# Implementation Notes - Go Game with AT Protocol ## Overview This document provides technical details about the implementation and what needs to be completed for full AT Protocol integration. ## What's Implemented ### 1. Project Structure ✅ The SvelteKit application is fully structured with: - Routes for home page, game pages, and API endpoints - Server-side rendering and data loading - Component organization - Database setup with Kysely ### 2. Custom Lexicons ✅ Three custom AT Protocol lexicons are defined in `/lexicons`: - **boo.sky.go.game**: Game records with players, board size, status - **boo.sky.go.move**: Move records with coordinates, captures, and timestamps - **boo.sky.go.pass**: Pass action records These lexicons follow AT Protocol standards and can be used to publish records to the network. ### 3. Database Schema ✅ SQLite database with three main tables: - `games`: Local cache of game records - `moves`: Local cache of move records - `passes`: Local cache of pass records The database uses AT Protocol URIs as primary keys to maintain consistency with the network. ### 4. Game Logic ✅ The Wgo.js library is integrated for: - Board rendering using SVGBoard - Move validation using Game class - Capture calculation - Stone placement and removal ### 5. UI Components ✅ - **Home Page**: Login form, game creation, and game listing - **Game Page**: Interactive board, move history, player info - **Board Component**: Reusable Wgo.js wrapper with click handling ## What Needs Completion ### 1. OAuth Authentication ⚠️ **Current State:** - OAuth routes exist (`/auth/login`, `/auth/callback`, `/auth/logout`) - Session management structure is in place - OAuth client returns null (placeholder) **To Complete:** 1. Set up proper NodeOAuthClient configuration: ```typescript import { NodeOAuthClient } from '@atproto/oauth-client-node'; const client = await NodeOAuthClient.fromClientId({ clientId: `${PUBLIC_BASE_URL}/oauth-client-metadata.json`, stateStore: new StateStore(), // Implement state persistence sessionStore: new SessionStore(), // Implement session persistence }); ``` 2. Update `oauth-client-metadata.json` with production URLs 3. Implement proper session encryption (currently using base64 encoding) 4. Handle OAuth flows: - Login initiation with `client.authorize(handle)` - Callback handling with `client.callback(params)` - Session restoration with `client.restore(did)` ### 2. AT Protocol Record Creation ⚠️ **Current State:** - Records are created in local database - AT URIs are generated correctly - Agent creation is commented out **To Complete:** 1. Create authenticated AtpAgent instances: ```typescript const oauthSession = await client.restore(session.did); const agent = oauthSession.agent; ``` 2. Create records in AT Protocol: ```typescript await agent.com.atproto.repo.createRecord({ repo: session.did, collection: 'boo.sky.go.game', rkey: generatedTid, record: gameRecord, }); ``` 3. Update records for game state changes (joining, completion) 4. Handle record creation errors and retries ### 3. Firehose Subscription ⚠️ **Current State:** - Placeholder functions exist in `src/lib/server/firehose.ts` - Database update logic is outlined **To Complete:** 1. Install firehose dependencies: ```bash npm install @atproto/sync ``` 2. Set up WebSocket connection: ```typescript import { Firehose } from '@atproto/sync'; const firehose = new Firehose({ service: 'wss://bsky.network', filterCollections: [ 'boo.sky.go.game', 'boo.sky.go.move', 'boo.sky.go.pass' ] }); ``` 3. Handle commit events: ```typescript firehose.on('commit', async (evt) => { // Parse CAR blocks // Update local database // Emit real-time updates to clients }); ``` 4. Implement error handling and reconnection logic ### 4. Real-time Updates ⚠️ **Current State:** - Game page reloads after each move - No live updates when opponent moves **To Complete:** 1. Set up Server-Sent Events or WebSocket connection: ```typescript // In +server.ts export const GET: RequestHandler = async ({ params }) => { const stream = new ReadableStream({ start(controller) { // Subscribe to game updates // Send SSE events on changes } }); return new Response(stream, { headers: { 'Content-Type': 'text/event-stream', 'Cache-Control': 'no-cache', } }); }; ``` 2. Connect from client: ```typescript const eventSource = new EventSource(`/api/games/${gameId}/stream`); eventSource.onmessage = (event) => { const data = JSON.parse(event.data); // Update board with new move }; ``` 3. Emit events from firehose when moves are detected ## Development Workflow ### Running the Application 1. Install dependencies: ```bash npm install ``` 2. Set up environment variables: ```bash cp .env.example .env # Edit .env with your values ``` 3. Start development server: ```bash npm run dev ``` 4. Access at http://localhost:5173 ### Testing Without OAuth For development, you can bypass OAuth by: 1. Manually creating session cookies 2. Using test DIDs (e.g., `did:plc:test123`) 3. Testing game logic with local database only ### Type Checking Run type checking: ```bash npm run check ``` Note: Some errors related to Node version (<18) may appear but don't affect functionality. ## Production Considerations ### Security - Use proper session encryption (not base64) - Implement CSRF protection - Validate all inputs server-side - Use HTTPS for all production traffic - Store secrets in environment variables ### Performance - Add database indexes for frequently queried fields - Implement pagination for game lists - Cache game state in memory - Use connection pooling for database ### Reliability - Add error boundaries in UI - Implement retry logic for AT Protocol calls - Add logging and monitoring - Handle network disconnections gracefully ### Scalability - Consider moving to PostgreSQL for larger scale - Implement horizontal scaling for API servers - Use Redis for session storage - Add CDN for static assets ## Testing Strategy ### Unit Tests - Move validation logic - TID generation - Session management - Database queries ### Integration Tests - OAuth flow end-to-end - Game creation and joining - Move recording - Firehose event handling ### E2E Tests - Full game playthrough - Multiple players simultaneously - Pass and game completion - Error scenarios ## Deployment ### Environment Setup 1. Set production environment variables 2. Use production OAuth client ID 3. Configure production database 4. Set up SSL certificates ### Build Process ```bash npm run build ``` ### Running in Production ```bash node build/index.js ``` Or use a process manager like PM2: ```bash pm2 start build/index.js --name go-game ``` ## Future Enhancements ### Game Features - Automatic territory scoring - Time controls (byo-yomi, Fischer) - Undo/redo functionality - Game analysis tools - SGF import/export ### Social Features - Game chat using AT Protocol - Spectator mode - Game reviews and comments - Tournament organization - Player profiles and stats ### Technical Improvements - Progressive Web App (PWA) - Offline play capability - Mobile app (React Native) - Game AI integration - Multiple board themes ## Resources - [AT Protocol Documentation](https://atproto.com/docs) - [Wgo.js Documentation](http://wgo.waltheri.net/) - [SvelteKit Documentation](https://kit.svelte.dev/) - [Kysely Documentation](https://kysely.dev/) ## Support For questions about: - AT Protocol: https://github.com/bluesky-social/atproto - Wgo.js: https://github.com/waltheri/wgo.js - SvelteKit: https://github.com/sveltejs/kit