The project-level docs described the pre-caro-port architecture (TCP on
9999, JSON {data:base64} wire format, web/ + core/ + api/ + bot/ dirs,
server flags -w/-t/-s, state strings like '1'/'2'/'7,7') and referenced
files that no longer exist. The README also described an owner-controlled
Start button, 5-second heartbeat, 'database/' directory, AuthRequest
handshake, and linked to now-deleted plan files.
CLAUDE.md
- Rewritten for the current architecture: single WS endpoint at
:1999/gomoku, protobuf binary frames, server/{consts,game,lobby,
network,state,pkg/log}, client/src/{config,scenes,services,ui,
objects,generated}, auto-start PVP semantics, heartbeat 50s/deadline
90s, ClientExit self-vs-peer helper, enum serialization notes, Hard
AI description, and a "When editing" section covering proto regen,
state flow tests, and scene cleanup patterns.
README.md
- Features: owner-controlled start → auto-start on 2nd join.
- Heartbeat: 5s → 50s; add server deadline + reconnect back-off.
- Project structure: database/ → lobby/; services list corrected.
- Protocol: replace AuthRequest story with real SetNickname handshake.
- Credits: trimmed from a multi-bullet block to a single attribution
line ("Based on ratel-online by ainilili"). Removed caro references
and the link to the deleted plans/ implementation history.
docs/system-architecture.md
- Fully rewritten. Drops old TCP+JSON protocol tables, CLI client box,
obsolete state flow diagram. Adds: current state registry
(welcome/setNickname/home/waiting/gamePvp/gamePve/gameover/watching),
cross-goroutine sync channels (StartCh/GameOverCh/RematchCh), typed
enum list, kickStaleRoomPeers note, ClientExit self-vs-peer semantics,
and client module table.
docs/deployment-guide.md
- Remove stale pointer to deleted plans/ directory.
Code comment cleanup (user: "don't mention too much"):
- server/network/handlers_stateless.go handleHeartbeat: drop caro
reference, explain behavior in terms of the reader loop.
- server/game/ai_eval.go: "ported from caro's GomokuAI scoring" →
generic "threat-pattern weights used by the Hard AI".
- server/game/ai.go positionScore: drop caro attribution, describe
the heuristic directly.
- server/lobby/room.go: drop "caro Java domain" annotation, describe
what Room actually embeds.
- client/src/services/game-state-service.js WATCH_GAME_SUCCESS: drop
historical rename comment.
go vet + go test ./... + npm run build all green.
4.0 KiB
Deployment Guide
Prerequisites
| Requirement | Version | Purpose |
|---|---|---|
| Go | 1.23+ | Build server |
| Node | 22+ | Build browser client |
| Docker + Compose | 20+ / v2+ | Containerized deployment |
Docker Compose (recommended)
Run the full stack — Go server on :1999 and nginx client on :8080:
docker compose up -d
Open http://localhost:8080 in two browser tabs to play.
Stop and remove containers:
docker compose down
Rebuild images after code changes:
docker compose up -d --build
Local Development
# Terminal 1 — Go server on :1999
go -C server run . -p 1999
# Terminal 2 — Vite dev server on :5173
npm --prefix client install
npm --prefix client run dev
Open http://localhost:5173. The client derives the WebSocket URL from
window.location.hostname, so it connects to ws://localhost:1999/gomoku
automatically in both dev and production.
Building Individual Images
# Server (Go multi-stage → distroless/static-debian12, < 20 MB)
docker build -t gomoku-server:local ./server
# Client (node:22-alpine build → nginx:1.27-alpine runtime)
docker build -t gomoku-client:local ./client
Server Makefile Targets
From server/:
make build # compile Go binary
make test # go test ./...
make lint # go vet ./...
make docker-build # build gomoku-server:local image
make docker-run # run server container on :1999
make docker-stop # stop + remove server container
make docker-logs # tail server container logs
make smoke # vet + test + binary build gate
make proto # regenerate protobuf stubs
Reverse Proxy / TLS
The server exposes only a WebSocket endpoint at ws://<host>:1999/gomoku.
The client is served by nginx at :8080.
In production, front both with a reverse proxy that handles TLS termination (Caddy or Traefik are simplest):
Caddy example (Caddyfile):
gomoku.example.com {
handle /gomoku* {
reverse_proxy localhost:1999
}
handle {
reverse_proxy localhost:8080
}
}
nginx example:
server {
listen 443 ssl;
server_name gomoku.example.com;
# Static client
location / {
proxy_pass http://localhost:8080;
}
# WebSocket endpoint — must be on the Go server port
location /gomoku {
proxy_pass http://localhost:1999;
proxy_http_version 1.1;
proxy_set_header Upgrade $http_upgrade;
proxy_set_header Connection "upgrade";
proxy_set_header Host $host;
}
}
Note: if you front both services behind the same hostname, the client will
derive wss://<hostname>/gomoku automatically (because it uses
window.location.hostname + the hardcoded :1999 port). For split-port
production setups, the WS URL derivation in
client/src/services/connection-service.js must be updated to use port 443.
Environment Variables
Currently none — the server and client have no runtime configuration beyond
the server's -p flag. The WS URL is derived at runtime from
window.location.hostname in the browser.
Future: JWT auth allowlist, CORS origin restriction, Prometheus metrics endpoint.
Resource Requirements
| Metric | Estimate |
|---|---|
| Server memory | ~20 MB base + ~2 KB per active player |
| Server CPU | Minimal — one goroutine per player, no polling |
| Client image | nginx:1.27-alpine + ~1.6 MB JS bundle |
| Server image | < 20 MB (distroless static) |
| Persistence | None — in-memory only, restart clears all rooms |
Manual Smoke Check
After docker compose up -d:
# nginx client should return 200
curl -s -o /dev/null -w "%{http_code}" http://localhost:8080/
# WebSocket server should return 400 or 426 (upgrade required — healthy)
curl -s -o /dev/null -w "%{http_code}" http://localhost:1999/gomoku
Then open http://localhost:8080 in two browser tabs, create a room in one tab, join from the other, start the game, and make a few moves to confirm end-to-end WebSocket communication.