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The 'New' prefix was a phase-06 naming compromise to avoid colliding with a legacy Room type. That legacy type is gone now, so the prefix is misleading — in Go 'NewX' conventionally reads as a constructor, not a type. - NewRoom type → Room - JoinNewRoom → JoinRoom - GetNewRoom → GetRoom - LeaveNewRoom → LeaveRoom - WatchNewRoom → WatchRoom - UnwatchNewRoom → UnwatchRoom - deleteNewRoom → deleteRoom Also remove dead code uncovered by the pass: - Delete lobby/events.go entirely — RoomEvent + BroadcastEvent wrapped a no-op placeholder, never called. - Delete BroadcastToNewRoom no-op from lobby/store.go — kept only for the dead BroadcastEvent wrapper. - Delete TestBroadcastToRoom_SkipsExcludedIDs — theater test that never actually called BroadcastToNewRoom, just built a manual exclude map. go vet + go test ./... green.
Gomoku (Five-in-a-Row)
Multiplayer online Gomoku with PVP, PVE (3 AI difficulties), and spectator mode. Go server + Phaser 3 browser client communicating over protobuf WebSocket binary frames.
Forked from ratel-online by ainilili and contributors. Card games removed; gomoku rewritten with a caro-compatible protobuf protocol and Phaser 3 client (feature set ported from tiennm99/caro).
Features
- PVP — two human players in a room
- PVE — three AI difficulties:
- Easy — random legal move
- Medium — heuristic threat scoring
- Hard — minimax depth 3 with alpha-beta pruning
- Spectator mode — watch any in-progress game in real time
- Owner-controlled start — room owner starts when ready; other players can join before start
- Live lobby — room list updates as rooms open / close
- Heartbeat / reconnect — client pings every 5 s; missed pings close the connection cleanly
Quick Start
Docker (recommended)
docker compose up -d
- Browser client: http://localhost:8080
- WebSocket endpoint: ws://localhost:1999/gomoku
Tear down:
docker compose down
Local Development
Prerequisites: Go 1.23+, Node 22+
# Terminal 1 — Go server
go -C server run . -p 1999
# Terminal 2 — Vite dev server
npm --prefix client install
npm --prefix client run dev
Open http://localhost:5173 in two browser tabs to play against yourself.
Architecture
Browser tab A ─────────────────────────────────────────────────┐
Browser tab B ──► http://localhost:8080 (nginx / client:8080) │
│ │
Phaser 3 + protobufjs │
│ WS binary frames │
▼ │
ws://localhost:1999/gomoku (Go server) │
│ │
┌──────────┴──────────┐ │
│ state machine │ one goroutine per player │
│ per-player │ lobby → waiting → game │
├─────────────────────┤ │
│ in-memory domain │ rooms, players (no DB) │
├─────────────────────┤ │
│ game engine │ 15×15 board, win detect │
└─────────────────────┘ │
│ │
common/proto/*.proto (single source of truth)────┘
Key design decisions:
- Server-authoritative — all move validation and win detection server-side; browser never modifies board locally
- Protobuf binary frames over WebSocket (
gorilla/websocket);common/proto/is the single source of truth - State machine per player —
lobby → waiting → game; states registered inserver/state/ - In-memory store — rooms and players live in hashmaps; restart loses all state (intentional — games are short-lived)
- Channel-based turn sync — game turns flow via
chanper player, no polling
Project Structure
gomoku/
├── server/ Go game server (WebSocket :1999, WS endpoint /gomoku)
│ ├── main.go
│ ├── consts/ state IDs, game constants
│ ├── database/ in-memory room + player store
│ ├── game/ gomoku engine (board, win detection, AI)
│ ├── network/ WebSocket server, connection handler
│ ├── protocol/ protobuf encode/decode helpers
│ ├── state/ state machine (lobby, waiting, game)
│ ├── Dockerfile multi-stage Go build → distroless runtime
│ └── Makefile build / test / docker targets
│
├── client/ Phaser 3 browser client (Vite, served by nginx :8080)
│ ├── src/
│ │ ├── scenes/ Phaser scenes (lobby, game, spectate)
│ │ ├── services/ connection, room, game, AI services
│ │ └── generated/ protobuf JS stubs (committed, no build-time protoc)
│ ├── Dockerfile Vite build → nginx:1.27-alpine
│ └── nginx.conf SPA fallback, gzip, aggressive asset caching
│
├── common/
│ └── proto/ request.proto / response.proto (shared by server + client)
│
├── docker-compose.yml two services: server :1999, client :8080
└── docs/ architecture, deployment, code standards
Game Rules
- Board: 15 × 15 intersections
- Black moves first
- First player to place 5 stones in a row (horizontal, vertical, or diagonal) wins
- Full board with no winner is a draw
Protocol
- Transport: WebSocket binary frames (
ws://<host>:1999/gomoku) - Encoding: protobuf (see
common/proto/request.proto,common/proto/response.proto) - Auth: client sends
AuthRequest{name}immediately after connect; server replies withAuthResponse{playerId, color} - Heartbeat: client →
HeartbeatRequestevery 5 s; server repliesHeartbeatResponse; 3 missed → disconnect - Auto-reconnect: client retries with exponential back-off on connection loss
Deployment Notes
See docs/deployment-guide.md for:
- Docker Compose quick start
- Building individual images
- Reverse proxy / TLS setup (Caddy, Traefik, nginx)
Credits
- ratel-online by ainilili — original Go game server framework (MIT)
- tiennm99/caro — feature-set reference: protobuf protocol, AI engine, Phaser 3 client
- Phaser 3 — HTML5 game framework
- gorilla/websocket — WebSocket library
- protobuf + protobufjs — binary protocol
Implementation history: plans/260411-1101-port-caro-feature-set/plan.md
License
Apache 2.0 — see LICENSE.
Description
A simple Gomoku game with networking. Base on [Ratel](https://github.com/ratel-online/)
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