A room holds up to four people and needs two to start. Both numbers are server constants sent to the client in RoomState, so the lobby draws whatever the server allows and widening a room is a server change alone. Failing a turn eliminates that player rather than ending the game. The syllable and the used words survive them, the turn passes to whoever is next, and the last player standing wins. Two seats is that same rule seen from close up, which is why there is one implementation of it and not two. A dead end still costs the first player to face it their own clock, as before: they get their turn, and lose it. Everyone behind them has already seen that board, so they go out together rather than each sitting out a turn limit they cannot use — which leaves the player who closed the position standing, the same outcome two players get. A player who is knocked out keeps their seat. They watch the rest of the game, chat included, with only the word input gone, and everybody lands back in the same lobby when it ends. The result screen is the whole table, ranked by who outlasted whom, with each score reported beside the place rather than deciding it. The turn clock is deliberately not paused for a seat that has dropped, so a player who loses their connection on their own turn loses it the way anybody else would. Their reconnect window decides only whether they are still in the game afterwards. Any number of windows can be open at once, settled by one timer armed for the nearest of them. Starting waits for every guest, not merely the first: a room of four that began on one yes would have dealt three people a turn they never agreed to. Kicking names a seat and is still refused on a player who is ready, and on the owner's own — leaving is what an owner who wants out does, and it hands the room on. Joining stays a lobby thing: a room with a game running turns a latecomer away even with seats going spare, because there is no way to hand somebody a game already in progress. BREAKING CHANGE: RoomState, TurnUpdate and GameOver lose the fields that could only ever describe a second player, OpponentLeft is retired in favour of presence on RoomState, and suggestions move to the new PlayerEliminated — they describe the position that beat a player, which by the end of a longer game is nobody else's position. ProtocolVersion goes to 2, so a client built against 1 is refused with a readable error rather than decoding a frame that now means something else.
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noitu
Trò chơi nối từ tiếng Việt trên web — chơi với máy hoặc đấu trực tuyến 2–4 người.
A web implementation of the Vietnamese word-chain game nối từ: each player submits a meaningful word of at least 2 syllables whose first syllable matches the last syllable of the previous word. No word may be reused. Fail to answer in time and you lose.
ngôn ngữ → ngữ pháp → pháp luật → luật lệ → ...
Playing a word that leaves the next player nothing to answer is not itself a win. They keep the turn and lose it to the clock like any other, and are then shown a few words the position still had — or told it had none.
A room seats two to four. Failing a turn takes that player out rather than ending the game: the syllable and the used words survive them, the turn passes to whoever is next, and the last player standing wins. Two seats is that same rule seen from close up, which is why there is one implementation of it and not two.
Status
Playable: vs bot at three difficulties, and online rooms of two to four by room code. See
plans/260904-1125-noi-tu-web-game/plan.md
for the implementation plan and phase breakdown.
Architecture
The server is authoritative: the browser never holds the wordlist, so word validation cannot be bypassed, and the bot and player-vs-player paths share one rule implementation.
SvelteKit SPA ──WebSocket + Protobuf──► Go server ──► SQLite dictionary
| Component | Choice |
|---|---|
| Frontend | SvelteKit 2 / Svelte 5 (JavaScript), adapter-static |
| Transport | WebSocket, Protobuf binary frames (@bufbuild/protobuf ↔ protoc-gen-go) |
| Backend | Go, coder/websocket |
| Dictionary | SQLite via modernc.org/sqlite (CGo-free), read-only at runtime |
The wire contract
proto/noitu/v1/game.proto is the single source of truth for
every message crossing the WebSocket. buf generates the Go types into server/gen/ and the
JavaScript types into web/src/lib/proto/; both trees are committed, and neither side
hand-writes a message type.
The Go test suite emits binary fixtures into proto/testdata/, and the JavaScript suite
decodes those same bytes — so the two generated clients are checked against one artifact
rather than against each other's assumptions. Regenerate the fixtures with
cd server && go test ./internal/wsapi -update whenever the schema changes.
Online play
A player creates a room and gets a six-character code and an invite link. The
alphabet omits 0/O and 1/I/L, because these codes get read aloud. The
others type the code or open the link, which seats them in the room's lobby.
A room holds up to four people and needs two to start. Both numbers are server
constants sent to the client in RoomState, so the lobby draws whatever the
server allows and widening a room is a server change alone.
The room is a lobby that outlives its games. Whoever created it owns it; the rest are guests. Every guest readies, the owner starts — the owner has no readiness of their own, because starting is the same statement — and a finished game returns everybody to the lobby, where the next one is agreed the same way. A guest must take their readiness back before leaving, and the owner can free the seat of any guest who is not ready, naming it rather than pointing at "the other one". An owner who leaves hands the room to whoever is left, and the last player out closes it, as does ten minutes with no game started.
Joining is a lobby thing: a room with a game running turns a latecomer away even when it has seats going spare, because there is no way to hand somebody a game already in progress.
The whole room travels as one RoomState per recipient — the seating, roles,
readiness and presence — so a client that missed a frame is correct again from
the next one rather than from a stream of deltas it has to replay. The
recipient's own row is in that list like everybody else's, marked is_me,
which is the only encoding of their role there is: a second one alongside would
be a second thing to keep in step with the server.
A player who is knocked out keeps their seat. They watch the rest of the game — the chain, the clock, the chat — with only the word input gone, and the final screen shows everybody's standings, ranked by who outlasted whom with each score reported beside the place rather than deciding it.
Everybody in the room can talk, in the lobby and during a game. The conversation belongs to the room rather than to a game, so it survives one starting and finishing, and it dies with the room. A player is replayed what was said while they held their seat: a refresh brings their conversation back, and somebody who walks in with the code starts at silence rather than reading what the last people in the room said. Text passes the same filter as a nickname before anyone sees it — control and format characters dropped, whitespace collapsed, combining marks capped — and a bot game has no chat, there being nobody to talk to.
When somebody leaves their seat their words stay in the conversation but their name does not: the panel shows them as having left. A name left behind would be one the next person to walk in could ask for, and the words above it would become theirs.
Everybody sees the others' server-sanitized nicknames, never the raw input, and two people asking for the same name are told apart before either is shown it. A disconnect holds the seat for a grace window and shows the rest of the room a countdown; a return inside it resumes the same position, rebuilt from the engine rather than from a recorded stream, or the lobby when no game is running. Any number of windows can be open at once, and each is settled on its own deadline.
The turn clock is deliberately not paused for a seat that has dropped. A player who loses their connection on their own turn loses it the way anybody else would; the window decides only whether they are still in the game afterwards.
The frontend
web/ is a SvelteKit single-page app in JavaScript, built by adapter-static and served by
the Go binary. It renders what the server sent and decides nothing: the store is a projection
of ServerMessage, so validity, turn order and the result all come from one authority. The
only client-owned state is the theme, the personal best per difficulty, and the input box.
The word field is deliberately uncontrolled. Vietnamese diacritics are composed over several keystrokes by a Telex or VNI input method, and writing the value back on every keystroke cancels that composition and mangles the accent. The one write the client does make is the seed: when a turn arrives the field is filled with the syllable the word has to start with, once per turn and never over text the player has already typed, so no composition can be in progress when it happens.
The chain is listed newest first, and a finished game can be downloaded as a plain-text transcript — the chain in playing order, who played what, and the final score.
Every Vietnamese string lives in web/src/lib/i18n/vi.js, including the map from
RejectReason to a message. That is why ServerError.code is a UI key such as
room_not_found and never prose. A test walks the generated enums and fails when a value has
no message, so a schema change cannot quietly ship an untranslated screen.
The countdown is drawn against the server's clock, estimated from the Ping/Pong round
trip, and settles 300ms early so the ring never claims more time than the server allows.
Setup
Requires Go 1.25+, Node 20+, and optionally make. buf
is needed only to change the WebSocket schema — the generated code is committed, so
building and running the project does not require it.
make fetch-dict # one-time: downloads the ~179 MB upstream dictionary into data/
make dict # derives data/noitu.db (the game's wordlist) from it
make test # run all tests
make run # build and start the server
make fetch-dict is a one-time cost per machine. Neither database file is committed;
both are build artifacts. See data/ATTRIBUTION.md.
Running the server
make dict # once, after fetch-dict
make run # builds and starts on :8080
Configuration is environment-only; every variable has a working default.
| Variable | Default | Meaning |
|---|---|---|
NOITU_ADDR |
:8080 |
Listen address |
NOITU_DB_PATH |
data/noitu.db |
Derived dictionary, loaded read-only at startup |
NOITU_TURN_LIMIT |
20s |
Turn deadline, identical for bot and PvP games |
NOITU_GRACE |
30s |
How long a disconnected player's seat is held for a reconnect |
NOITU_ALLOWED_ORIGINS |
(unset) | Comma-separated origin allowlist. Unset means same-origin only |
NOITU_WEB_DIR |
(unset) | Built frontend to serve. Unset serves the API alone |
An invalid duration is logged and ignored rather than silently changing the rules of the game.
Endpoints: GET /ws (Protobuf over binary WebSocket frames), GET /healthz,
and — when NOITU_WEB_DIR is set — the frontend on everything else, with
unknown paths falling back to index.html because deep links are client routes.
Smoke-testing without a frontend
The whole game is playable over a raw WebSocket client. Frames are binary
protobuf, so a text tool like websocat cannot compose them by hand; the
practical path is a short Go client importing server/gen/noitu/v1, which is
exactly what server/internal/wsapi tests do in-process.
Send Hello{protocol_version: 1, nickname: "..."} first — every other message
is refused until the handshake completes — then StartBotGame and reply to each
TurnUpdate with a SubmitWord carrying the turn_seq you were given.
Running the frontend in dev
make run # the Go binary on :8080
make web-dev # Vite on :5173, proxying /ws to :8080
The client resolves its socket from its own origin in both environments, so there is no dev-only URL to get wrong.
Make targets
| Target | Does |
|---|---|
fetch-dict |
Download the upstream dictionary.db (~179 MB) into data/ |
dict |
Derive data/noitu.db from the upstream database |
server |
Build the Go server binary |
web |
Build the SvelteKit frontend to static assets |
web-dev |
Run the frontend dev server, proxying /ws to a local server |
proto |
Regenerate the Go and JS wire types from proto/ (needs buf) |
proto-check |
Lint the schema and verify the committed generated code is in sync |
fixture-dict |
Build the small test dictionary, no download needed |
test |
Run Go and JavaScript tests |
test-e2e |
Run the Playwright suite against the fixture dictionary |
run |
Build and run the server locally |
verify-dict |
Re-check the downloaded dictionary against its pinned SHA-256 |
Without make
make is not installed everywhere (notably Windows). Every target is a thin wrapper:
# fetch-dict
curl -L -C - -o data/dictionary.db https://github.com/minhqnd/dictionary/releases/download/v2.0.0/dictionary.db
# dict
cd server && go run ./cmd/build-dictionary --in ../data/dictionary.db --out ../data/noitu.db
# test
cd server && go vet ./... && go test ./... -race
# server
cd server && CGO_ENABLED=0 go build -o ../noitu-server ./cmd/noitu-server
# web
cd web && npm ci && npm run build
# test-web (npm test builds first, then checks the bundle carries no wordlist)
cd web && npm run check && npm test
# fixture-dict
cd server && go run ./cmd/build-dictionary --words ../testdata/fixture-words.txt --out ../data/fixture.db --min-words 150
# test-e2e (needs the fixture dictionary above)
cd web && npm run test:e2e
# proto (only when proto/noitu/v1/game.proto changes)
cd web && npm ci
buf generate && buf lint
Testing
| Suite | What it covers |
|---|---|
cd server && go test ./... -race |
The rules engine, the bot, the dictionary, and the whole transport layer |
cd web && npm test |
The store, the socket client, the Vietnamese copy, and the built bundle |
cd web && npm run test:e2e |
Real browsers against the real binary: a bot game, online games across two to four browser contexts, elimination, and reconnect |
The end-to-end suite plays against a small dictionary derived from
testdata/fixture-words.txt through the same
builder the real one uses, so CI never downloads the 179 MB upstream release.
Deployment
One container image carries the binary, the built frontend and the derived
dictionary. See docs/deployment.md for configuration,
reverse-proxy requirements, and what a restart costs.
docker build -t noitu:latest .
docker run -p 8080:8080 noitu:latest
License
This project is distributed under two licenses, applying to different artifacts.
See NOTICE for the full statement.
| Artifact | License |
|---|---|
All source code (server/, web/, proto/) |
Apache-2.0 |
Dictionary data (data/noitu.db) |
CC BY-SA 4.0 |
The dictionary is derived from minhqnd/dictionary
(data licensed CC BY-SA 4.0), which itself aggregates Wiktionary and other Vietnamese
dictionary sources. CC BY-SA is a share-alike license: any redistribution of the derived
database — including inside a container image — must carry the same license, the attribution,
and the record of modifications recorded in data/ATTRIBUTION.md.
The database is loaded at runtime from a file and is never embedded or linked into the Go binary, keeping the two licensing regimes on separate artifacts.