
||||
- lila-network
|
||||
|
||||
forgejo:
|
||||
container_name: lila-forgejo
|
||||
image: codeberg.org/forgejo/forgejo:11
|
||||
volumes:
|
||||
- forgejo-data:/data
|
||||
environment:
|
||||
- USER_UID=1000
|
||||
- USER_GID=1000
|
||||
ports:
|
||||
- "2222:22"
|
||||
restart: unless-stopped
|
||||
networks:
|
||||
- lila-network
|
||||
|
||||
networks:
|
||||
lila-network:
|
||||
|
||||
volumes:
|
||||
lila-db:
|
||||
caddy_data:
|
||||
caddy_config:
|
||||
forgejo-data:
|
||||
|
|
@ -42,12 +42,11 @@ services:
|
|||
volumes:
|
||||
- ./apps/api:/app/apps/api # Hot reload API code
|
||||
- ./packages/shared:/app/packages/shared # Hot reload shared
|
||||
- ./packages/db:/app/packages/db
|
||||
- /app/node_modules
|
||||
restart: unless-stopped
|
||||
healthcheck:
|
||||
test:
|
||||
["CMD-SHELL", "wget -qO- http://localhost:3000/api/v1/health || exit 1"]
|
||||
["CMD-SHELL", "wget -qO- http://localhost:3000/api/health || exit 1"]
|
||||
interval: 5s
|
||||
timeout: 3s
|
||||
retries: 5
|
||||
|
|
@ -67,7 +66,6 @@ services:
|
|||
- "5173:5173"
|
||||
volumes:
|
||||
- ./apps/web:/app/apps/web # Hot reload: local edits reflect immediately
|
||||
- ./packages/shared:/app/packages/shared
|
||||
- /app/node_modules # Protect container's node_modules from being overwritten
|
||||
environment:
|
||||
- VITE_API_URL=http://localhost:3000
|
||||
|
|
|
|||
|
|
@ -12,19 +12,19 @@ This document describes the production deployment of the lila vocabulary trainer
|
|||
|
||||
### Subdomain Routing
|
||||
|
||||
| Subdomain | Service | Container port |
|
||||
| ------------------- | ------------------------------------- | -------------- |
|
||||
| `lilastudy.com` | Frontend (nginx serving static files) | 80 |
|
||||
| `api.lilastudy.com` | Express API | 3000 |
|
||||
| `git.lilastudy.com` | Forgejo (web UI + container registry) | 3000 |
|
||||
| Subdomain | Service | Container port |
|
||||
|---|---|---|
|
||||
| `lilastudy.com` | Frontend (nginx serving static files) | 80 |
|
||||
| `api.lilastudy.com` | Express API | 3000 |
|
||||
| `git.lilastudy.com` | Forgejo (web UI + container registry) | 3000 |
|
||||
|
||||
### Ports Exposed to the Internet
|
||||
|
||||
| Port | Service |
|
||||
| ---- | -------------------------------- |
|
||||
| 80 | Caddy (HTTP, redirects to HTTPS) |
|
||||
| 443 | Caddy (HTTPS) |
|
||||
| 2222 | Forgejo SSH (git clone/push) |
|
||||
| Port | Service |
|
||||
|---|---|
|
||||
| 80 | Caddy (HTTP, redirects to HTTPS) |
|
||||
| 443 | Caddy (HTTPS) |
|
||||
| 2222 | Forgejo SSH (git clone/push) |
|
||||
|
||||
All other services (Postgres, API, frontend) communicate only over the internal Docker network.
|
||||
|
||||
|
|
@ -225,9 +225,59 @@ Host git.lilastudy.com
|
|||
|
||||
This allows standard git commands without specifying the port.
|
||||
|
||||
## CI/CD Pipeline
|
||||
|
||||
Automated build and deploy via Forgejo Actions. On every push to `main`, the pipeline builds ARM64 images natively on the VPS, pushes them to the Forgejo registry, and restarts the app containers.
|
||||
|
||||
### Components
|
||||
|
||||
- **Forgejo Actions** — enabled by default, workflow files in `.forgejo/workflows/`
|
||||
- **Forgejo Runner** — runs as a container (`lila-ci-runner`) on the VPS, uses the host's Docker socket to build images natively on ARM64
|
||||
- **Workflow file** — `.forgejo/workflows/deploy.yml`
|
||||
|
||||
### Pipeline Steps
|
||||
|
||||
1. Install Docker CLI and SSH client in the job container
|
||||
2. Checkout the repository
|
||||
3. Login to the Forgejo container registry
|
||||
4. Build API image (target: `runner`)
|
||||
5. Build Web image (target: `production`, with `VITE_API_URL` baked in)
|
||||
6. Push both images to `git.lilastudy.com`
|
||||
7. SSH into the VPS, pull new images, restart `api` and `web` containers, prune old images
|
||||
|
||||
### Secrets (stored in Forgejo repo settings → Actions → Secrets)
|
||||
|
||||
| Secret | Value |
|
||||
|---|---|
|
||||
| REGISTRY_USER | Forgejo username |
|
||||
| REGISTRY_PASSWORD | Forgejo password |
|
||||
| SSH_PRIVATE_KEY | Contents of `~/.ssh/ci-runner` on the VPS |
|
||||
| SSH_HOST | VPS IP address |
|
||||
| SSH_USER | `lila` |
|
||||
|
||||
### Runner Configuration
|
||||
|
||||
The runner config is at `/data/config.yml` inside the `lila-ci-runner` container. Key settings:
|
||||
|
||||
- `docker_host: "automount"` — mounts the host Docker socket into job containers
|
||||
- `valid_volumes: ["/var/run/docker.sock"]` — allows the socket mount
|
||||
- `privileged: true` — required for Docker access from job containers
|
||||
- `options: "--group-add 989"` — adds the host's docker group (GID 989) to job containers
|
||||
|
||||
The runner command must explicitly reference the config file:
|
||||
|
||||
```yaml
|
||||
command: '/bin/sh -c "sleep 5; forgejo-runner -c /data/config.yml daemon"'
|
||||
```
|
||||
|
||||
### Deploy Cycle
|
||||
|
||||
Push to main → pipeline runs automatically (~2-5 min) → app is updated. No manual steps required.
|
||||
|
||||
To manually trigger a re-run: go to the repo's Actions tab, click on the latest run, and use the re-run button.
|
||||
|
||||
## Known Issues and Future Work
|
||||
|
||||
- **CI/CD**: Currently manual build-push-pull cycle. Plan: Forgejo Actions with a runner on the VPS building ARM images natively (eliminates QEMU cross-compilation)
|
||||
- **Backups**: Offsite backup storage (Hetzner Object Storage or similar) should be added
|
||||
- **Valkey**: Not in the production stack yet. Will be added when multiplayer requires session/room state
|
||||
- **Monitoring/logging**: No centralized logging or uptime monitoring configured
|
||||
|
|
|
|||
|
|
@ -1,83 +0,0 @@
|
|||
# Game Modes
|
||||
|
||||
This document describes the planned game modes for lila. Each mode uses the same lobby system and vocabulary data but differs in how answers are submitted, scored, and how a winner is determined.
|
||||
|
||||
The first multiplayer mode to implement is TBD. The lobby infrastructure (create, join, WebSocket connection) is mode-agnostic — adding a new mode means adding new game logic, not changing the lobby.
|
||||
|
||||
---
|
||||
|
||||
## TV Quiz Show
|
||||
|
||||
**Type:** Multiplayer
|
||||
**Answer model:** Buzzer — first to press gets to answer
|
||||
**Rounds:** Fixed (e.g. 10)
|
||||
|
||||
A question appears for all players. The first player to buzz in gets to answer. If correct, they score a point. If wrong, other players may get a chance to answer (TBD: whether the question passes to the next buzzer or the round ends). The host or a timer controls the pace.
|
||||
|
||||
Key difference from other modes: only one player answers per question. Speed of reaction matters as much as knowledge.
|
||||
|
||||
---
|
||||
|
||||
## Race to the Top
|
||||
|
||||
**Type:** Multiplayer
|
||||
**Answer model:** Simultaneous — all players answer independently
|
||||
**Rounds:** None — play until target score reached
|
||||
|
||||
All players see the same question and answer independently. No fixed round count. The first player to reach a target number of correct answers wins (e.g. 20). Fast-paced and competitive.
|
||||
|
||||
Open questions: what happens if two players hit the target on the same question? Tiebreaker by speed? Shared win?
|
||||
|
||||
---
|
||||
|
||||
## Chain Link
|
||||
|
||||
**Type:** Multiplayer
|
||||
**Answer model:** Turn-based — one player at a time, in rotation
|
||||
**Rounds:** None — play until a player fails
|
||||
|
||||
Players answer in a fixed rotation: Player 1, Player 2, Player 3, then back to Player 1. Each player gets one question per turn. The game continues until a player answers incorrectly — that player is out (or the game ends). Last correct answerer wins, or the game simply ends on the first wrong answer.
|
||||
|
||||
Key difference from other modes: turn-based, not simultaneous. Pressure builds as you wait for your turn.
|
||||
|
||||
Open questions: does the player who answers wrong lose, or does the game just end? If the game continues, does it become elimination?
|
||||
|
||||
---
|
||||
|
||||
## Elimination Round
|
||||
|
||||
**Type:** Multiplayer
|
||||
**Answer model:** Simultaneous — all players answer independently
|
||||
**Rounds:** Continue until one player remains
|
||||
|
||||
All players see the same question and answer simultaneously. Players who answer incorrectly are eliminated. Rounds continue until only one player is left standing.
|
||||
|
||||
Open questions: what if everyone gets it wrong in the same round? Reset that round? Eliminate nobody? What if it comes down to two players and both get it wrong repeatedly?
|
||||
|
||||
---
|
||||
|
||||
## Cooperative Challenge
|
||||
|
||||
**Type:** Multiplayer
|
||||
**Answer model:** TBD
|
||||
**Rounds:** TBD
|
||||
|
||||
Players work together rather than competing. Concept not yet defined. Possible ideas: shared team score with a target, each player contributes answers to a collective pool, or players take turns and the team survives as long as the chain doesn't break.
|
||||
|
||||
---
|
||||
|
||||
## Single Player Extended
|
||||
|
||||
**Type:** Singleplayer
|
||||
**Answer model:** TBD
|
||||
**Rounds:** TBD
|
||||
|
||||
An expanded version of the current singleplayer quiz. Concept not yet defined. Possible ideas: longer sessions with increasing difficulty, mixed POS/language rounds, streak bonuses, progress tracking across sessions, or timed challenge mode.
|
||||
|
||||
---
|
||||
|
||||
## Schema Impact
|
||||
|
||||
The `lobbies` table includes a `game_mode` column (varchar) with values like `tv_quiz`, `race_to_top`, `chain_link`, `elimination`. Mode-specific settings (e.g. target score for Race to the Top) can be stored in a `settings` jsonb column if needed.
|
||||
|
||||
The singleplayer modes (Single Player Extended) don't require a lobby — they extend the existing singleplayer flow.
|
||||
|
|
@ -21,13 +21,18 @@ WARNING! Your credentials are stored unencrypted in '/home/languagedev/.docker/c
|
|||
Configure a credential helper to remove this warning. See
|
||||
https://docs.docker.com/go/credential-store/
|
||||
|
||||
### docker containers on startup?
|
||||
|
||||
laptop: verify if docker containers run on startup (they shouldnt)
|
||||
|
||||
### vps setup
|
||||
|
||||
- monitoring and logging (eg via chrootkit or rkhunter, logwatch/monit => mails daily with summary)
|
||||
- ~~keep the vps clean (e.g. old docker images/containers)~~ ✅ CI/CD pipeline runs `docker image prune -f` after deploy
|
||||
|
||||
### ~~cd/ci pipeline~~ ✅ RESOLVED
|
||||
|
||||
Forgejo Actions with runner on VPS, Forgejo built-in container registry. See `deployment.md`.
|
||||
|
||||
### ~~postgres backups~~ ✅ RESOLVED
|
||||
|
||||
Daily pg_dump cron job, 7-day retention, dev laptop auto-sync via rsync. See `deployment.md`.
|
||||
|
||||
### try now option
|
||||
|
||||
|
|
|
|||
|
|
@ -290,15 +290,15 @@ After completing a task: share the code, ask what to refactor and why. The LLM s
|
|||
|
||||
## 11. Post-MVP Ladder
|
||||
|
||||
| Phase | What it adds | Status |
|
||||
| ------------------- | ----------------------------------------------------------------------- | ------ |
|
||||
| Auth | Better Auth (Google + GitHub), embedded in Express API, user rows in DB | ✅ |
|
||||
| Deployment | Docker Compose, Caddy, Forgejo, CI/CD, Hetzner VPS | ✅ |
|
||||
| Hardening (partial) | CI/CD pipeline, DB backups | ✅ |
|
||||
| User Stats | Games played, score history, profile page | ❌ |
|
||||
| Multiplayer Lobby | Room creation, join by code, WebSocket connection | ❌ |
|
||||
| Multiplayer Game | Simultaneous answers, server timer, live scores, winner screen | ❌ |
|
||||
| Hardening (rest) | Rate limiting, error boundaries, monitoring, accessibility | ❌ |
|
||||
| Phase | What it adds | Status |
|
||||
| ----------------- | ------------------------------------------------------------------------------- | ------ |
|
||||
| Auth | Better Auth (Google + GitHub), embedded in Express API, user rows in DB | ✅ |
|
||||
| Deployment | Docker Compose, Caddy, Forgejo, CI/CD, Hetzner VPS | ✅ |
|
||||
| Hardening (partial) | CI/CD pipeline, DB backups | ✅ |
|
||||
| User Stats | Games played, score history, profile page | ❌ |
|
||||
| Multiplayer Lobby | Room creation, join by code, WebSocket connection | ❌ |
|
||||
| Multiplayer Game | Simultaneous answers, server timer, live scores, winner screen | ❌ |
|
||||
| Hardening (rest) | Rate limiting, error boundaries, monitoring, accessibility | ❌ |
|
||||
|
||||
### Future Data Model Extensions (deferred, additive)
|
||||
|
||||
|
|
|
|||
|
|
@ -13,7 +13,6 @@ export default defineConfig([
|
|||
"eslint.config.mjs",
|
||||
"**/*.config.ts",
|
||||
"routeTree.gen.ts",
|
||||
"scripts/**",
|
||||
]),
|
||||
|
||||
eslint.configs.recommended,
|
||||
|
|
@ -39,27 +38,6 @@ export default defineConfig([
|
|||
},
|
||||
{
|
||||
files: ["apps/web/src/routes/**/*.{ts,tsx}"],
|
||||
rules: {
|
||||
"react-refresh/only-export-components": "off",
|
||||
"@typescript-eslint/only-throw-error": "off",
|
||||
},
|
||||
},
|
||||
{
|
||||
rules: {
|
||||
"@typescript-eslint/no-unused-vars": [
|
||||
"error",
|
||||
{
|
||||
argsIgnorePattern: "^_",
|
||||
varsIgnorePattern: "^_",
|
||||
caughtErrorsIgnorePattern: "^_",
|
||||
},
|
||||
],
|
||||
},
|
||||
},
|
||||
{
|
||||
// better-auth's createAuthClient return type is insufficiently typed upstream.
|
||||
// This is a known issue: https://github.com/better-auth/better-auth/issues
|
||||
files: ["apps/web/src/lib/auth-client.ts"],
|
||||
rules: { "@typescript-eslint/no-unsafe-assignment": "off" },
|
||||
rules: { "react-refresh/only-export-components": "off" },
|
||||
},
|
||||
]);
|
||||
|
|
|
|||
|
|
@ -1,21 +0,0 @@
|
|||
CREATE TABLE "lobbies" (
|
||||
"id" uuid PRIMARY KEY DEFAULT gen_random_uuid() NOT NULL,
|
||||
"code" varchar(10) NOT NULL,
|
||||
"host_user_id" text NOT NULL,
|
||||
"status" varchar(20) NOT NULL,
|
||||
"created_at" timestamp with time zone DEFAULT now() NOT NULL,
|
||||
CONSTRAINT "lobbies_code_unique" UNIQUE("code"),
|
||||
CONSTRAINT "lobby_status_check" CHECK ("lobbies"."status" IN ('waiting', 'in_progress', 'finished'))
|
||||
);
|
||||
--> statement-breakpoint
|
||||
CREATE TABLE "lobby_players" (
|
||||
"lobby_id" uuid NOT NULL,
|
||||
"user_id" text NOT NULL,
|
||||
"score" integer DEFAULT 0 NOT NULL,
|
||||
"joined_at" timestamp with time zone DEFAULT now() NOT NULL,
|
||||
CONSTRAINT "lobby_players_lobby_id_user_id_pk" PRIMARY KEY("lobby_id","user_id")
|
||||
);
|
||||
--> statement-breakpoint
|
||||
ALTER TABLE "lobbies" ADD CONSTRAINT "lobbies_host_user_id_user_id_fk" FOREIGN KEY ("host_user_id") REFERENCES "public"."user"("id") ON DELETE cascade ON UPDATE no action;--> statement-breakpoint
|
||||
ALTER TABLE "lobby_players" ADD CONSTRAINT "lobby_players_lobby_id_lobbies_id_fk" FOREIGN KEY ("lobby_id") REFERENCES "public"."lobbies"("id") ON DELETE cascade ON UPDATE no action;--> statement-breakpoint
|
||||
ALTER TABLE "lobby_players" ADD CONSTRAINT "lobby_players_user_id_user_id_fk" FOREIGN KEY ("user_id") REFERENCES "public"."user"("id") ON DELETE cascade ON UPDATE no action;
|
||||
|
|
@ -110,8 +110,12 @@
|
|||
"name": "account_user_id_user_id_fk",
|
||||
"tableFrom": "account",
|
||||
"tableTo": "user",
|
||||
"columnsFrom": ["user_id"],
|
||||
"columnsTo": ["id"],
|
||||
"columnsFrom": [
|
||||
"user_id"
|
||||
],
|
||||
"columnsTo": [
|
||||
"id"
|
||||
],
|
||||
"onDelete": "cascade",
|
||||
"onUpdate": "no action"
|
||||
}
|
||||
|
|
@ -145,8 +149,12 @@
|
|||
"name": "deck_terms_deck_id_decks_id_fk",
|
||||
"tableFrom": "deck_terms",
|
||||
"tableTo": "decks",
|
||||
"columnsFrom": ["deck_id"],
|
||||
"columnsTo": ["id"],
|
||||
"columnsFrom": [
|
||||
"deck_id"
|
||||
],
|
||||
"columnsTo": [
|
||||
"id"
|
||||
],
|
||||
"onDelete": "cascade",
|
||||
"onUpdate": "no action"
|
||||
},
|
||||
|
|
@ -154,8 +162,12 @@
|
|||
"name": "deck_terms_term_id_terms_id_fk",
|
||||
"tableFrom": "deck_terms",
|
||||
"tableTo": "terms",
|
||||
"columnsFrom": ["term_id"],
|
||||
"columnsTo": ["id"],
|
||||
"columnsFrom": [
|
||||
"term_id"
|
||||
],
|
||||
"columnsTo": [
|
||||
"id"
|
||||
],
|
||||
"onDelete": "cascade",
|
||||
"onUpdate": "no action"
|
||||
}
|
||||
|
|
@ -163,7 +175,10 @@
|
|||
"compositePrimaryKeys": {
|
||||
"deck_terms_deck_id_term_id_pk": {
|
||||
"name": "deck_terms_deck_id_term_id_pk",
|
||||
"columns": ["deck_id", "term_id"]
|
||||
"columns": [
|
||||
"deck_id",
|
||||
"term_id"
|
||||
]
|
||||
}
|
||||
},
|
||||
"uniqueConstraints": {},
|
||||
|
|
@ -250,7 +265,10 @@
|
|||
"unique_deck_name": {
|
||||
"name": "unique_deck_name",
|
||||
"nullsNotDistinct": false,
|
||||
"columns": ["name", "source_language"]
|
||||
"columns": [
|
||||
"name",
|
||||
"source_language"
|
||||
]
|
||||
}
|
||||
},
|
||||
"policies": {},
|
||||
|
|
@ -350,8 +368,12 @@
|
|||
"name": "session_user_id_user_id_fk",
|
||||
"tableFrom": "session",
|
||||
"tableTo": "user",
|
||||
"columnsFrom": ["user_id"],
|
||||
"columnsTo": ["id"],
|
||||
"columnsFrom": [
|
||||
"user_id"
|
||||
],
|
||||
"columnsTo": [
|
||||
"id"
|
||||
],
|
||||
"onDelete": "cascade",
|
||||
"onUpdate": "no action"
|
||||
}
|
||||
|
|
@ -361,7 +383,9 @@
|
|||
"session_token_unique": {
|
||||
"name": "session_token_unique",
|
||||
"nullsNotDistinct": false,
|
||||
"columns": ["token"]
|
||||
"columns": [
|
||||
"token"
|
||||
]
|
||||
}
|
||||
},
|
||||
"policies": {},
|
||||
|
|
@ -411,8 +435,12 @@
|
|||
"name": "term_glosses_term_id_terms_id_fk",
|
||||
"tableFrom": "term_glosses",
|
||||
"tableTo": "terms",
|
||||
"columnsFrom": ["term_id"],
|
||||
"columnsTo": ["id"],
|
||||
"columnsFrom": [
|
||||
"term_id"
|
||||
],
|
||||
"columnsTo": [
|
||||
"id"
|
||||
],
|
||||
"onDelete": "cascade",
|
||||
"onUpdate": "no action"
|
||||
}
|
||||
|
|
@ -422,7 +450,10 @@
|
|||
"unique_term_gloss": {
|
||||
"name": "unique_term_gloss",
|
||||
"nullsNotDistinct": false,
|
||||
"columns": ["term_id", "language_code"]
|
||||
"columns": [
|
||||
"term_id",
|
||||
"language_code"
|
||||
]
|
||||
}
|
||||
},
|
||||
"policies": {},
|
||||
|
|
@ -457,8 +488,12 @@
|
|||
"name": "term_topics_term_id_terms_id_fk",
|
||||
"tableFrom": "term_topics",
|
||||
"tableTo": "terms",
|
||||
"columnsFrom": ["term_id"],
|
||||
"columnsTo": ["id"],
|
||||
"columnsFrom": [
|
||||
"term_id"
|
||||
],
|
||||
"columnsTo": [
|
||||
"id"
|
||||
],
|
||||
"onDelete": "cascade",
|
||||
"onUpdate": "no action"
|
||||
},
|
||||
|
|
@ -466,8 +501,12 @@
|
|||
"name": "term_topics_topic_id_topics_id_fk",
|
||||
"tableFrom": "term_topics",
|
||||
"tableTo": "topics",
|
||||
"columnsFrom": ["topic_id"],
|
||||
"columnsTo": ["id"],
|
||||
"columnsFrom": [
|
||||
"topic_id"
|
||||
],
|
||||
"columnsTo": [
|
||||
"id"
|
||||
],
|
||||
"onDelete": "cascade",
|
||||
"onUpdate": "no action"
|
||||
}
|
||||
|
|
@ -475,7 +514,10 @@
|
|||
"compositePrimaryKeys": {
|
||||
"term_topics_term_id_topic_id_pk": {
|
||||
"name": "term_topics_term_id_topic_id_pk",
|
||||
"columns": ["term_id", "topic_id"]
|
||||
"columns": [
|
||||
"term_id",
|
||||
"topic_id"
|
||||
]
|
||||
}
|
||||
},
|
||||
"uniqueConstraints": {},
|
||||
|
|
@ -549,7 +591,10 @@
|
|||
"unique_source_id": {
|
||||
"name": "unique_source_id",
|
||||
"nullsNotDistinct": false,
|
||||
"columns": ["source", "source_id"]
|
||||
"columns": [
|
||||
"source",
|
||||
"source_id"
|
||||
]
|
||||
}
|
||||
},
|
||||
"policies": {},
|
||||
|
|
@ -605,7 +650,9 @@
|
|||
"topics_slug_unique": {
|
||||
"name": "topics_slug_unique",
|
||||
"nullsNotDistinct": false,
|
||||
"columns": ["slug"]
|
||||
"columns": [
|
||||
"slug"
|
||||
]
|
||||
}
|
||||
},
|
||||
"policies": {},
|
||||
|
|
@ -701,8 +748,12 @@
|
|||
"name": "translations_term_id_terms_id_fk",
|
||||
"tableFrom": "translations",
|
||||
"tableTo": "terms",
|
||||
"columnsFrom": ["term_id"],
|
||||
"columnsTo": ["id"],
|
||||
"columnsFrom": [
|
||||
"term_id"
|
||||
],
|
||||
"columnsTo": [
|
||||
"id"
|
||||
],
|
||||
"onDelete": "cascade",
|
||||
"onUpdate": "no action"
|
||||
}
|
||||
|
|
@ -712,7 +763,11 @@
|
|||
"unique_translations": {
|
||||
"name": "unique_translations",
|
||||
"nullsNotDistinct": false,
|
||||
"columns": ["term_id", "language_code", "text"]
|
||||
"columns": [
|
||||
"term_id",
|
||||
"language_code",
|
||||
"text"
|
||||
]
|
||||
}
|
||||
},
|
||||
"policies": {},
|
||||
|
|
@ -789,7 +844,9 @@
|
|||
"user_email_unique": {
|
||||
"name": "user_email_unique",
|
||||
"nullsNotDistinct": false,
|
||||
"columns": ["email"]
|
||||
"columns": [
|
||||
"email"
|
||||
]
|
||||
}
|
||||
},
|
||||
"policies": {},
|
||||
|
|
@ -870,5 +927,9 @@
|
|||
"roles": {},
|
||||
"policies": {},
|
||||
"views": {},
|
||||
"_meta": { "columns": {}, "schemas": {}, "tables": {} }
|
||||
}
|
||||
"_meta": {
|
||||
"columns": {},
|
||||
"schemas": {},
|
||||
"tables": {}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -43,13 +43,6 @@
|
|||
"when": 1776154563168,
|
||||
"tag": "0005_broad_mariko_yashida",
|
||||
"breakpoints": true
|
||||
},
|
||||
{
|
||||
"idx": 6,
|
||||
"version": "7",
|
||||
"when": 1776270391189,
|
||||
"tag": "0006_certain_adam_destine",
|
||||
"breakpoints": true
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
|
|
@ -9,7 +9,6 @@ import {
|
|||
primaryKey,
|
||||
index,
|
||||
boolean,
|
||||
integer,
|
||||
} from "drizzle-orm/pg-core";
|
||||
|
||||
import { sql, relations } from "drizzle-orm";
|
||||
|
|
@ -20,7 +19,6 @@ import {
|
|||
CEFR_LEVELS,
|
||||
SUPPORTED_DECK_TYPES,
|
||||
DIFFICULTY_LEVELS,
|
||||
LOBBY_STATUSES,
|
||||
} from "@lila/shared";
|
||||
|
||||
export const terms = pgTable(
|
||||
|
|
@ -254,53 +252,12 @@ export const accountRelations = relations(account, ({ one }) => ({
|
|||
user: one(user, { fields: [account.userId], references: [user.id] }),
|
||||
}));
|
||||
|
||||
export const lobbies = pgTable(
|
||||
"lobbies",
|
||||
{
|
||||
id: uuid().primaryKey().defaultRandom(),
|
||||
code: varchar({ length: 10 }).notNull().unique(),
|
||||
hostUserId: text("host_user_id")
|
||||
.notNull()
|
||||
.references(() => user.id, { onDelete: "cascade" }),
|
||||
status: varchar({ length: 20 }).notNull().default("waiting"),
|
||||
createdAt: timestamp("created_at", { withTimezone: true })
|
||||
.defaultNow()
|
||||
.notNull(),
|
||||
},
|
||||
(table) => [
|
||||
check(
|
||||
"lobby_status_check",
|
||||
sql`${table.status} IN (${sql.raw(LOBBY_STATUSES.map((s) => `'${s}'`).join(", "))})`,
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
export const lobby_players = pgTable(
|
||||
"lobby_players",
|
||||
{
|
||||
lobbyId: uuid("lobby_id")
|
||||
.notNull()
|
||||
.references(() => lobbies.id, { onDelete: "cascade" }),
|
||||
userId: text("user_id")
|
||||
.notNull()
|
||||
.references(() => user.id, { onDelete: "cascade" }),
|
||||
score: integer().notNull().default(0),
|
||||
joinedAt: timestamp("joined_at", { withTimezone: true })
|
||||
.defaultNow()
|
||||
.notNull(),
|
||||
},
|
||||
(table) => [primaryKey({ columns: [table.lobbyId, table.userId] })],
|
||||
);
|
||||
|
||||
export const lobbyRelations = relations(lobbies, ({ one, many }) => ({
|
||||
host: one(user, { fields: [lobbies.hostUserId], references: [user.id] }),
|
||||
players: many(lobby_players),
|
||||
}));
|
||||
|
||||
export const lobbyPlayersRelations = relations(lobby_players, ({ one }) => ({
|
||||
lobby: one(lobbies, {
|
||||
fields: [lobby_players.lobbyId],
|
||||
references: [lobbies.id],
|
||||
}),
|
||||
user: one(user, { fields: [lobby_players.userId], references: [user.id] }),
|
||||
}));
|
||||
/*
|
||||
* INTENTIONAL DESIGN DECISIONS — see decisions.md for full reasoning
|
||||
*
|
||||
* source + source_id (terms): idempotency key per import pipeline
|
||||
* display_name UNIQUE (users): multiplayer requires distinguishable names
|
||||
* UNIQUE(term_id, language_code, text): allows synonyms, prevents exact duplicates
|
||||
* updated_at omitted: misleading without a trigger to maintain it
|
||||
* FK indexes: all FK columns covered, no sequential scans on joins
|
||||
*/
|
||||
|
|
|
|||
|
|
@ -3,13 +3,11 @@ import { drizzle } from "drizzle-orm/node-postgres";
|
|||
import { resolve } from "path";
|
||||
import { fileURLToPath } from "url";
|
||||
import { dirname } from "path";
|
||||
import * as schema from "./db/schema.js";
|
||||
|
||||
config({
|
||||
path: resolve(dirname(fileURLToPath(import.meta.url)), "../../../.env"),
|
||||
});
|
||||
|
||||
export const db = drizzle(process.env["DATABASE_URL"]!, { schema });
|
||||
export const db = drizzle(process.env["DATABASE_URL"]!);
|
||||
|
||||
export * from "./models/termModel.js";
|
||||
export * from "./models/lobbyModel.js";
|
||||
|
|
|
|||
|
|
@ -1,122 +0,0 @@
|
|||
import { db } from "@lila/db";
|
||||
import { lobbies, lobby_players } from "@lila/db/schema";
|
||||
import { eq, and, sql } from "drizzle-orm";
|
||||
|
||||
import type { LobbyStatus } from "@lila/shared";
|
||||
|
||||
export type Lobby = typeof lobbies.$inferSelect;
|
||||
export type LobbyPlayer = typeof lobby_players.$inferSelect;
|
||||
export type LobbyWithPlayers = Lobby & {
|
||||
players: (LobbyPlayer & { user: { id: string; name: string } })[];
|
||||
};
|
||||
|
||||
export const createLobby = async (
|
||||
code: string,
|
||||
hostUserId: string,
|
||||
): Promise<Lobby> => {
|
||||
const [newLobby] = await db
|
||||
.insert(lobbies)
|
||||
.values({ code, hostUserId, status: "waiting" })
|
||||
.returning();
|
||||
|
||||
if (!newLobby) {
|
||||
throw new Error("Failed to create lobby");
|
||||
}
|
||||
|
||||
return newLobby;
|
||||
};
|
||||
|
||||
export const getLobbyByCodeWithPlayers = async (
|
||||
code: string,
|
||||
): Promise<LobbyWithPlayers | undefined> => {
|
||||
return db.query.lobbies.findFirst({
|
||||
where: eq(lobbies.code, code),
|
||||
with: {
|
||||
players: { with: { user: { columns: { id: true, name: true } } } },
|
||||
},
|
||||
});
|
||||
};
|
||||
|
||||
export const updateLobbyStatus = async (
|
||||
lobbyId: string,
|
||||
status: LobbyStatus,
|
||||
): Promise<void> => {
|
||||
await db.update(lobbies).set({ status }).where(eq(lobbies.id, lobbyId));
|
||||
};
|
||||
|
||||
export const deleteLobby = async (lobbyId: string): Promise<void> => {
|
||||
await db.delete(lobbies).where(eq(lobbies.id, lobbyId));
|
||||
};
|
||||
|
||||
/**
|
||||
* Atomically inserts a player into a lobby. Returns the new player row,
|
||||
* or undefined if the insert was skipped because:
|
||||
* - the lobby is at capacity, or
|
||||
* - the lobby is not in 'waiting' status, or
|
||||
* - the user is already in the lobby (PK conflict).
|
||||
*
|
||||
* Callers are expected to pre-check these conditions against a hydrated
|
||||
* lobby state to produce specific error messages; the undefined return
|
||||
* is a safety net for concurrent races.
|
||||
*/
|
||||
export const addPlayer = async (
|
||||
lobbyId: string,
|
||||
userId: string,
|
||||
maxPlayers: number,
|
||||
): Promise<LobbyPlayer | undefined> => {
|
||||
const result = await db.execute(sql`
|
||||
INSERT INTO lobby_players (lobby_id, user_id)
|
||||
SELECT ${lobbyId}::uuid, ${userId}
|
||||
WHERE (
|
||||
SELECT COUNT(*) FROM lobby_players WHERE lobby_id = ${lobbyId}::uuid
|
||||
) < ${maxPlayers}
|
||||
AND EXISTS (
|
||||
SELECT 1 FROM lobbies WHERE id = ${lobbyId}::uuid AND status = 'waiting'
|
||||
)
|
||||
ON CONFLICT (lobby_id, user_id) DO NOTHING
|
||||
`);
|
||||
|
||||
if (!result.rowCount) return undefined;
|
||||
const [player] = await db
|
||||
.select()
|
||||
.from(lobby_players)
|
||||
.where(
|
||||
and(eq(lobby_players.lobbyId, lobbyId), eq(lobby_players.userId, userId)),
|
||||
);
|
||||
|
||||
return player;
|
||||
};
|
||||
|
||||
export const removePlayer = async (
|
||||
lobbyId: string,
|
||||
userId: string,
|
||||
): Promise<void> => {
|
||||
await db
|
||||
.delete(lobby_players)
|
||||
.where(
|
||||
and(eq(lobby_players.lobbyId, lobbyId), eq(lobby_players.userId, userId)),
|
||||
);
|
||||
};
|
||||
|
||||
export const finishGame = async (
|
||||
lobbyId: string,
|
||||
scoresByUser: Map<string, number>,
|
||||
): Promise<void> => {
|
||||
await db.transaction(async (tx) => {
|
||||
for (const [userId, score] of scoresByUser) {
|
||||
await tx
|
||||
.update(lobby_players)
|
||||
.set({ score })
|
||||
.where(
|
||||
and(
|
||||
eq(lobby_players.lobbyId, lobbyId),
|
||||
eq(lobby_players.userId, userId),
|
||||
),
|
||||
);
|
||||
}
|
||||
await tx
|
||||
.update(lobbies)
|
||||
.set({ status: "finished" })
|
||||
.where(eq(lobbies.id, lobbyId));
|
||||
});
|
||||
};
|
||||
|
|
@ -13,8 +13,3 @@ export const SUPPORTED_DECK_TYPES = ["grammar", "media"] as const;
|
|||
|
||||
export const DIFFICULTY_LEVELS = ["easy", "intermediate", "hard"] as const;
|
||||
export type DifficultyLevel = (typeof DIFFICULTY_LEVELS)[number];
|
||||
|
||||
export const LOBBY_STATUSES = ["waiting", "in_progress", "finished"] as const;
|
||||
export type LobbyStatus = (typeof LOBBY_STATUSES)[number];
|
||||
|
||||
export const MAX_LOBBY_PLAYERS = 4;
|
||||
|
|
|
|||
|
|
@ -1,3 +1,2 @@
|
|||
export * from "./constants.js";
|
||||
export * from "./schemas/game.js";
|
||||
export * from "./schemas/lobby.js";
|
||||
|
|
|
|||
|
|
@ -1,130 +0,0 @@
|
|||
import * as z from "zod";
|
||||
|
||||
import { LOBBY_STATUSES } from "../constants.js";
|
||||
import { GameQuestionSchema } from "./game.js";
|
||||
|
||||
export const LobbyPlayerSchema = z.object({
|
||||
lobbyId: z.uuid(),
|
||||
userId: z.string(),
|
||||
score: z.number().int().min(0),
|
||||
user: z.object({ id: z.string(), name: z.string() }),
|
||||
});
|
||||
|
||||
export type LobbyPlayer = z.infer<typeof LobbyPlayerSchema>;
|
||||
|
||||
export const LobbySchema = z.object({
|
||||
id: z.uuid(),
|
||||
code: z.string().min(1).max(10),
|
||||
hostUserId: z.string(),
|
||||
status: z.enum(LOBBY_STATUSES),
|
||||
createdAt: z.iso.datetime(),
|
||||
players: z.array(LobbyPlayerSchema),
|
||||
});
|
||||
|
||||
export type Lobby = z.infer<typeof LobbySchema>;
|
||||
|
||||
export const JoinLobbyResponseSchema = LobbySchema;
|
||||
|
||||
export type JoinLobbyResponse = z.infer<typeof JoinLobbyResponseSchema>;
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// WebSocket: Client → Server
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
export const WsLobbyJoinSchema = z.object({
|
||||
type: z.literal("lobby:join"),
|
||||
code: z.string().min(1).max(10),
|
||||
});
|
||||
|
||||
export type WsLobbyJoin = z.infer<typeof WsLobbyJoinSchema>;
|
||||
|
||||
export const WsLobbyLeaveSchema = z.object({
|
||||
type: z.literal("lobby:leave"),
|
||||
lobbyId: z.uuid(),
|
||||
});
|
||||
|
||||
export type WsLobbyLeave = z.infer<typeof WsLobbyLeaveSchema>;
|
||||
|
||||
export const WsLobbyStartSchema = z.object({
|
||||
type: z.literal("lobby:start"),
|
||||
lobbyId: z.uuid(),
|
||||
});
|
||||
|
||||
export type WsLobbyStart = z.infer<typeof WsLobbyStartSchema>;
|
||||
|
||||
export const WsGameAnswerSchema = z.object({
|
||||
type: z.literal("game:answer"),
|
||||
lobbyId: z.uuid(),
|
||||
questionId: z.uuid(),
|
||||
selectedOptionId: z.number().int().min(0).max(3),
|
||||
});
|
||||
|
||||
export type WsGameAnswer = z.infer<typeof WsGameAnswerSchema>;
|
||||
|
||||
export const WsClientMessageSchema = z.discriminatedUnion("type", [
|
||||
WsLobbyJoinSchema,
|
||||
WsLobbyLeaveSchema,
|
||||
WsLobbyStartSchema,
|
||||
WsGameAnswerSchema,
|
||||
]);
|
||||
export type WsClientMessage = z.infer<typeof WsClientMessageSchema>;
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// WebSocket: Server → Client
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
export const WsLobbyStateSchema = z.object({
|
||||
type: z.literal("lobby:state"),
|
||||
lobby: LobbySchema,
|
||||
});
|
||||
|
||||
export type WsLobbyState = z.infer<typeof WsLobbyStateSchema>;
|
||||
|
||||
export const WsGameQuestionSchema = z.object({
|
||||
type: z.literal("game:question"),
|
||||
question: GameQuestionSchema,
|
||||
questionNumber: z.number().int().min(1),
|
||||
totalQuestions: z.number().int().min(1),
|
||||
});
|
||||
|
||||
export type WsGameQuestion = z.infer<typeof WsGameQuestionSchema>;
|
||||
|
||||
export const WsGameAnswerResultSchema = z.object({
|
||||
type: z.literal("game:answer_result"),
|
||||
correctOptionId: z.number().int().min(0).max(3),
|
||||
results: z.array(
|
||||
z.object({
|
||||
userId: z.string(),
|
||||
selectedOptionId: z.number().int().min(0).max(3).nullable(),
|
||||
isCorrect: z.boolean(),
|
||||
}),
|
||||
),
|
||||
players: z.array(LobbyPlayerSchema),
|
||||
});
|
||||
|
||||
export type WsGameAnswerResult = z.infer<typeof WsGameAnswerResultSchema>;
|
||||
|
||||
export const WsGameFinishedSchema = z.object({
|
||||
type: z.literal("game:finished"),
|
||||
players: z.array(LobbyPlayerSchema),
|
||||
winnerIds: z.array(z.string()),
|
||||
});
|
||||
|
||||
export type WsGameFinished = z.infer<typeof WsGameFinishedSchema>;
|
||||
|
||||
export const WsErrorSchema = z.object({
|
||||
type: z.literal("error"),
|
||||
code: z.string(),
|
||||
message: z.string(),
|
||||
});
|
||||
export type WsError = z.infer<typeof WsErrorSchema>;
|
||||
|
||||
export const WsServerMessageSchema = z.discriminatedUnion("type", [
|
||||
WsLobbyStateSchema,
|
||||
WsGameQuestionSchema,
|
||||
WsGameAnswerResultSchema,
|
||||
WsGameFinishedSchema,
|
||||
WsErrorSchema,
|
||||
]);
|
||||
|
||||
export type WsServerMessage = z.infer<typeof WsServerMessageSchema>;
|
||||
27
pnpm-lock.yaml
generated
27
pnpm-lock.yaml
generated
|
|
@ -62,9 +62,6 @@ importers:
|
|||
express:
|
||||
specifier: ^5.2.1
|
||||
version: 5.2.1
|
||||
ws:
|
||||
specifier: ^8.20.0
|
||||
version: 8.20.0
|
||||
devDependencies:
|
||||
'@types/cors':
|
||||
specifier: ^2.8.19
|
||||
|
|
@ -75,9 +72,6 @@ importers:
|
|||
'@types/supertest':
|
||||
specifier: ^7.2.0
|
||||
version: 7.2.0
|
||||
'@types/ws':
|
||||
specifier: ^8.18.1
|
||||
version: 8.18.1
|
||||
supertest:
|
||||
specifier: ^7.2.2
|
||||
version: 7.2.2
|
||||
|
|
@ -1317,9 +1311,6 @@ packages:
|
|||
'@types/supertest@7.2.0':
|
||||
resolution: {integrity: sha512-uh2Lv57xvggst6lCqNdFAmDSvoMG7M/HDtX4iUCquxQ5EGPtaPM5PL5Hmi7LCvOG8db7YaCPNJEeoI8s/WzIQw==}
|
||||
|
||||
'@types/ws@8.18.1':
|
||||
resolution: {integrity: sha512-ThVF6DCVhA8kUGy+aazFQ4kXQ7E1Ty7A3ypFOe0IcJV8O/M511G99AW24irKrW56Wt44yG9+ij8FaqoBGkuBXg==}
|
||||
|
||||
'@typescript-eslint/eslint-plugin@8.57.1':
|
||||
resolution: {integrity: sha512-Gn3aqnvNl4NGc6x3/Bqk1AOn0thyTU9bqDRhiRnUWezgvr2OnhYCWCgC8zXXRVqBsIL1pSDt7T9nJUe0oM0kDQ==}
|
||||
engines: {node: ^18.18.0 || ^20.9.0 || >=21.1.0}
|
||||
|
|
@ -2992,18 +2983,6 @@ packages:
|
|||
wrappy@1.0.2:
|
||||
resolution: {integrity: sha512-l4Sp/DRseor9wL6EvV2+TuQn63dMkPjZ/sp9XkghTEbV9KlPS1xUsZ3u7/IQO4wxtcFB4bgpQPRcR3QCvezPcQ==}
|
||||
|
||||
ws@8.20.0:
|
||||
resolution: {integrity: sha512-sAt8BhgNbzCtgGbt2OxmpuryO63ZoDk/sqaB/znQm94T4fCEsy/yV+7CdC1kJhOU9lboAEU7R3kquuycDoibVA==}
|
||||
engines: {node: '>=10.0.0'}
|
||||
peerDependencies:
|
||||
bufferutil: ^4.0.1
|
||||
utf-8-validate: '>=5.0.2'
|
||||
peerDependenciesMeta:
|
||||
bufferutil:
|
||||
optional: true
|
||||
utf-8-validate:
|
||||
optional: true
|
||||
|
||||
xlsx@0.18.5:
|
||||
resolution: {integrity: sha512-dmg3LCjBPHZnQp5/F/+nnTa+miPJxUXB6vtk42YjBBKayDNagxGEeIdWApkYPOf3Z3pm3k62Knjzp7lMeTEtFQ==}
|
||||
engines: {node: '>=0.8'}
|
||||
|
|
@ -3936,10 +3915,6 @@ snapshots:
|
|||
'@types/methods': 1.1.4
|
||||
'@types/superagent': 8.1.9
|
||||
|
||||
'@types/ws@8.18.1':
|
||||
dependencies:
|
||||
'@types/node': 24.12.0
|
||||
|
||||
'@typescript-eslint/eslint-plugin@8.57.1(@typescript-eslint/parser@8.57.1(eslint@10.0.3(jiti@2.6.1))(typescript@5.9.3))(eslint@10.0.3(jiti@2.6.1))(typescript@5.9.3)':
|
||||
dependencies:
|
||||
'@eslint-community/regexpp': 4.12.2
|
||||
|
|
@ -5611,8 +5586,6 @@ snapshots:
|
|||
|
||||
wrappy@1.0.2: {}
|
||||
|
||||
ws@8.20.0: {}
|
||||
|
||||
xlsx@0.18.5:
|
||||
dependencies:
|
||||
adler-32: 1.3.1
|
||||
|
|
|
|||
|
|
@ -1,280 +0,0 @@
|
|||
#!/bin/bash
|
||||
|
||||
# Forgejo batch issue creator for lila
|
||||
# Usage: FORGEJO_TOKEN=your_token ./create-issues.sh
|
||||
|
||||
FORGEJO_URL="https://git.lilastudy.com"
|
||||
OWNER="forgejo-lila"
|
||||
REPO="lila"
|
||||
TOKEN="${FORGEJO_TOKEN:?Set FORGEJO_TOKEN environment variable}"
|
||||
|
||||
API="${FORGEJO_URL}/api/v1/repos/${OWNER}/${REPO}"
|
||||
|
||||
# Helper: create a label (ignores if already exists)
|
||||
create_label() {
|
||||
local name="$1" color="$2" description="$3"
|
||||
curl -s -X POST "${API}/labels" \
|
||||
-H "Authorization: token ${TOKEN}" \
|
||||
-H "Content-Type: application/json" \
|
||||
-d "{\"name\":\"${name}\",\"color\":\"${color}\",\"description\":\"${description}\"}" > /dev/null
|
||||
echo "Label: ${name}"
|
||||
}
|
||||
|
||||
# Helper: create an issue with labels
|
||||
create_issue() {
|
||||
local title="$1" body="$2"
|
||||
shift 2
|
||||
local labels="$*"
|
||||
|
||||
# Build labels JSON array
|
||||
local label_ids=""
|
||||
for label in $labels; do
|
||||
local id
|
||||
id=$(curl -s "${API}/labels" \
|
||||
-H "Authorization: token ${TOKEN}" | \
|
||||
python3 -c "import sys,json; [print(l['id']) for l in json.load(sys.stdin) if l['name']=='${label}']")
|
||||
if [ -n "$label_ids" ]; then
|
||||
label_ids="${label_ids},${id}"
|
||||
else
|
||||
label_ids="${id}"
|
||||
fi
|
||||
done
|
||||
|
||||
curl -s -X POST "${API}/issues" \
|
||||
-H "Authorization: token ${TOKEN}" \
|
||||
-H "Content-Type: application/json" \
|
||||
-d "{\"title\":$(echo "$title" | python3 -c 'import sys,json; print(json.dumps(sys.stdin.read().strip()))'),\"body\":$(echo "$body" | python3 -c 'import sys,json; print(json.dumps(sys.stdin.read().strip()))'),\"labels\":[${label_ids}]}" > /dev/null
|
||||
|
||||
echo "Issue: ${title}"
|
||||
}
|
||||
|
||||
echo "=== Creating labels ==="
|
||||
create_label "feature" "#0075ca" "New user-facing functionality"
|
||||
create_label "infra" "#e4e669" "Infrastructure, deployment, DevOps"
|
||||
create_label "debt" "#d876e3" "Technical cleanup, refactoring"
|
||||
create_label "security" "#b60205" "Security improvements"
|
||||
create_label "ux" "#1d76db" "User experience, accessibility, polish"
|
||||
create_label "multiplayer" "#0e8a16" "Multiplayer lobby and game features"
|
||||
|
||||
echo ""
|
||||
echo "=== Creating issues ==="
|
||||
|
||||
# ── feature ──
|
||||
|
||||
create_issue \
|
||||
"Add guest/try-now option — play without account" \
|
||||
"Allow users to play a quiz without signing in so they can see what the app offers before creating an account. Make auth middleware optional on game routes, add a 'Try without account' button on the login/landing page." \
|
||||
feature
|
||||
|
||||
create_issue \
|
||||
"Add Apple login provider" \
|
||||
"Add Apple as a social login option via Better Auth. Requires Apple Developer account and Sign in with Apple configuration." \
|
||||
feature
|
||||
|
||||
create_issue \
|
||||
"Add email+password login" \
|
||||
"Add traditional email and password authentication as an alternative to social login. Configure via Better Auth." \
|
||||
feature
|
||||
|
||||
create_issue \
|
||||
"User stats endpoint + profile page" \
|
||||
"Add GET /users/me/stats endpoint returning games played, score history, etc. Build a frontend profile page displaying the stats." \
|
||||
feature
|
||||
|
||||
# ── infra ──
|
||||
|
||||
create_issue \
|
||||
"Google OAuth app verification and publishing" \
|
||||
"Currently only test users can log in via Google. Publish the OAuth consent screen so any Google user can sign in. Requires branding verification through Google Cloud Console." \
|
||||
infra
|
||||
|
||||
create_issue \
|
||||
"Set up Docker credential helper on dev laptop" \
|
||||
"Docker credentials are stored unencrypted in ~/.docker/config.json. Set up a credential helper to store them securely. See https://docs.docker.com/go/credential-store/" \
|
||||
infra
|
||||
|
||||
create_issue \
|
||||
"VPS monitoring and logging" \
|
||||
"Set up monitoring and centralized logging on the VPS. Options: chkrootkit/rkhunter for security, logwatch/monit for daily summaries, uptime monitoring for service health." \
|
||||
infra
|
||||
|
||||
create_issue \
|
||||
"Move to offsite backup storage" \
|
||||
"Currently database backups live on the same VPS. Add offsite copies to Hetzner Object Storage or similar S3-compatible service to protect against VPS failure." \
|
||||
infra
|
||||
|
||||
create_issue \
|
||||
"Replace in-memory game session store with Valkey" \
|
||||
"Add Valkey container to the production Docker stack. Implement ValkeyGameSessionStore using the existing GameSessionStore interface. Required before multiplayer." \
|
||||
infra
|
||||
|
||||
create_issue \
|
||||
"Modern env management approach" \
|
||||
"Evaluate replacing .env files with a more robust approach (e.g. dotenvx, infisical, or similar). Current setup works but .env files are error-prone and not versioned." \
|
||||
infra
|
||||
|
||||
create_issue \
|
||||
"Pin dependencies in package.json files" \
|
||||
"Pin all dependency versions in package.json files to exact versions to prevent unexpected updates from breaking builds." \
|
||||
infra
|
||||
|
||||
# ── debt ──
|
||||
|
||||
create_issue \
|
||||
"Rethink organization of datafiles and wordlists" \
|
||||
"The current layout of data-sources/, scripts/datafiles/, scripts/data-sources/, and packages/db/src/data/ is confusing with overlapping content. Consolidate into a clear structure." \
|
||||
debt
|
||||
|
||||
create_issue \
|
||||
"Resolve eslint peer dependency warning" \
|
||||
"eslint-plugin-react-hooks 7.0.1 expects eslint ^3.0.0-^9.0.0 but found 10.0.3. Resolve the peer dependency mismatch." \
|
||||
debt
|
||||
|
||||
# ── security ──
|
||||
|
||||
create_issue \
|
||||
"Rate limiting on API endpoints" \
|
||||
"Add rate limiting to prevent abuse. At minimum: auth endpoints (brute force prevention), game endpoints (spam prevention). Consider express-rate-limit or similar." \
|
||||
security
|
||||
|
||||
# ── ux ──
|
||||
|
||||
create_issue \
|
||||
"404/redirect handling for unknown routes and subdomains" \
|
||||
"Unknown routes return raw errors. Add a catch-all route on the frontend for client-side 404s. Consider Caddy fallback for unrecognized subdomains." \
|
||||
ux
|
||||
|
||||
create_issue \
|
||||
"React error boundaries" \
|
||||
"Add error boundaries to catch and display runtime errors gracefully instead of crashing the entire app." \
|
||||
ux
|
||||
|
||||
create_issue \
|
||||
"Accessibility pass" \
|
||||
"Keyboard navigation for quiz buttons, ARIA labels on interactive elements, focus management during quiz flow." \
|
||||
ux
|
||||
|
||||
create_issue \
|
||||
"Favicon, page titles, Open Graph meta" \
|
||||
"Add favicon, set proper page titles per route, add Open Graph meta tags for link previews when sharing." \
|
||||
ux
|
||||
|
||||
# ── multiplayer ──
|
||||
|
||||
create_issue \
|
||||
"Drizzle schema: lobbies, lobby_players + migration" \
|
||||
"Create lobbies table (id, code, host_user_id, status, is_private, game_mode, settings, created_at) and lobby_players table (lobby_id, user_id, score, joined_at). Run migration. See game-modes.md for game_mode values." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"REST endpoints: POST /lobbies, POST /lobbies/:code/join" \
|
||||
"Create lobby (generates short code, sets host) and join lobby (validates code, adds player, enforces max limit)." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"LobbyService: create lobby, join lobby, enforce player limit" \
|
||||
"Service layer for lobby management. Generate human-readable codes, validate join requests, track lobby state. Public lobbies are browsable, private lobbies require code." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"WebSocket server: attach ws upgrade to Express" \
|
||||
"Attach ws library upgrade handler to the existing Express HTTP server. Handle connection lifecycle." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"WS auth middleware: validate session on upgrade" \
|
||||
"Validate Better Auth session on WebSocket upgrade request. Reject unauthenticated connections." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"WS message router: dispatch by type" \
|
||||
"Route incoming WebSocket messages by their type field to the appropriate handler. Use Zod discriminated union for type safety." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Lobby join/leave handlers + broadcast lobby state" \
|
||||
"Handle lobby:join and lobby:leave WebSocket events. Broadcast updated player list to all connected players in the lobby." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Lobby state in Valkey (ephemeral) + PostgreSQL (durable)" \
|
||||
"Store live lobby state (connected players, current question, timer) in Valkey. Store durable records (who played, final scores) in PostgreSQL." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"WS event Zod schemas in packages/shared" \
|
||||
"Define all WebSocket message types as Zod discriminated unions in packages/shared. Covers lobby events (join, leave, start) and game events (question, answer, result, finished)." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Frontend: lobby browser + create/join lobby" \
|
||||
"Lobby list showing public open lobbies. Create lobby form (game mode, public/private). Join-by-code input for private lobbies." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Frontend: lobby view (player list, code, start game)" \
|
||||
"Show lobby code, connected players, game mode. Host sees Start Game button. Players see waiting state. Real-time updates via WebSocket." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Frontend: WS client singleton with reconnect" \
|
||||
"WebSocket client that maintains a single connection, handles reconnection on disconnect, and dispatches incoming messages to the appropriate state handlers." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"GameService: question sequence + server timer" \
|
||||
"Generate question sequence for a lobby game. Enforce per-question timer (e.g. 15s). Timer logic varies by game mode — see game-modes.md." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"lobby:start WS handler — broadcast first question" \
|
||||
"When host starts the game, generate questions, change lobby status to in_progress, broadcast first question to all players." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"game:answer WS handler — collect answers" \
|
||||
"Receive player answers via WebSocket. Track who has answered. Behavior varies by game mode (simultaneous vs turn-based vs buzzer)." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Answer evaluation + broadcast results" \
|
||||
"On all-answered or timeout: evaluate answers, calculate scores, broadcast game:answer_result to all players. Then send next question or end game." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Game finished: broadcast results, update DB" \
|
||||
"After final round: broadcast game:finished with final scores and winner. Write game results to PostgreSQL (transactional). Change lobby status to finished." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Frontend: multiplayer game route" \
|
||||
"Route for active multiplayer games. Receives questions and results via WebSocket. Reuses QuestionCard and OptionButton components." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Frontend: countdown timer component" \
|
||||
"Visual countdown timer synchronized with server timer. Shows remaining seconds per question." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Frontend: ScoreBoard component (live per-player scores)" \
|
||||
"Displays live scores for all players during a multiplayer game. Updates in real-time via WebSocket." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Frontend: GameFinished screen" \
|
||||
"Winner highlight, final scores, play again option. Returns to lobby on play again." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Multiplayer GameService unit tests" \
|
||||
"Unit tests for round evaluation, scoring, tie-breaking, timeout handling across different game modes." \
|
||||
multiplayer
|
||||
|
||||
create_issue \
|
||||
"Graceful WS reconnect with exponential back-off" \
|
||||
"Handle WebSocket disconnections gracefully. Reconnect with exponential back-off. Restore game state on reconnection if game is still in progress." \
|
||||
multiplayer
|
||||
|
||||
echo ""
|
||||
echo "=== Done ==="
|
||||
Loading…
Add table
Add a link
Reference in a new issue