Commit Graph

17 Commits

Author SHA1 Message Date
c610844e26 feat(backend): keep the game clock across restarts and in saved games
Live game snapshots become version 2 with the clock and each move's time left. On restore the running clock goes on from the start of the turn, so downtime is not charged; version 1 snapshots get a new clock. Saved games keep the initial time (migration 002_clock) and each move's time left.
2026-10-16 01:30:39 +03:00
3d4f5d7d59 feat(backend): end games on time with a scheduled service
GameClockScheduler checks every live game once a second and ends those whose running clock has reached zero, whether or not anyone is connected. The clock replaces the offline turn timeout and the inactivity rule, so both are removed with the offline times they used.
2026-10-16 01:29:22 +03:00
999ae79279 feat(backend): run a game clock for each player
Each player starts with GAME_CLOCK_MS (5 minutes). A move deducts the turn's time from the mover; a move that arrives after the time has run out is not played and the opponent wins on time. Every ending stops the clock, and clients get the clock and the server time with each game message.
2026-10-16 01:27:28 +03:00
b94c9336dd docs: document game history and update the TODO
- Backend README: DATABASE_URL, VALKEY_URL, the new routes and how the
  backend behaves when Postgres or Valkey is down
- TODO: drop the fixed spectator and memory bugs, add game history on
  mobile, a page with all games, single-instance limits, backups and the
  new .env variables
- Spec marked as implemented, all tasks ticked
2026-10-16 00:36:48 +03:00
a65662f695 feat(frontend): show ongoing, live, popular and recent games on the home page
- Banner for the user's game in progress with a Continue button
- Live games as cards with the real board, updated over WebSocket; the
  most watched finished games when nothing is live
- The user's last 3 games, from their side of the board, with the result
  as they would say it
- The lobby offers to continue the game in progress when a new one is
  refused
- Spectators register once connected and identified, and again after a
  reconnect, so they are counted
- The backend includes games that ended but are not saved yet in /game/:id
  and the lists
2026-10-16 00:27:06 +03:00
85e3fb60f6 feat(backend): add game history API and live game previews
- GET /games/me/active and /games/me (Bearer token), /games/popular (live
  games, or the most spectated finished ones), and /game/:id now also
  returns saved records of finished games
- Lists are cached in Valkey for 10 seconds, cleared when a game is saved,
  and empty instead of failing while the database is down
- Live game previews over WebSocket: subscribers get the top 5 on
  subscribe and on change, at most once per second, without counting as
  spectators; ids are public ids
- RTMT supports several connection listeners
2026-10-16 00:21:09 +03:00
7239bbb6ed feat(backend): save every game and keep live games across restarts
- Games record start and move times, spectator peak and distinct count
- Games end as completed, left (the leaver loses), timeout (5 minutes
  offline on your turn while the opponent is online) or inactive (both
  offline for 30 minutes); everyone gets on_game_end
- Connection info carries offlineSince for the countdown
- A new game is rejected while the user has one in progress
- Live games are written to Valkey after every change and restored on
  startup; finished games are saved to Postgres with public ids, and
  saves that fail are kept and retried every 30 seconds
- Clients get a trimmed game without spectator ids
- Startup waits for Valkey, restores games, then accepts connections;
  migrations are retried while Postgres is unreachable
2026-10-16 00:18:33 +03:00
f6136be007 feat(backend): keep live games and caches in Valkey
- Valkey client that fails commands at once while Valkey is down instead
  of queueing them, and logs connection errors once
- ValkeyLiveGameStore: live game snapshots and finished games waiting to
  be saved, loaded with SCAN on startup
- ValkeyCache: JSON values with a TTL; errors count as cache misses
- Integration tests against a real Valkey, including an unreachable one
2026-10-16 00:14:07 +03:00
f404b92aaf feat(backend): save finished games in Postgres
- Connection pool and a small migration runner (schema_migrations, one
  transaction per migration, advisory lock)
- games and game_players tables with indexes for a user's games and for
  popular games
- PostgresGameHistoryRepository: idempotent save, get, recent games of a
  user, popular games
- Integration tests against a real Postgres via testcontainers; a custom
  Jest environment gives tests Node's web globals, which Jest 27 leaves out
- GameRecord carries the number of distinct spectators
2026-10-16 00:11:12 +03:00
ed2a909f16 fix(backend): clean up spectators and finished games
- Spectators are removed from games when they disconnect; the lookup
  iterated an iterator with for...in and never found anything
- Finished and left games are removed from memory, not only from the
  player mappings
- The connection info is sent once when a game starts
2026-10-16 00:08:38 +03:00
f5dcf930fa feat(frontend): log in with Keycloak, as a guest or with an account
- First visit logs in as a new guest through Keycloak without a form;
  the session, including an offline refresh token, is kept in local storage
- Account menu on the home page: guests can log in or sign up, users can
  log out (which starts a new guest session)
- The WebSocket client in core authenticates with the access token after
  connecting, reports "connected" once the server accepts it, and re-sends
  renewed tokens on the open connection
- Game page shows player names; guests appear as "Guest 4F2A"
- Auth channels, AuthUser and player names in UserConnectionInfo move to
  core and the backend uses them from there
- Mobile keeps using userKey login for now
2026-10-14 02:22:13 +03:00
e165b0a0eb build: use local mancala.js and @mancala/core packages
- Apps and @mancala/core depend on the packages in this repo through
  link: dependencies instead of the npm releases, so changes no longer
  need a publish
- Root package.json gets a build:packages script that installs and
  builds both packages
- Backend and frontend Docker images are built from the repo root so
  they can include the packages; compose builds them that way
- Metro watches the packages folder and resolves their imports from the
  app's node_modules
2026-10-14 02:09:05 +03:00
30ad51c493 feat(backend): authenticate WebSocket clients with Keycloak tokens
- New auth module verifies Keycloak access tokens offline against the
  realm's signing keys (issuer, RS256, typ=Bearer, allowed azp); guests
  are recognised by the guest realm role
- Clients send an auth message after connecting and get on_auth or
  on_auth_error; unauthenticated sockets are closed after 5 seconds and
  their messages ignored; a socket can refresh its token but not switch user
- A user can be connected from several sockets; a late close of an old
  socket no longer drops the new one
- Malformed messages are ignored instead of throwing
- Games store player names and guest flags and send them with the
  connection info
- Legacy ?userKey= clients and /register stay available behind
  LEGACY_USERKEY_AUTH; legacy keys must be UUIDs so they cannot take a
  Keycloak user's kc: id
- TypeScript target raised to es2020 for async/await
2026-10-14 01:52:07 +03:00
6d59c33300 [ci] trigger test1 2024-12-21 22:25:47 +03:00
9c42f867e9 v0.4.7 2024-12-08 23:26:17 +03:00
0c96056f84 v0.4.6 2024-12-08 22:49:21 +03:00
7860f9aac4 (refactor) change folder structure 2024-06-18 01:11:26 +03:00