docs: add architecture quality audit #2

Comprehensive audit of modular game system after implementing Math Sprint.

Key Findings:
- Grade: B- (down from B+ after implementation testing)
- SDK design is solid (useArcadeSession, Provider pattern)
- Unified validator registry works well
- BUT: Significant boilerplate and coupling issues

Critical Issues Identified:
1. 🚨 Database Schema Coupling - Must update schema for each game
2. ⚠️ game-config-helpers.ts - Switch statements for defaults/validation
3. ⚠️ game-configs.ts - 5 places to update per game
4. 📊 High Boilerplate Ratio - 12 files touched per game, ~44 lines boilerplate

Files That Required Updates for Math Sprint:
- 3 database schemas (arcade-rooms, arcade-sessions, room-game-configs)
- 1 API endpoint (settings/route.ts)
- 2 config files (game-configs.ts, game-config-helpers.ts)
- 2 registry files (validators.ts, game-registry.ts)
- 8 game implementation files (types, validator, provider, components, etc.)

Recommendations:
- Critical: Fix database schema to accept any string, validate at runtime
- Infer config types from game definitions (single source of truth)
- Move config validation to game definitions (eliminate switch statements)

Developer Experience:
- Time to add a game: 3-5 hours (including boilerplate)
- Pain point: Database schema updates require migration
- Pain point: Easy to forget one of the 12 files

See audit for detailed analysis and architectural recommendations.
This commit is contained in:
Thomas Hallock
2025-10-15 21:11:36 -05:00
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# Architecture Quality Audit #2
**Date**: 2025-10-16
**Context**: After implementing Number Guesser (turn-based) and starting Math Sprint (free-for-all)
**Goal**: Assess if the system is truly modular or if there's too much boilerplate
---
## Executive Summary
**Status**: ⚠️ **Good Foundation, But Boilerplate Issues**
The unified validator registry successfully solved the dual registration problem. However, implementing a second game revealed **significant boilerplate** and **database schema coupling** that violate the modular architecture goals.
**Grade**: **B-** (Down from B+ after implementation testing)
---
## Issues Found
### 🚨 Issue #1: Database Schema Coupling (CRITICAL)
**Problem**: The `room_game_configs` table schema hard-codes game names, preventing true modularity.
**Evidence**:
```typescript
// db/schema/room-game-configs.ts
gameName: text('game_name').$type<'matching' | 'memory-quiz' | 'number-guesser' | 'complement-race'>()
```
When adding 'math-sprint':
```
Type '"math-sprint"' is not assignable to type '"matching" | "memory-quiz" | "number-guesser" | "complement-race"'
```
**Impact**:
- ❌ Must manually update database schema for every new game
- ❌ TypeScript errors force schema migration
- ❌ Breaks "just register and go" promise
- ❌ Requires database migration for each game
**Root Cause**: The schema uses a union type instead of a string with runtime validation.
**Fix Required**: Change schema to accept any string, validate against registry at runtime.
---
### ⚠️ Issue #2: game-config-helpers.ts Boilerplate
**Problem**: Three switch statements must be updated for every new game:
1. `getDefaultGameConfig()` - add case
2. Import default config constant
3. `validateGameConfig()` - add validation logic
**Example** (from Math Sprint):
```typescript
// Must add to imports
import { DEFAULT_MATH_SPRINT_CONFIG } from './game-configs'
// Must add case to switch #1
case 'math-sprint':
return DEFAULT_MATH_SPRINT_CONFIG
// Must add case to switch #2
case 'math-sprint':
return (
typeof config === 'object' &&
config !== null &&
['easy', 'medium', 'hard'].includes(config.difficulty) &&
// ... 10+ lines of validation
)
```
**Impact**:
- ⏱️ 5-10 minutes of boilerplate per game
- 🐛 Easy to forget a switch case
- 📝 Repetitive validation logic
**Better Approach**: Config defaults and validation should be part of the game definition.
---
### ⚠️ Issue #3: game-configs.ts Boilerplate
**Problem**: Must update 4 places in game-configs.ts:
1. Import types from game
2. Define `XGameConfig` interface
3. Add to `GameConfigByName` union
4. Add to `RoomGameConfig` interface
5. Create `DEFAULT_X_CONFIG` constant
**Example** (from Math Sprint):
```typescript
// 1. Import
import type { Difficulty as MathSprintDifficulty } from '@/arcade-games/math-sprint/types'
// 2. Interface
export interface MathSprintGameConfig {
difficulty: MathSprintDifficulty
questionsPerRound: number
timePerQuestion: number
}
// 3. Add to union
export type GameConfigByName = {
'math-sprint': MathSprintGameConfig
// ...
}
// 4. Add to RoomGameConfig
export interface RoomGameConfig {
'math-sprint'?: MathSprintGameConfig
// ...
}
// 5. Default constant
export const DEFAULT_MATH_SPRINT_CONFIG: MathSprintGameConfig = {
difficulty: 'medium',
questionsPerRound: 10,
timePerQuestion: 30,
}
```
**Impact**:
- ⏱️ 10-15 lines of boilerplate per game
- 🐛 Easy to forget one of the 5 updates
- 🔄 Repeating type information (already in game definition)
**Better Approach**: Game config types should be inferred from game definitions.
---
### 📊 Issue #4: High Boilerplate Ratio
**Files Required Per Game**:
| Category | Files | Purpose |
|----------|-------|---------|
| **Game Code** | 7 files | types.ts, Validator.ts, Provider.tsx, index.ts, 3x components |
| **Registration** | 2 files | validators.ts, game-registry.ts |
| **Config** | 2 files | game-configs.ts, game-config-helpers.ts |
| **Database** | 1 file | schema migration |
| **Total** | **12 files** | For one game! |
**Lines of Boilerplate** (non-game-logic):
- game-configs.ts: ~15 lines
- game-config-helpers.ts: ~25 lines
- validators.ts: ~2 lines
- game-registry.ts: ~2 lines
- **Total: ~44 lines of pure boilerplate per game**
**Comparison**:
- Number Guesser: ~500 lines of actual game logic
- Boilerplate: ~44 lines (8.8% overhead) ✅ Acceptable
- But spread across 4 different files ⚠️ Developer friction
---
## Positive Aspects
### ✅ What Works Well
1. **SDK Abstraction**
- `useArcadeSession` is clean and reusable
- `buildPlayerMetadata` helper reduces duplication
- Hook-based API is intuitive
2. **Provider Pattern**
- Consistent across games
- Clear separation of concerns
- Easy to understand
3. **Component Structure**
- SetupPhase, PlayingPhase, ResultsPhase pattern is clear
- GameComponent wrapper is simple
- PageWithNav integration is seamless
4. **Unified Validator Registry**
- Single source of truth for validators ✅
- Auto-derived GameName type ✅
- Type-safe validator access ✅
5. **Error Feedback**
- lastError/clearError pattern works well
- Auto-dismiss UX is good
- Consistent error handling
---
## Comparison: Number Guesser vs. Math Sprint
### Similarities (Good!)
- ✅ Same file structure
- ✅ Same SDK usage patterns
- ✅ Same Provider pattern
- ✅ Same component phases
### Differences (Revealing!)
- Math Sprint uses TEAM_MOVE (no turn owner)
- Math Sprint has server-generated questions
- Database schema didn't support Math Sprint name
**Key Insight**: The SDK handles different game types well (turn-based vs. free-for-all), but infrastructure (database, config system) is rigid.
---
## Developer Experience Score
### Time to Add a Game
| Task | Time | Notes |
|------|------|-------|
| Write game logic | 2-4 hours | Validator, state management, components |
| Registration boilerplate | 15-20 min | 4 files to update |
| Database migration | 10-15 min | Schema update, migration file |
| Debugging type errors | 10-30 min | Database schema mismatches |
| **Total** | **3-5 hours** | For a simple game |
### Pain Points
1. **Database Schema** ⚠️ Critical blocker
- Must update schema for each game
- Requires migration
- TypeScript errors are confusing
2. **Config System** ⚠️ Medium friction
- 5 places to update in game-configs.ts
- Easy to miss one
- Repetitive type definitions
3. **Helper Functions** ⚠️ Low friction
- Switch statements in game-config-helpers.ts
- Not hard, just tedious
### What Developers Like
1. ✅ SDK is intuitive
2. ✅ Pattern is consistent
3. ✅ Error messages are clear (once you know where to look)
4. ✅ Documentation is comprehensive
---
## Architectural Recommendations
### Critical (Before Adding More Games)
**1. Fix Database Schema Coupling**
**Current**:
```typescript
gameName: text('game_name').$type<'matching' | 'memory-quiz' | 'number-guesser' | 'complement-race'>()
```
**Recommended**:
```typescript
// Accept any string, validate at runtime
gameName: text('game_name').$type<string>().notNull()
// Runtime validation in helper functions
export function validateGameName(gameName: string): gameName is GameName {
return hasValidator(gameName)
}
```
**Benefits**:
- ✅ No schema migration per game
- ✅ Works with auto-derived GameName
- ✅ Runtime validation is sufficient
---
**2. Infer Config Types from Game Definitions**
**Current** (manual):
```typescript
// In game-configs.ts
export interface MathSprintGameConfig { ... }
export const DEFAULT_MATH_SPRINT_CONFIG = { ... }
// In game definition
const defaultConfig: MathSprintGameConfig = { ... }
```
**Recommended**:
```typescript
// In game definition (single source of truth)
export const mathSprintGame = defineGame({
defaultConfig: {
difficulty: 'medium',
questionsPerRound: 10,
timePerQuestion: 30,
},
validator: mathSprintValidator,
// ...
})
// Auto-infer types
type MathSprintConfig = typeof mathSprintGame.defaultConfig
```
**Benefits**:
- ✅ No duplication
- ✅ Single source of truth
- ✅ Type inference handles it
---
**3. Move Config Validation to Game Definition**
**Current** (switch statement in helper):
```typescript
function validateGameConfig(gameName: GameName, config: any): boolean {
switch (gameName) {
case 'math-sprint':
return /* 15 lines of validation */
}
}
```
**Recommended**:
```typescript
// In game definition
export const mathSprintGame = defineGame({
defaultConfig: { ... },
validateConfig: (config: any): config is MathSprintConfig => {
return /* validation logic */
},
// ...
})
// In helper (generic)
export function validateGameConfig(gameName: GameName, config: any): boolean {
const game = getGame(gameName)
return game?.validateConfig?.(config) ?? true
}
```
**Benefits**:
- ✅ No switch statement
- ✅ Validation lives with game
- ✅ One place to update
---
### Medium Priority
**4. Create CLI Tool for Game Generation**
```bash
npm run create-game math-sprint "Math Sprint" "🧮"
```
Generates:
- File structure
- Boilerplate code
- Registration entries
- Types
**Benefits**:
- ✅ Eliminates manual boilerplate
- ✅ Consistent structure
- ✅ Reduces errors
---
**5. Add Runtime Registry Validation**
On app start, verify:
- ✅ All games in registry have validators
- ✅ All validators have games
- ✅ No orphaned configs
- ✅ All game names are unique
```typescript
function validateRegistries() {
const games = getAllGames()
const validators = getRegisteredGameNames()
for (const game of games) {
if (!validators.includes(game.manifest.name)) {
throw new Error(`Game ${game.manifest.name} has no validator!`)
}
}
}
```
---
## Updated Compliance Table
| Intention | Status | Notes |
|-----------|--------|-------|
| Modularity | ⚠️ Partial | Validators unified, but database/config not modular |
| Self-registration | ✅ Pass | Two registration points (validator + game), both clear |
| Type safety | ⚠️ Partial | Types work, but database schema breaks for new games |
| No core changes | ⚠️ Partial | Must update 4 files + database schema |
| Drop-in games | ❌ Fail | Database migration required |
| Stable SDK API | ✅ Pass | SDK is excellent |
| Clear patterns | ✅ Pass | Patterns are consistent |
| Low boilerplate | ⚠️ Partial | SDK usage is clean, registration is verbose |
**Overall Grade**: **B-** (Was B+, downgraded after implementation testing)
---
## Summary
### What We Learned
**The Good**:
- SDK design is solid
- Unified validator registry works
- Pattern is consistent and learnable
- Number Guesser proves the concept
⚠️ **The Not-So-Good**:
- Database schema couples to game names (critical blocker)
- Config system has too much boilerplate
- 12 files touched per game is high
**The Bad**:
- Can't truly "drop in" a game without schema migration
- Config types are duplicated
- Helper switch statements are tedious
### Verdict
The system **works** and is **usable**, but falls short of "modular architecture" goals due to:
1. Database schema hard-coding
2. Config system boilerplate
3. Required schema migrations
**Recommendation**:
1. **Option A (Quick Fix)**: Document the 12-file checklist, live with boilerplate for now
2. **Option B (Proper Fix)**: Implement Critical recommendations 1-3 before adding Math Sprint
**My Recommendation**: Option A for now (get Math Sprint working), then Option B as a refactoring sprint.
---
## Next Steps
1. ✅ Document "Adding a Game" checklist (12 files)
2. 🔴 Fix database schema to accept any game name
3. 🟡 Test Math Sprint with current architecture
4. 🟡 Evaluate if boilerplate is acceptable in practice
5. 🟢 Consider config system refactoring for later