refactor(games): rework room lifecycle events and remove chess plugin

Consolidate room leave/delete event handling into RoomManager emitter,
remove redundant PLAYER_LEFT publishes from GameServer, and delete the
chess game plugin (board, types, tests) in favor of the new plugin
architecture. Add per-module CLAUDE.md files for leveling, guild-settings,
feature-flags, db, api, and panel to improve agent navigability.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
syntaxbullet
2026-04-05 15:19:51 +02:00
parent ebac1ad6cc
commit 56db5bc998
24 changed files with 206 additions and 921 deletions

31
api/src/CLAUDE.md Normal file
View File

@@ -0,0 +1,31 @@
# API Layer
## Server
- Bun's native `serve()` API — no Express/Fastify. Custom `handleRequest()` dispatcher with pathname prefix matching.
- Route modules export `{ name: string, handler: RouteHandler }`. Handlers return `null` for non-matching paths.
## Authentication
- Discord OAuth2 with session cookies (`aurora_session`, HttpOnly, 7-day TTL).
- In-memory session store — sessions lost on restart.
- Role-based: `admin` vs `player` (admins set via `ADMIN_USER_IDS` env var).
- Non-enrolled users (not in DB) get 403 even with valid Discord auth.
- Call `getSession(req)` for all protected routes.
## Response Conventions
- Success: `jsonResponse(data, status)` — uses custom BigInt-safe JSON replacer.
- Error: `errorResponse(message, status, details?)``{ error, details? }`
- Validation: `validationErrorResponse(zodError)``{ error: "Invalid payload", issues: [...] }`
- Zod schemas centralized in `schemas.ts`.
## WebSocket
- Upgrade via `/ws` endpoint (requires auth).
- Pub/sub via Bun's `.publish()` / `.subscribe()` on channels: `dashboard`, `lobby`, `room:${roomId}`.
- Dashboard stats broadcast every 5 seconds. Game events are room-scoped.
- Hard limit: 200 concurrent WS connections (429 rejection), 16KB max payload, 60s idle timeout.
- Fire-and-forget broadcasts — no ack mechanism.
## Gotchas
- All DB IDs are BigInt — JSON responses must use the custom `jsonReplacer`.
- No rate limiting on HTTP routes.
- Some routes accept multipart form data (e.g., item icon upload) — manual parsing, not abstracted.
- Asset directories resolve relative to `import.meta.dir`.

View File

@@ -75,6 +75,17 @@ export class GameServer {
});
});
this.roomManager.emitter.on("room:deleted", ({ roomId }) => {
const channel = `room:${roomId}`;
for (const [, ws] of this.connections) {
if (ws.data.rooms.has(roomId)) {
ws.send(JSON.stringify({ type: "ERROR", message: "Room not found" }));
ws.unsubscribe(channel);
ws.data.rooms.delete(roomId);
}
}
});
this.roomManager.emitter.on("room:list:changed", () => {
this.publishRoomListUpdate();
});
@@ -186,11 +197,6 @@ export class GameServer {
this.roomManager.leaveRoom(msg.roomId, discordId);
ws.unsubscribe(`room:${msg.roomId}`);
ws.data.rooms.delete(msg.roomId);
this.publish(`room:${msg.roomId}`, {
type: "PLAYER_LEFT",
roomId: msg.roomId,
playerId: discordId,
});
break;
}
@@ -231,14 +237,8 @@ export class GameServer {
for (const roomId of ws.data.rooms) {
this.roomManager.leaveRoom(roomId, ws.data.session.discordId);
this.publish(`room:${roomId}`, {
type: "PLAYER_LEFT",
roomId,
playerId: ws.data.session.discordId,
});
}
this.connections.delete(ws.data.session.discordId);
this.publishRoomListUpdate();
}
private publish(channel: string, message: unknown): void {

View File

@@ -1,11 +1,22 @@
import { describe, it, expect, beforeEach } from "bun:test";
import { RoomManager } from "./RoomManager";
import { gameRegistry } from "@shared/games/registry";
import { chessPlugin } from "@shared/games/chess/plugin";
import type { GamePlugin } from "@shared/games/types";
// Register chess plugin for tests
if (!gameRegistry.get("chess")) {
gameRegistry.register(chessPlugin);
// Minimal stub plugin for testing the room system
const stubPlugin: GamePlugin<{ turn: number }, { type: string }> = {
slug: "stub",
name: "Stub Game",
minPlayers: 2,
maxPlayers: 2,
createInitialState: (players) => ({ turn: 0 }),
handleAction: (state, action, playerId) => ({ ok: true, state: { ...state, turn: state.turn + 1 } }),
getPlayerView: (state) => state,
getSpectatorView: (state) => state,
};
if (!gameRegistry.get("stub")) {
gameRegistry.register(stubPlugin);
}
describe("RoomManager", () => {
@@ -17,7 +28,7 @@ describe("RoomManager", () => {
describe("createRoom", () => {
it("should create a room and return its id", () => {
const result = manager.createRoom("chess", "player1");
const result = manager.createRoom("stub", "player1");
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.roomId).toBeDefined();
@@ -31,7 +42,7 @@ describe("RoomManager", () => {
});
it("should add creator as first player", () => {
const result = manager.createRoom("chess", "player1");
const result = manager.createRoom("stub", "player1");
if (result.ok) {
const room = manager.getRoom(result.roomId);
expect(room?.players).toContain("player1");
@@ -43,7 +54,7 @@ describe("RoomManager", () => {
describe("joinRoom", () => {
it("should add a player to a waiting room", () => {
const create = manager.createRoom("chess", "player1");
const create = manager.createRoom("stub", "player1");
if (!create.ok) throw new Error("Failed to create room");
const join = manager.joinRoom(create.roomId, "player2", "player");
expect(join.ok).toBe(true);
@@ -53,7 +64,7 @@ describe("RoomManager", () => {
});
it("should auto-start when room reaches maxPlayers", () => {
const create = manager.createRoom("chess", "player1");
const create = manager.createRoom("stub", "player1");
if (!create.ok) throw new Error("Failed to create room");
manager.joinRoom(create.roomId, "player2", "player");
const room = manager.getRoom(create.roomId);
@@ -62,7 +73,7 @@ describe("RoomManager", () => {
});
it("should allow joining as spectator when game is playing", () => {
const create = manager.createRoom("chess", "player1");
const create = manager.createRoom("stub", "player1");
if (!create.ok) throw new Error("Failed to create room");
manager.joinRoom(create.roomId, "player2", "player");
const spec = manager.joinRoom(create.roomId, "spectator1", "spectator");
@@ -70,7 +81,7 @@ describe("RoomManager", () => {
});
it("should downgrade to spectator when joining full room as player", () => {
const create = manager.createRoom("chess", "player1");
const create = manager.createRoom("stub", "player1");
if (!create.ok) throw new Error("Failed to create room");
manager.joinRoom(create.roomId, "player2", "player");
const result = manager.joinRoom(create.roomId, "player3", "player");
@@ -88,35 +99,34 @@ describe("RoomManager", () => {
describe("handleAction", () => {
it("should apply a valid game action", () => {
const create = manager.createRoom("chess", "player1");
const create = manager.createRoom("stub", "player1");
if (!create.ok) throw new Error("Failed to create room");
manager.joinRoom(create.roomId, "player2", "player");
const result = manager.handleAction(create.roomId, "player1", { type: "move", from: "e2", to: "e4" });
const result = manager.handleAction(create.roomId, "player1", { type: "action" });
expect(result.ok).toBe(true);
});
it("should reject action from spectator", () => {
const create = manager.createRoom("chess", "player1");
const create = manager.createRoom("stub", "player1");
if (!create.ok) throw new Error("Failed to create room");
manager.joinRoom(create.roomId, "player2", "player");
manager.joinRoom(create.roomId, "spectator1", "spectator");
const result = manager.handleAction(create.roomId, "spectator1", { type: "move", from: "e2", to: "e4" });
const result = manager.handleAction(create.roomId, "spectator1", { type: "action" });
expect(result.ok).toBe(false);
});
});
describe("leaveRoom", () => {
it("should remove a player from the room", () => {
const create = manager.createRoom("chess", "player1");
const create = manager.createRoom("stub", "player1");
if (!create.ok) throw new Error("Failed to create room");
manager.leaveRoom(create.roomId, "player1");
// Room is deleted when last player leaves a waiting room
const room = manager.getRoom(create.roomId);
expect(room).toBeUndefined();
});
it("should remove a spectator from the room", () => {
const create = manager.createRoom("chess", "player1");
const create = manager.createRoom("stub", "player1");
if (!create.ok) throw new Error("Failed to create room");
manager.joinRoom(create.roomId, "player2", "player");
manager.joinRoom(create.roomId, "spec1", "spectator");
@@ -128,17 +138,17 @@ describe("RoomManager", () => {
describe("listRooms", () => {
it("should return summaries of all rooms", () => {
manager.createRoom("chess", "player1");
manager.createRoom("chess", "player2");
manager.createRoom("stub", "player1");
manager.createRoom("stub", "player2");
const rooms = manager.listRooms();
expect(rooms.length).toBe(2);
expect(rooms[0].gameSlug).toBe("chess");
expect(rooms[0].gameSlug).toBe("stub");
expect(rooms[0].status).toBe("waiting");
});
it("should filter by game type", () => {
manager.createRoom("chess", "player1");
const rooms = manager.listRooms("chess");
manager.createRoom("stub", "player1");
const rooms = manager.listRooms("stub");
expect(rooms.length).toBe(1);
const empty = manager.listRooms("blackjack");
expect(empty.length).toBe(0);

View File

@@ -5,6 +5,7 @@ import type { Room, RoomSummary } from "./types";
const ROOM_CONFIG = {
WAITING_CLEANUP_MS: 60_000,
FINISHED_CLEANUP_MS: 60_000,
PLAYING_MAX_MS: 30 * 60_000, // 30 minutes — safety net for stuck games
} as const;
type ActionResult =
@@ -23,6 +24,7 @@ type RoomEvents = {
"game:updated": { roomId: string; spectatorView: unknown; playerViews: Map<string, unknown> };
"game:ended": { roomId: string; winner: string | null; reason: string };
"player:left": { roomId: string; playerId: string };
"room:deleted": { roomId: string };
"room:list:changed": void;
};
@@ -85,7 +87,7 @@ export class RoomManager {
if (room.players.length >= plugin.maxPlayers) {
room.state = plugin.createInitialState(room.players);
room.status = "playing";
this.clearCleanup(roomId);
this.scheduleCleanup(roomId, ROOM_CONFIG.PLAYING_MAX_MS);
const spectatorView = plugin.getSpectatorView(room.state);
const playerViews = new Map<string, unknown>();
@@ -158,7 +160,6 @@ export class RoomManager {
if (room.players.length === 0 && room.status === "waiting") {
this.deleteRoom(roomId);
this.emitter.emit("room:list:changed");
return;
}
}
@@ -167,6 +168,12 @@ export class RoomManager {
this.emitter.emit("room:list:changed");
}
/**
* Fills empty seats with the admin's own ID for solo testing.
* This means `createInitialState` will receive duplicate player IDs
* (e.g. ["alice", "alice"]). Plugin authors should be aware that
* solo-test mode produces non-unique player arrays.
*/
fillRoom(roomId: string, adminId: string): { ok: true } | { ok: false; error: string } {
const room = this.rooms.get(roomId);
if (!room) return { ok: false, error: "Room not found" };
@@ -180,7 +187,7 @@ export class RoomManager {
room.state = plugin.createInitialState(room.players);
room.status = "playing";
this.clearCleanup(roomId);
this.scheduleCleanup(roomId, ROOM_CONFIG.PLAYING_MAX_MS);
const spectatorView = plugin.getSpectatorView(room.state);
const playerViews = new Map<string, unknown>();
@@ -245,6 +252,9 @@ export class RoomManager {
private deleteRoom(roomId: string): void {
this.clearCleanup(roomId);
this.rooms.delete(roomId);
if (this.rooms.delete(roomId)) {
this.emitter.emit("room:deleted", { roomId });
this.emitter.emit("room:list:changed");
}
}
}

View File

@@ -36,7 +36,8 @@ export const GameWsClientSchema = z.discriminatedUnion("type", [
role: z.enum(["player", "admin"]).optional(),
}),
z.object({ type: z.literal("LEAVE_ROOM"), roomId: z.string() }),
z.object({ type: z.literal("GAME_ACTION"), roomId: z.string(), action: z.record(z.unknown()) }),
// Use looseObject for GAME_ACTION to avoid Zod bug with record()
z.object({ type: z.literal("GAME_ACTION"), roomId: z.string(), action: z.looseObject({}, { message: "Invalid action" }) }),
z.object({ type: z.literal("FILL_ROOM"), roomId: z.string() }),
]);

View File

@@ -183,8 +183,8 @@ export async function createWebServer(config: WebServerConfig = {}): Promise<Web
// Fall back to full WsMessageSchema for dashboard messages that aren't PING
const { WsMessageSchema } = await import("@shared/modules/dashboard/dashboard.types");
const parsed = WsMessageSchema.safeParse(rawData);
if (!parsed.success) {
logger.error("web", "Invalid message format", parsed.error.issues);
if (!parsed?.success) {
logger.error("web", "Invalid message format", parsed?.error.issues);
}
// Nothing else to do for PONG/STATS_UPDATE/NEW_EVENT from clients
} catch (e) {

View File

@@ -3,14 +3,8 @@ import { env } from "@shared/lib/env";
import { join } from "node:path";
import { initializeConfig } from "@shared/lib/config";
import { registerDomainEventListeners } from "@shared/lib/eventWiring";
import { gameRegistry } from "@shared/games/registry";
import { chessPlugin } from "@shared/games/chess/plugin";
import { startWebServerFromRoot } from "../api/src/server";
// Register game plugins
gameRegistry.register(chessPlugin);
// Initialize config from database
await initializeConfig();

View File

@@ -6,7 +6,6 @@
"name": "app",
"dependencies": {
"@napi-rs/canvas": "^0.1.89",
"chess.js": "^1.4.0",
"discord.js": "^14.25.1",
"dotenv": "^17.2.3",
"drizzle-orm": "^0.44.7",
@@ -27,12 +26,10 @@
"version": "0.1.0",
"dependencies": {
"@imgly/background-removal": "^1.7.0",
"chess.js": "^1.4.0",
"class-variance-authority": "^0.7.1",
"clsx": "^2.1.1",
"lucide-react": "^0.564.0",
"react": "^19.1.0",
"react-chessboard": "^5.10.0",
"react-dom": "^19.1.0",
"react-router-dom": "^7.13.2",
"tailwind-merge": "^3.4.0",
@@ -102,14 +99,6 @@
"@discordjs/ws": ["@discordjs/ws@1.2.3", "", { "dependencies": { "@discordjs/collection": "^2.1.0", "@discordjs/rest": "^2.5.1", "@discordjs/util": "^1.1.0", "@sapphire/async-queue": "^1.5.2", "@types/ws": "^8.5.10", "@vladfrangu/async_event_emitter": "^2.2.4", "discord-api-types": "^0.38.1", "tslib": "^2.6.2", "ws": "^8.17.0" } }, "sha512-wPlQDxEmlDg5IxhJPuxXr3Vy9AjYq5xCvFWGJyD7w7Np8ZGu+Mc+97LCoEc/+AYCo2IDpKioiH0/c/mj5ZR9Uw=="],
"@dnd-kit/accessibility": ["@dnd-kit/accessibility@3.1.1", "", { "dependencies": { "tslib": "^2.0.0" }, "peerDependencies": { "react": ">=16.8.0" } }, "sha512-2P+YgaXF+gRsIihwwY1gCsQSYnu9Zyj2py8kY5fFvUM1qm2WA2u639R6YNVfU4GWr+ZM5mqEsfHZZLoRONbemw=="],
"@dnd-kit/core": ["@dnd-kit/core@6.3.1", "", { "dependencies": { "@dnd-kit/accessibility": "^3.1.1", "@dnd-kit/utilities": "^3.2.2", "tslib": "^2.0.0" }, "peerDependencies": { "react": ">=16.8.0", "react-dom": ">=16.8.0" } }, "sha512-xkGBRQQab4RLwgXxoqETICr6S5JlogafbhNsidmrkVv2YRs5MLwpjoF2qpiGjQt8S9AoxtIV603s0GIUpY5eYQ=="],
"@dnd-kit/modifiers": ["@dnd-kit/modifiers@9.0.0", "", { "dependencies": { "@dnd-kit/utilities": "^3.2.2", "tslib": "^2.0.0" }, "peerDependencies": { "@dnd-kit/core": "^6.3.0", "react": ">=16.8.0" } }, "sha512-ybiLc66qRGuZoC20wdSSG6pDXFikui/dCNGthxv4Ndy8ylErY0N3KVxY2bgo7AWwIbxDmXDg3ylAFmnrjcbVvw=="],
"@dnd-kit/utilities": ["@dnd-kit/utilities@3.2.2", "", { "dependencies": { "tslib": "^2.0.0" }, "peerDependencies": { "react": ">=16.8.0" } }, "sha512-+MKAJEOfaBe5SmV6t34p80MMKhjvUz0vRrvVJbPT0WElzaOJ/1xs+D+KDv+tD/NE5ujfrChEcshd4fLn0wpiqg=="],
"@drizzle-team/brocli": ["@drizzle-team/brocli@0.10.2", "", {}, "sha512-z33Il7l5dKjUgGULTqBsQBQwckHh5AbIuxhdsIxDDiZAzBOrZO6q9ogcWC65kU382AfynTfgNumVcNIjuIua6w=="],
"@esbuild-kit/core-utils": ["@esbuild-kit/core-utils@3.3.2", "", { "dependencies": { "esbuild": "~0.18.20", "source-map-support": "^0.5.21" } }, "sha512-sPRAnw9CdSsRmEtnsl2WXWdyquogVpB3yZ3dgwJfe8zrOzTsV7cJvmwrKVa+0ma5BoiGJ+BoqkMvawbayKUsqQ=="],
@@ -348,8 +337,6 @@
"caniuse-lite": ["caniuse-lite@1.0.30001769", "", {}, "sha512-BCfFL1sHijQlBGWBMuJyhZUhzo7wer5sVj9hqekB/7xn0Ypy+pER/edCYQm4exbXj4WiySGp40P8UuTh6w1srg=="],
"chess.js": ["chess.js@1.4.0", "", {}, "sha512-BBJgrrtKQOzFLonR0l+k64A98NLemPwNsCskwb+29bRwobUa4iTm51E1kwGPbWXAcfdDa18nad6vpPPKPWarqw=="],
"class-variance-authority": ["class-variance-authority@0.7.1", "", { "dependencies": { "clsx": "^2.1.1" } }, "sha512-Ka+9Trutv7G8M6WT6SeiRWz792K5qEqIGEGzXKhAE6xOWAY6pPH8U+9IY3oCMv6kqTmLsv7Xh/2w2RigkePMsg=="],
"clsx": ["clsx@2.1.1", "", {}, "sha512-eYm0QWBtUrBWZWG0d386OGAw16Z995PiOVo2B7bjWSbHedGl5e0ZWaq65kOGgUSNesEIDkB9ISbTg/JK9dhCZA=="],
@@ -486,8 +473,6 @@
"react": ["react@19.2.4", "", {}, "sha512-9nfp2hYpCwOjAN+8TZFGhtWEwgvWHXqESH8qT89AT/lWklpLON22Lc8pEtnpsZz7VmawabSU0gCjnj8aC0euHQ=="],
"react-chessboard": ["react-chessboard@5.10.0", "", { "dependencies": { "@dnd-kit/core": "^6.3.1", "@dnd-kit/modifiers": "^9.0.0" }, "peerDependencies": { "react": "^19.0.0", "react-dom": "^19.0.0" } }, "sha512-Y3PgaCVhnDG3IaQfu86OzTSEIEAUtuU5XwmHWnx3tcFOX7lSoAq81ZFX3MBj6y5a6FzDMTczMVmkkrV2CzTrIw=="],
"react-dom": ["react-dom@19.2.4", "", { "dependencies": { "scheduler": "^0.27.0" }, "peerDependencies": { "react": "^19.2.4" } }, "sha512-AXJdLo8kgMbimY95O2aKQqsz2iWi9jMgKJhRBAxECE4IFxfcazB2LmzloIoibJI3C12IlY20+KFaLv+71bUJeQ=="],
"react-refresh": ["react-refresh@0.17.0", "", {}, "sha512-z6F7K9bV85EfseRCp2bzrpyQ0Gkw1uLoCel9XBVWPg/TjRj94SkJzUTGfOa4bs7iJvBWtQG0Wq7wnI0syw3EBQ=="],

View File

@@ -40,7 +40,6 @@
},
"dependencies": {
"@napi-rs/canvas": "^0.1.89",
"chess.js": "^1.4.0",
"discord.js": "^14.25.1",
"dotenv": "^17.2.3",
"drizzle-orm": "^0.44.7",

31
panel/CLAUDE.md Normal file
View File

@@ -0,0 +1,31 @@
# Panel (Admin Dashboard)
## Stack
- React 19 + React Router v7 + Tailwind CSS v4 (Vite plugin) + Lucide icons.
- No component library (no Radix, no shadcn). All styling is inline Tailwind.
- No external state management. All state via custom hooks (`useAuth`, `useUsers`, `useItems`, `useDashboard`, `useGameRoom`).
## API Client
- Thin `fetch` wrapper in `src/lib/api.ts` with typed generics: `get`, `post`, `put`, `del`.
- Credentials: `same-origin` only — CORS requests will fail.
- 401 responses redirect to Discord auth. No retry logic.
- 204 / empty responses return `undefined`.
## WebSocket
- Singleton pattern in `useWebSocket()`. Global handler Set — multiple hooks share one connection.
- Auto-reconnects with exponential backoff (max 30s).
- `send()` and `subscribe()` API for components.
## Patterns
- **Draft editing:** Pages use `selectedUser → userDraft` flow. Changes aren't auto-saved. `saveDraft()` commits, `discardDraft()` reverts, `isDirty()` detects changes.
- **Debounced search:** 300ms debounce on search inputs.
- **No cache invalidation:** After mutations, manually call `refetch()` to update lists.
## Routing
- Role-based: player routes (`/dashboard`, `/games`, `/leaderboards`) and admin routes (`/admin/*`).
- Sidebar auto-hides admin routes for non-admins.
## Theme
- Dark theme with "Celestial Gold" primary (`#e9c349`).
- Semantic colors: destructive, success, warning, info.
- 4-tier surface hierarchy. Utility: `cn()` from `clsx + tailwind-merge`.

View File

@@ -10,12 +10,10 @@
},
"dependencies": {
"@imgly/background-removal": "^1.7.0",
"chess.js": "^1.4.0",
"class-variance-authority": "^0.7.1",
"clsx": "^2.1.1",
"lucide-react": "^0.564.0",
"react": "^19.1.0",
"react-chessboard": "^5.10.0",
"react-dom": "^19.1.0",
"react-router-dom": "^7.13.2",
"tailwind-merge": "^3.4.0",

View File

@@ -2,8 +2,8 @@ import { useState, useEffect } from "react";
import { useNavigate } from "react-router-dom";
import { useWebSocket } from "../lib/useWebSocket";
import { gameUIRegistry } from "./registry";
import "./chess";
// Mirrors RoomSummary in api/src/games/types.ts — keep in sync
interface RoomSummary {
id: string;
gameSlug: string;

View File

@@ -3,7 +3,6 @@ import { useParams, useNavigate, useLocation } from "react-router-dom";
import { useGameRoom } from "../lib/useGameRoom";
import { gameUIRegistry } from "./registry";
import { Loader2 } from "lucide-react";
import "./chess";
function CopyInviteLink({ url }: { url: string }) {
const [copied, setCopied] = useState(false);

View File

@@ -1,589 +0,0 @@
import { useState, useMemo, useRef, useEffect } from "react";
import { Chessboard } from "react-chessboard";
import { Chess } from "chess.js";
import type { GameUIProps } from "../registry";
interface ChessState {
fen: string;
players: { white: string; black: string };
moveHistory: string[];
status: string;
winner: string | null;
}
// Chess.com-inspired board colors
const DARK_SQUARE = "#769656";
const LIGHT_SQUARE = "#eeeed2";
const LAST_MOVE_DARK = "#638a49";
const LAST_MOVE_LIGHT = "#cdd96e";
const SELECTED_SHADOW = "inset 0 0 0 4px rgba(20,85,30,0.8)";
const CHECK_BG = "rgba(220, 38, 38, 0.7)";
function Avatar({ username, color }: { username: string; color: "white" | "black" }) {
return (
<div
className="w-8 h-8 rounded-sm flex items-center justify-center text-sm font-bold shrink-0"
style={{
backgroundColor: color === "white" ? "#f0d9b5" : "#2b1d0e",
color: color === "white" ? "#2b1d0e" : "#f0d9b5",
border: "2px solid rgba(255,255,255,0.15)",
}}
>
{username?.[0]?.toUpperCase() ?? "?"}
</div>
);
}
function CapturedPieces({ fen, color }: { fen: string; color: "white" | "black" }) {
const captured = useMemo(() => {
const game = new Chess(fen);
const board = game.board();
const counts: Record<string, number> = { p: 0, n: 0, b: 0, r: 0, q: 0 };
for (const row of board) {
for (const sq of row) {
if (sq) counts[sq.type] = (counts[sq.type] ?? 0) + 1;
}
}
const start: Record<string, number> = { p: 8, n: 2, b: 2, r: 2, q: 1 };
const pieceSymbols: Record<string, string> = {
p: color === "white" ? "♟" : "♙",
n: color === "white" ? "♞" : "♘",
b: color === "white" ? "♝" : "♗",
r: color === "white" ? "♜" : "♖",
q: color === "white" ? "♛" : "♕",
};
const pieceColor = color === "white" ? "b" : "w";
const result: string[] = [];
for (const [type, symbol] of Object.entries(pieceSymbols)) {
const remaining = board.flat().filter(s => s?.type === type && s.color === pieceColor).length;
const missing = start[type]! - remaining;
for (let i = 0; i < missing; i++) result.push(symbol);
}
return result;
}, [fen, color]);
if (captured.length === 0) return null;
return (
<span className="text-sm opacity-70 leading-none tracking-tight">{captured.join("")}</span>
);
}
function PlayerPanel({
username,
color,
isActive,
fen,
isTop,
}: {
username: string;
color: "white" | "black";
isActive: boolean;
fen: string;
isTop: boolean;
}) {
return (
<div
className="flex items-center gap-2.5 px-3 py-2 rounded-sm select-none"
style={{
backgroundColor: "#262421",
borderTop: isTop ? undefined : "2px solid #1a1917",
borderBottom: isTop ? "2px solid #1a1917" : undefined,
}}
>
<Avatar username={username} color={color} />
<div className="flex flex-col gap-0.5 min-w-0">
<span className="text-sm font-semibold leading-none truncate" style={{ color: "#f0d9b5" }}>
{username}
</span>
<div className="flex items-center gap-1.5">
<span className="text-[11px] opacity-50 leading-none capitalize" style={{ color: "#8e8984" }}>
{color}
</span>
<CapturedPieces fen={fen} color={color === "white" ? "black" : "white"} />
</div>
</div>
{isActive && (
<div className="ml-auto flex items-center gap-1.5">
<span
className="w-2 h-2 rounded-full animate-pulse"
style={{ backgroundColor: "#81b64c" }}
/>
<span className="text-[11px] font-medium" style={{ color: "#81b64c" }}>
Your turn
</span>
</div>
)}
</div>
);
}
function MoveHistory({ moveHistory }: { moveHistory: string[] }) {
const ref = useRef<HTMLDivElement>(null);
useEffect(() => {
if (ref.current) ref.current.scrollTop = ref.current.scrollHeight;
}, [moveHistory.length]);
const pairs: [string, string | undefined][] = [];
for (let i = 0; i < moveHistory.length; i += 2) {
pairs.push([moveHistory[i]!, moveHistory[i + 1]]);
}
return (
<div className="flex flex-col h-full" style={{ backgroundColor: "#262421" }}>
<div
className="px-3 py-2 text-xs font-semibold uppercase tracking-wider border-b"
style={{ color: "#8e8984", borderColor: "#1a1917" }}
>
Moves
</div>
<div ref={ref} className="flex-1 overflow-y-auto" style={{ maxHeight: "360px" }}>
{pairs.length === 0 ? (
<div className="px-3 py-3 text-xs" style={{ color: "#6e6966" }}>
No moves yet
</div>
) : (
<table className="w-full text-xs font-mono">
<tbody>
{pairs.map(([white, black], i) => (
<tr
key={i}
style={{
backgroundColor: i % 2 === 0 ? "transparent" : "rgba(255,255,255,0.03)",
}}
>
<td
className="pl-3 pr-2 py-1 select-none w-8 text-right"
style={{ color: "#6e6966" }}
>
{i + 1}.
</td>
<td
className="px-2 py-1 w-16 font-medium"
style={{ color: "#f0d9b5" }}
>
{white}
</td>
<td
className="px-2 py-1 w-16"
style={{ color: black ? "#f0d9b5" : "transparent" }}
>
{black ?? "—"}
</td>
</tr>
))}
</tbody>
</table>
)}
</div>
</div>
);
}
function GameOverOverlay({
status,
winner,
myPlayerId,
players,
}: {
status: string;
winner: string | null;
myPlayerId: string;
players: { discordId: string; username: string }[];
}) {
const winnerName = winner ? (players.find(p => p.discordId === winner)?.username ?? winner) : null;
const isWinner = winner === myPlayerId;
const isDraw = !winner;
let title = "";
let subtitle = "";
let titleColor = "#f0d9b5";
if (isDraw) {
title = "Draw";
subtitle = status === "stalemate" ? "Stalemate" : "Game drawn";
titleColor = "#8e8984";
} else if (isWinner) {
title = "You Win!";
subtitle = status === "forfeit" ? "Opponent forfeited" : "By checkmate";
titleColor = "#81b64c";
} else {
title = "You Lose";
subtitle =
status === "forfeit"
? "You forfeited"
: status === "checkmate"
? `${winnerName} wins by checkmate`
: `${winnerName} wins`;
titleColor = "#c84b4b";
}
return (
<div
className="absolute inset-0 flex flex-col items-center justify-center z-10 rounded-sm"
style={{ backgroundColor: "rgba(20, 18, 15, 0.82)", backdropFilter: "blur(2px)" }}
>
<div
className="flex flex-col items-center gap-2 px-8 py-6 rounded-lg"
style={{ backgroundColor: "#1a1917", border: "1px solid #3a3733" }}
>
<div className="text-3xl font-bold" style={{ color: titleColor }}>
{title}
</div>
<div className="text-sm" style={{ color: "#8e8984" }}>
{subtitle}
</div>
</div>
</div>
);
}
export function ChessBoard({ state, myPlayerId, isSpectator, onAction, players }: GameUIProps) {
const chess = state as ChessState;
const [promotionFrom, setPromotionFrom] = useState<string | null>(null);
const [promotionTo, setPromotionTo] = useState<string | null>(null);
const [selectedSquare, setSelectedSquare] = useState<string | null>(null);
const [confirmForfeit, setConfirmForfeit] = useState(false);
const containerRef = useRef<HTMLDivElement>(null);
const [boardWidth, setBoardWidth] = useState(480);
// Optimistic local FEN — updated immediately on drag/click, then confirmed by server.
// We track a local move count so we never let a stale server message roll back the board.
const [localFen, setLocalFen] = useState<string>(() => chess?.fen ?? "start");
const localFenRef = useRef<string>(localFen);
const localMoveCountRef = useRef<number>(chess?.moveHistory?.length ?? 0);
const lastMoveRef = useRef<{ from: string; to: string } | null>(null);
// Sync local FEN from server — only if server has caught up to our optimistic position.
// This prevents any late/duplicate GAME_STARTED messages from rolling back the board.
useEffect(() => {
if (!chess?.fen) return;
const serverMoves = chess.moveHistory?.length ?? 0;
if (serverMoves >= localMoveCountRef.current) {
localMoveCountRef.current = serverMoves;
localFenRef.current = chess.fen;
setLocalFen(chess.fen);
}
}, [chess?.fen, chess?.moveHistory?.length]);
// Responsive board sizing
useEffect(() => {
const container = containerRef.current;
if (!container) return;
const observer = new ResizeObserver((entries) => {
const w = entries[0]?.contentRect.width ?? 480;
setBoardWidth(Math.max(280, Math.min(520, w)));
});
observer.observe(container);
return () => observer.disconnect();
}, []);
const game = useMemo(() => {
if (!localFen || localFen === "start") return new Chess();
try { return new Chess(localFen); } catch { return new Chess(); }
}, [localFen]);
if (!chess?.players) {
return (
<div className="flex items-center justify-center p-8 text-sm" style={{ color: "#8e8984" }}>
Waiting for game to start
</div>
);
}
const isWhite = chess.players.white === myPlayerId;
const isBlack = chess.players.black === myPlayerId;
const isBothSides = isWhite && isBlack;
const myColor = isWhite ? "white" : isBlack ? "black" : null;
const turn = game.turn() === "w" ? "white" : "black";
const isMyTurn = (isBothSides || myColor === turn) && !isSpectator;
const boardOrientation = myColor ?? "white";
const isGameOver = chess.status !== "playing";
const topColor = boardOrientation === "white" ? "black" : "white";
const bottomColor = boardOrientation;
const topPlayerId = chess.players[topColor];
const bottomPlayerId = chess.players[bottomColor];
const topPlayer = players.find(p => p.discordId === topPlayerId);
const bottomPlayer = players.find(p => p.discordId === bottomPlayerId);
const isTopActive = !isGameOver && turn === topColor && !isSpectator;
const isBottomActive = !isGameOver && turn === bottomColor && !isSpectator;
function dispatchMove(from: string, to: string, promotion?: string) {
try {
const optimistic = new Chess(localFenRef.current);
const moved = optimistic.move({ from, to, promotion: promotion ?? "q" });
if (moved) {
localMoveCountRef.current += 1;
localFenRef.current = optimistic.fen();
setLocalFen(optimistic.fen());
}
} catch { /* invalid — server will reject */ }
lastMoveRef.current = { from, to };
setSelectedSquare(null);
onAction({ type: "move", from, to, ...(promotion ? { promotion } : {}) });
}
function onDrop({ sourceSquare, targetSquare }: { piece: any; sourceSquare: string; targetSquare: string | null }): boolean {
if (!targetSquare) return false;
if (isSpectator || !isMyTurn || isGameOver) return false;
const testGame = new Chess(localFenRef.current);
const piece = testGame.get(sourceSquare as any);
if (piece?.type === "p") {
const rank = targetSquare[1];
if ((piece.color === "w" && rank === "8") || (piece.color === "b" && rank === "1")) {
setPromotionFrom(sourceSquare);
setPromotionTo(targetSquare);
lastMoveRef.current = { from: sourceSquare, to: targetSquare };
return true;
}
}
let move;
try { move = testGame.move({ from: sourceSquare, to: targetSquare }); } catch { return false; }
if (!move) return false;
dispatchMove(sourceSquare, targetSquare);
return true;
}
function handlePromotion(piece: string) {
if (promotionFrom && promotionTo) {
dispatchMove(promotionFrom, promotionTo, piece);
}
setPromotionFrom(null);
setPromotionTo(null);
}
function onSquareClick({ square }: { piece: any; square: string }) {
if (isSpectator || isGameOver || !isMyTurn) return;
if (promotionFrom !== null) return;
const testGame = new Chess(localFenRef.current);
if (selectedSquare !== null) {
if (square === selectedSquare) { setSelectedSquare(null); return; }
const legalMoves = testGame.moves({ square: selectedSquare as any, verbose: true });
const validDest = legalMoves.find(m => m.to === square);
if (validDest) {
const piece = testGame.get(selectedSquare as any);
if (piece?.type === "p") {
const rank = square[1];
if ((piece.color === "w" && rank === "8") || (piece.color === "b" && rank === "1")) {
setPromotionFrom(selectedSquare);
setPromotionTo(square);
lastMoveRef.current = { from: selectedSquare, to: square };
setSelectedSquare(null);
return;
}
}
dispatchMove(selectedSquare, square);
return;
}
const clicked = testGame.get(square as any);
if (clicked) {
const color = clicked.color === "w" ? "white" : "black";
if (isBothSides ? color === turn : color === myColor) {
setSelectedSquare(square);
return;
}
}
setSelectedSquare(null);
return;
}
const clicked = testGame.get(square as any);
if (!clicked) return;
const color = clicked.color === "w" ? "white" : "black";
if (isBothSides ? color === turn : color === myColor) setSelectedSquare(square);
}
function canDragPiece({ piece }: { isSparePiece: boolean; piece: { pieceType: string }; square: string | null }): boolean {
if (isSpectator || !isMyTurn || isGameOver) return false;
const pieceColor = piece.pieceType === piece.pieceType.toUpperCase() ? "white" : "black";
return isBothSides ? pieceColor === turn : pieceColor === myColor;
}
// Square styles
const customSquareStyles: Record<string, React.CSSProperties> = {};
const lastMove = lastMoveRef.current;
if (lastMove) {
const isDarkSquare = (sq: string) => {
const f = sq.charCodeAt(0) - 97;
const r = parseInt(sq[1]!) - 1;
return (f + r) % 2 === 0;
};
customSquareStyles[lastMove.from] = {
backgroundColor: isDarkSquare(lastMove.from) ? LAST_MOVE_DARK : LAST_MOVE_LIGHT,
};
customSquareStyles[lastMove.to] = {
backgroundColor: isDarkSquare(lastMove.to) ? LAST_MOVE_DARK : LAST_MOVE_LIGHT,
};
}
if (selectedSquare !== null) {
customSquareStyles[selectedSquare] = {
...customSquareStyles[selectedSquare],
boxShadow: SELECTED_SHADOW,
};
const legalMoves = game.moves({ square: selectedSquare as any, verbose: true });
for (const m of legalMoves) {
const hasPiece = game.get(m.to as any) !== null;
customSquareStyles[m.to] = {
...customSquareStyles[m.to],
background: hasPiece
? `radial-gradient(circle, rgba(20,85,30,0.4) 75%, transparent 77%)`
: `radial-gradient(circle, rgba(20,85,30,0.45) 28%, transparent 30%)`,
};
}
}
if (game.inCheck()) {
const board = game.board();
const kingColor = game.turn();
for (let r = 0; r < 8; r++) {
for (let c = 0; c < 8; c++) {
const sq = board[r][c];
if (sq?.type === "k" && sq.color === kingColor) {
const key = `${String.fromCharCode(97 + c)}${8 - r}`;
customSquareStyles[key] = {
...customSquareStyles[key],
background: `radial-gradient(ellipse at center, ${CHECK_BG} 0%, rgba(220,38,38,0.4) 50%, transparent 75%)`,
};
}
}
}
}
return (
<div className="flex flex-col lg:flex-row gap-0 items-start justify-center">
{/* Board column */}
<div
className="flex flex-col rounded-sm overflow-hidden shadow-2xl"
style={{ backgroundColor: "#262421" }}
>
{/* Opponent panel */}
<PlayerPanel
username={topPlayer?.username ?? (isSpectator ? "Player" : "Opponent")}
color={topColor}
isActive={isTopActive}
fen={localFen}
isTop
/>
{/* Board wrapper */}
<div ref={containerRef} className="relative" style={{ lineHeight: 0, width: boardWidth, maxWidth: "100%" }}>
<Chessboard
options={{
position: localFen,
onPieceDrop: onDrop,
onSquareClick: onSquareClick,
boardOrientation: boardOrientation,
canDragPiece: canDragPiece,
animationDurationInMs: 150,
squareStyles: customSquareStyles,
darkSquareStyle: { backgroundColor: DARK_SQUARE },
lightSquareStyle: { backgroundColor: LIGHT_SQUARE },
boardStyle: { borderRadius: "0" },
dropSquareStyle: { boxShadow: "inset 0 0 1px 6px rgba(20,85,30,0.7)" },
}}
/>
{promotionFrom !== null && (
<div
className="absolute inset-0 flex items-center justify-center z-20"
style={{ backgroundColor: "rgba(20, 18, 15, 0.7)" }}
>
<div className="flex gap-1 p-2 rounded-lg" style={{ backgroundColor: "#1a1917", border: "1px solid #3a3733" }}>
{["q", "r", "b", "n"].map((p) => (
<button
key={p}
onClick={() => handlePromotion(p)}
className="w-12 h-12 flex items-center justify-center text-2xl rounded hover:bg-white/10 transition-colors"
style={{ color: "#f0d9b5" }}
>
{{ q: turn === "white" ? "♕" : "♛", r: turn === "white" ? "♖" : "♜", b: turn === "white" ? "♗" : "♝", n: turn === "white" ? "♘" : "♞" }[p]}
</button>
))}
</div>
</div>
)}
{isGameOver && (
<GameOverOverlay
status={chess.status}
winner={chess.winner}
myPlayerId={myPlayerId}
players={players}
/>
)}
</div>
{/* My panel */}
<PlayerPanel
username={bottomPlayer?.username ?? (isSpectator ? "Spectator" : "You")}
color={bottomColor}
isActive={isBottomActive}
fen={localFen}
isTop={false}
/>
</div>
{/* Sidebar */}
<div
className="flex flex-col lg:w-52 w-full rounded-sm overflow-hidden shadow-2xl lg:ml-2 mt-2 lg:mt-0"
style={{
backgroundColor: "#262421",
border: "1px solid #1a1917",
minHeight: "200px",
alignSelf: "stretch",
}}
>
<MoveHistory moveHistory={chess.moveHistory ?? []} />
{!isSpectator && chess.status === "playing" && (
<div className="p-3 border-t" style={{ borderColor: "#1a1917" }}>
{confirmForfeit ? (
<div className="flex gap-2">
<button
onClick={() => {
onAction({ type: "forfeit" });
setConfirmForfeit(false);
}}
className="flex-1 rounded px-3 py-2 text-xs font-semibold transition-colors"
style={{
backgroundColor: "rgba(180,40,40,0.2)",
color: "#e06060",
border: "1px solid rgba(180,40,40,0.4)",
}}
>
Confirm
</button>
<button
onClick={() => setConfirmForfeit(false)}
className="rounded px-3 py-2 text-xs font-semibold transition-colors"
style={{
backgroundColor: "rgba(255,255,255,0.05)",
color: "#8e8984",
border: "1px solid #3a3733",
}}
>
Cancel
</button>
</div>
) : (
<button
onClick={() => setConfirmForfeit(true)}
className="w-full rounded px-3 py-2 text-xs font-semibold transition-opacity hover:opacity-80"
style={{
backgroundColor: "rgba(255,255,255,0.05)",
color: "#8e8984",
border: "1px solid #3a3733",
}}
>
Resign
</button>
)}
</div>
)}
</div>
</div>
);
}

View File

@@ -1,10 +0,0 @@
import { gameUIRegistry } from "../registry";
import { ChessBoard } from "./ChessBoard";
gameUIRegistry.register({
slug: "chess",
name: "Chess",
icon: "♟",
maxPlayers: 2,
component: ChessBoard,
});

View File

@@ -22,9 +22,11 @@ export function useGameRoom(roomId: string, userId: string, role?: string, prefe
const { send, subscribe, connected } = useWebSocket();
const navigate = useNavigate();
const navigateRef = useRef(navigate);
const errorTimerRef = useRef<ReturnType<typeof setTimeout>>();
useEffect(() => {
navigateRef.current = navigate;
}, [navigate]);
useEffect(() => () => clearTimeout(errorTimerRef.current), []);
const [state, setState] = useState<GameRoomState>({
gameState: null,
@@ -121,6 +123,10 @@ export function useGameRoom(roomId: string, userId: string, role?: string, prefe
setTimeout(() => navigateRef.current("/games"), 2000);
} else {
setState(prev => ({ ...prev, error: msg.message }));
clearTimeout(errorTimerRef.current);
errorTimerRef.current = setTimeout(() => {
setState(prev => ({ ...prev, error: null }));
}, 5000);
}
break;
}
@@ -133,7 +139,11 @@ export function useGameRoom(roomId: string, userId: string, role?: string, prefe
}, [roomId, connected, userId, send, subscribe]);
const sendAction = useCallback((action: unknown) => {
send({ type: "GAME_ACTION", roomId, action });
const sent = send({ type: "GAME_ACTION", roomId, action });
if (!sent) {
setState(prev => ({ ...prev, error: "Not connected — action not sent." }));
return;
}
setState(prev => ({ ...prev, error: null }));
}, [roomId, send]);

View File

@@ -69,10 +69,12 @@ export function useWebSocket() {
};
}, []);
const send = useCallback((data: unknown) => {
const send = useCallback((data: unknown): boolean => {
if (globalWs?.readyState === WebSocket.OPEN) {
globalWs.send(JSON.stringify(data));
return true;
}
return false;
}, []);
const subscribe = useCallback((handler: MessageHandler) => {

40
shared/db/CLAUDE.md Normal file
View File

@@ -0,0 +1,40 @@
# Database Layer
## Column Types
- **Bigint** (`mode: 'bigint'`): All Discord snowflake IDs (`userId`, `guildId`, `roleId`, `channelId`), currency amounts (`balance`, `xp`, transaction `amount`, item `price`, inventory `quantity`). Use `0n` BigInt literals, never `Number()`.
- **Integer**: Small counts and internal IDs — `level`, `daily_streak`, `progress`, `reward_amount` in lootdrops, auto-increment `serial('id')` for items.
## Composite Primary Keys
- `inventory(userId, itemId)` — one stack per user per item
- `userQuests(userId, questId)` — one assignment per user per quest
- `userTimers(userId, type, key)` — one timer per user per type/key combo
## Constraints
- `inventory.quantity > 0` check constraint — never store zero-quantity rows
- `classes.name` and `items.name` are unique
- Cascade deletes on user FK; set null on `relatedUserId` (preserves transaction history)
## JSON Columns (JSONB)
- `quests.requirements`: `{ target: number }`
- `quests.rewards`: `{ xp?: number, balance?: number }`
- `gameSettings` fields: Typed via `.$type<T>()``LevelingConfig`, `EconomyConfig`, etc.
- `guildSettings.featureOverrides`: `Record<string, boolean>` (sparse)
- `guildSettings.colorRoleIds`: `string[]`
- `users.settings`, `userTimers.metadata`, `items.usageData`: Untyped JSONB, default `{}`
## Enums
Defined as TypeScript enums in `shared/lib/constants.ts`, **not** as database enums. Schema columns use `varchar` with length constraints. Key enum types:
- `TimerType`: COOLDOWN, EFFECT, ACCESS, EXAM_SYSTEM, TRIVIA_COOLDOWN
- `TransactionType`: TRANSFER_IN, DAILY_REWARD, etc. (8 values)
- `ModerationCaseType`: warn, timeout, kick, ban, note, prune
- `ItemType`: MATERIAL, CONSUMABLE, EQUIPMENT, QUEST
## Notable Indexes
- `user_timers_lookup_idx`: Composite on (userId, type, key) — fast timer checks
- `user_timers_expires_at_idx`: Expiry-based cleanup queries
- `users_balance_idx` / `users_level_xp_idx`: Leaderboard queries
## Client Setup
- `DrizzleClient` is a singleton in `shared/db/DrizzleClient.ts` (postgres-js driver, no prefetch).
- `withTransaction` utility in `bot/lib/db.ts` wraps Drizzle transactions and tracks count for graceful shutdown. Accepts optional existing `tx` for nested calls.
- No soft deletes anywhere. `moderationCases` uses `active: boolean` + `resolvedAt`/`resolvedBy` for lifecycle, but rows are never deleted.

View File

@@ -1,129 +0,0 @@
import { describe, it, expect } from "bun:test";
import { chessPlugin } from "./plugin";
import { gameRegistry } from "../registry";
const PLAYER_WHITE = "player1";
const PLAYER_BLACK = "player2";
describe("chessPlugin", () => {
describe("metadata", () => {
it("should have correct slug and player counts", () => {
expect(chessPlugin.slug).toBe("chess");
expect(chessPlugin.minPlayers).toBe(2);
expect(chessPlugin.maxPlayers).toBe(2);
});
});
describe("createInitialState", () => {
it("should create initial FEN position", () => {
const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
expect(state.fen).toBe("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1");
expect(state.players.white).toBe(PLAYER_WHITE);
expect(state.players.black).toBe(PLAYER_BLACK);
expect(state.moveHistory).toEqual([]);
expect(state.status).toBe("playing");
});
});
describe("handleAction — move", () => {
it("should allow a legal pawn move", () => {
const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
const result = chessPlugin.handleAction(state, { type: "move", from: "e2", to: "e4" }, PLAYER_WHITE);
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.state.fen).not.toBe(state.fen);
expect(result.state.moveHistory).toEqual(["e4"]);
}
});
it("should reject move when it is not the player's turn", () => {
const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
const result = chessPlugin.handleAction(state, { type: "move", from: "e7", to: "e5" }, PLAYER_BLACK);
expect(result.ok).toBe(false);
});
it("should reject an illegal move", () => {
const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
const result = chessPlugin.handleAction(state, { type: "move", from: "e2", to: "e5" }, PLAYER_WHITE);
expect(result.ok).toBe(false);
});
it("should reject a non-player's move", () => {
const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
const result = chessPlugin.handleAction(state, { type: "move", from: "e2", to: "e4" }, "random_player");
expect(result.ok).toBe(false);
});
it("should detect checkmate", () => {
// Scholar's mate: 1.e4 e5 2.Bc4 Nc6 3.Qh5 Nf6 4.Qxf7#
let state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
const moves = [
{ player: PLAYER_WHITE, from: "e2", to: "e4" },
{ player: PLAYER_BLACK, from: "e7", to: "e5" },
{ player: PLAYER_WHITE, from: "f1", to: "c4" },
{ player: PLAYER_BLACK, from: "b8", to: "c6" },
{ player: PLAYER_WHITE, from: "d1", to: "h5" },
{ player: PLAYER_BLACK, from: "g8", to: "f6" },
{ player: PLAYER_WHITE, from: "h5", to: "f7" },
];
for (const m of moves) {
const result = chessPlugin.handleAction(state, { type: "move", from: m.from, to: m.to }, m.player);
expect(result.ok).toBe(true);
if (result.ok) state = result.state;
}
expect(state.status).toBe("checkmate");
expect(state.winner).toBe(PLAYER_WHITE);
});
});
describe("handleAction — forfeit", () => {
it("should end the game with the other player as winner", () => {
const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
const result = chessPlugin.handleAction(state, { type: "forfeit" }, PLAYER_WHITE);
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.state.status).toBe("forfeit");
expect(result.state.winner).toBe(PLAYER_BLACK);
}
});
});
describe("getPlayerView", () => {
it("should return full state", () => {
const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
const view = chessPlugin.getPlayerView(state, PLAYER_WHITE);
expect(view).toEqual(state);
});
});
describe("isGameOver", () => {
it("should return null for ongoing game", () => {
const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
expect(chessPlugin.isGameOver!(state)).toBeNull();
});
it("should return winner for forfeit", () => {
const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
state.status = "forfeit";
state.winner = PLAYER_BLACK;
expect(chessPlugin.isGameOver!(state)).toEqual({ winner: PLAYER_BLACK, reason: "forfeit" });
});
});
describe("onPlayerDisconnect", () => {
it("should forfeit the disconnected player", () => {
const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
const result = chessPlugin.onPlayerDisconnect!(state, PLAYER_WHITE);
expect(result.status).toBe("forfeit");
expect(result.winner).toBe(PLAYER_BLACK);
});
});
describe("chess registration", () => {
it("should register and retrieve from gameRegistry", () => {
gameRegistry.register(chessPlugin);
expect(gameRegistry.get("chess")).toBe(chessPlugin);
expect(gameRegistry.list()).toContain(chessPlugin);
});
});
});

View File

@@ -1,114 +0,0 @@
import { Chess } from "chess.js";
import type { GamePlugin, GameResult, GameOverResult } from "../types";
import type { ChessState, ChessAction } from "./types";
function getPlayerColor(state: ChessState, playerId: string): "white" | "black" | null {
if (state.players.white === playerId) return "white";
if (state.players.black === playerId) return "black";
return null;
}
function deriveStatus(game: Chess): ChessState["status"] {
if (game.isCheckmate()) return "checkmate";
if (game.isStalemate()) return "stalemate";
if (game.isDraw()) return "draw";
return "playing";
}
export const chessPlugin: GamePlugin<ChessState, ChessAction> = {
slug: "chess",
name: "Chess",
minPlayers: 2,
maxPlayers: 2,
createInitialState(players: string[]): ChessState {
const game = new Chess();
return {
fen: game.fen(),
players: { white: players[0]!, black: players[1]! },
moveHistory: [],
status: "playing",
winner: null,
};
},
handleAction(state: ChessState, action: ChessAction, playerId: string): GameResult<ChessState> {
if (state.status !== "playing") {
return { ok: false, error: "Game is already over" };
}
const solo = state.players.white === state.players.black;
if (action.type === "forfeit") {
if (solo) return { ok: true, state: { ...state, status: "forfeit", winner: null } };
const color = getPlayerColor(state, playerId);
if (!color) return { ok: false, error: "You are not a player in this game" };
const winner = color === "white" ? state.players.black : state.players.white;
return { ok: true, state: { ...state, status: "forfeit", winner } };
}
if (action.type === "move") {
const game = new Chess(state.fen);
const turn = game.turn() === "w" ? "white" : "black";
if (!solo) {
const playerColor = getPlayerColor(state, playerId);
if (!playerColor) return { ok: false, error: "You are not a player in this game" };
if (playerColor !== turn) return { ok: false, error: "It is not your turn" };
}
let move;
try {
move = game.move({
from: action.from,
to: action.to,
promotion: action.promotion ?? "q",
});
} catch {
return { ok: false, error: "Invalid move" };
}
if (!move) return { ok: false, error: "Invalid move" };
const status = deriveStatus(game);
const winner = status === "checkmate"
? (turn === "white" ? state.players.white : state.players.black)
: null;
return {
ok: true,
state: {
...state,
fen: game.fen(),
moveHistory: [...state.moveHistory, move.san],
status,
winner,
},
};
}
return { ok: false, error: "Unknown action type" };
},
getPlayerView(state: ChessState, playerId: string): ChessState {
const playerColor = getPlayerColor(state, playerId);
if (!playerColor) return state;
return state;
},
getSpectatorView(state: ChessState): ChessState { return state; },
isGameOver(state: ChessState): GameOverResult | null {
if (state.status === "playing") return null;
return { winner: state.winner, reason: state.status };
},
onPlayerDisconnect(state: ChessState, playerId: string): ChessState {
if (state.players.white === state.players.black) {
return { ...state, status: "forfeit", winner: null };
}
const color = getPlayerColor(state, playerId);
if (!color) return state;
const winner = color === "white" ? state.players.black : state.players.white;
return { ...state, status: "forfeit", winner };
},
};

View File

@@ -1,11 +0,0 @@
export interface ChessState {
fen: string;
players: { white: string; black: string };
moveHistory: string[];
status: "playing" | "checkmate" | "stalemate" | "draw" | "forfeit";
winner: string | null;
}
export type ChessAction =
| { type: "move"; from: string; to: string; promotion?: string }
| { type: "forfeit" };

View File

@@ -0,0 +1,9 @@
# Feature Flags Module
- **No caching.** Every `isFlagEnabled()` and `hasAccess()` call hits the database directly.
- `isFlagEnabled(flagName)` checks global on/off state. `hasAccess(flagName, context)` checks both global state AND per-entity access records (guild, user, or role).
- Access logic: flag must be globally enabled AND user must have an explicit access grant. Grants can target guildId, userId, or roleId independently.
- Commands declare `beta: true` and optionally `featureFlag: string` in the Command interface. `CommandHandler` intercepts beta commands and calls `hasAccess()` before execution.
- If a command has no explicit `featureFlag`, the command name (`interaction.commandName`) is used as the flag name fallback.
- Flag names are case-sensitive. Convention is snake_case or camelCase — no enforcement.
- Admin management via `/featureflags` command: CRUD on flags and access grants/revokes.

View File

@@ -0,0 +1,10 @@
# Guild Settings Module
- `updateSetting()` uses a hardcoded `keyMap` to map friendly key names to DB columns. Use exact key names (e.g., `"studentRole"` not `"studentRoleId"`). Unknown keys throw `UserError`.
- Type coercion per column: Discord IDs → BigInt automatically; `colorRoleIds` must be array; `featureOverrides` must be object; `moderationDmOnWarn` must be boolean; `moderationAutoTimeoutThreshold` must be number. Null values set columns to NULL.
- **Caching:** `getGuildConfig()` (in `shared/lib/config.ts`) caches transformed settings for 60 seconds. Every mutation (`upsertSettings`, `updateSetting`, `addColorRole`, `removeColorRole`) calls `invalidateGuildConfigCache(guildId)` immediately.
- If settings don't exist for a guild, the cache returns safe defaults — no errors thrown.
- `featureOverrides` is a sparse `Record<string, boolean>` — no keys are predefined. Consumers must check key existence.
- **No Discord validation:** The service does not verify that role/channel IDs actually exist in Discord. Invalid IDs are stored silently.
- `addColorRole()` / `removeColorRole()` fetch the full settings, mutate the array in JS, then upsert — this is not atomic and can race under concurrent requests.
- `terminalMessageId` and `terminalChannelId` are separate DB columns but grouped as `terminal: { channelId, messageId }` in the cached config. Setting one without the other can create orphaned data.

View File

@@ -0,0 +1,9 @@
# Leveling Module
- **Level is derived, not stored.** Total XP is the source of truth. `getLevelFromXp()` recalculates level from cumulative XP on every `addXp()` call. Levels are monotonic — they never decrease.
- XP curve is a power law: `xpForLevel(n) = floor(base * n^exponent)` where defaults are `base: 100`, `exponent: 1.5`. Config comes from `gameSettingsService` (30s cache TTL).
- Chat XP (`processChatXp()`) awards random XP between `minXp` (5) and `maxXp` (15) per message, gated by a 60-second per-user cooldown (`TimerType.COOLDOWN`, key `TimerKey.CHAT_XP`). The cooldown is upserted atomically.
- Quest/reward XP uses `addXp()` directly — it bypasses the chat cooldown.
- XP boost multipliers come from active `TimerType.EFFECT` timers with key `'xp_boost'` (metadata field: `multiplier`).
- All XP values are `bigint` in the DB but converted to `Number` for arithmetic. Watch for overflow at extremely high XP values.
- `addXp()` and `processChatXp()` run inside transactions. They emit `XP_GAINED` (fire-and-forget) which the quest system listens to — the weight equals the XP amount.