Phases completed:
- Phase 1: Pre-migration audit (arcade version is canonical)
- Phase 2: Create modular game definition with registry
- Phase 3: Move and update validator to modular location
- Phase 4: Consolidate and move SDK-compatible types
- Phase 7: Move utility functions (cardGeneration, matchValidation, gameScoring)
Changes:
- Created /src/arcade-games/matching/ with game definition
- Registered matching game in game registry
- Added type inference for MatchingGameConfig
- Moved validator with updated imports to use local types
- Created SDK-compatible MatchingConfig, MatchingState, MatchingMove types
- Moved utils with updated import paths
Remaining:
- Phase 5: Create unified Provider
- Phase 6: Consolidate and move components
- Phase 8: Update routes and clean up legacy files
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Co-Authored-By: Claude <noreply@anthropic.com>
Create comprehensive migration plan for Matching Pairs Battle game.
Documents dual-location complexity, 8-phase migration approach, and
key differences from Memory Quiz migration.
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Co-Authored-By: Claude <noreply@anthropic.com>
Add detailed migration plan document for the Memory Quiz game migration
to the modular game system. This serves as a reference for future game
migrations.
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Co-Authored-By: Claude <noreply@anthropic.com>
Issue: game-config-helpers.ts was importing game-registry.ts which loads
game definitions including React components. This caused server startup to
fail with MODULE_NOT_FOUND for GameModeContext.
Solution: Lazy-load game registry only in browser environment.
On server, getGame() returns undefined and validation falls back to
switch statement for legacy games.
Changes:
- game-config-helpers.ts: Add conditional getGame() that checks typeof window
- Only requires game-registry in browser environment
- Server uses switch statement fallback for validation
- Browser uses game.validateConfig() when available
This maintains the architectural improvement (games own validation)
while keeping server-side code working.
Test: Dev server starts successfully, no MODULE_NOT_FOUND errors
BREAKING CHANGE: Database schemas now accept any string for game names
This implements Critical Fix#1 from AUDIT_2_ARCHITECTURE_QUALITY.md
Changes:
- Remove hardcoded enums from all database schemas
- arcade-rooms.ts: gameName now accepts any string
- arcade-sessions.ts: currentGame now accepts any string
- room-game-configs.ts: gameName now accepts any string
Runtime Validation:
- Add isValidGameName() helper to validate against registry
- Add assertValidGameName() helper for fail-fast validation
- Update settings API to use runtime validation instead of hardcoded array
Benefits:
✅ No schema migration needed when adding new games
✅ No TypeScript compilation errors for new games
✅ Single source of truth: validator registry
✅ "Just register and go" - no database changes required
Migration Impact:
- Existing data is compatible (strings remain strings)
- No data migration needed
- TypeScript will now allow any string, but runtime validation enforces correctness
This eliminates the most critical architectural issue identified in the audit.
Future games can be added by:
1. Register validator in validators.ts
2. Register game in game-registry.ts
That's it! No database schema changes needed.
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.
## Documentation Updates
### src/arcade-games/README.md
- **Step 7**: Expanded to explain both registration steps
- 7a: Register validator in validators.ts (server-side)
- 7b: Register game in game-registry.ts (client-side)
- Added explanation of why both steps are needed
- Added verification warnings that appear during registration
- Clarified the difference between isomorphic and client-only code
### docs/AUDIT_MODULAR_GAME_SYSTEM.md
- **Status**: Updated from "CRITICAL ISSUES" to "ISSUE RESOLVED"
- **Executive Summary**: Marked system as Production Ready
- **Issue #1**: Marked as RESOLVED with implementation details
- **Issue #2**: Marked as RESOLVED (validators now accessible)
- **Issue #5**: Marked as RESOLVED (GameName auto-derived)
- **Compliance Table**: Updated grade from D to B+
- **Action Items**: Marked critical items 1-3 as completed
## Summary
Documentation now accurately reflects the unified validator registry
implementation, providing clear guidance for developers adding new games.
Related: 9459f37b (implementation commit)
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Co-Authored-By: Claude <noreply@anthropic.com>
**Problem:**
- player-ownership.ts imported drizzle-orm and @/db at top level
- When RoomMemoryPairsProvider imported client-safe utilities, Webpack bundled ALL imports including database code
- This caused hydration error: "The 'original' argument must be of type Function"
- Node.js util.promisify was being called in browser context
**Solution:**
1. Created player-ownership.client.ts with ONLY client-safe utilities
- No database imports
- Safe to import from 'use client' components
- Contains: buildPlayerOwnershipFromRoomData(), buildPlayerMetadata(), helper functions
2. Updated player-ownership.ts to re-export client utilities and add server-only functions
- Re-exports everything from .client.ts
- Adds buildPlayerOwnershipMap() (async, database-backed)
- Safe to import from server components/API routes
3. Updated RoomMemoryPairsProvider to import from .client.ts
**Result:**
- No more hydration errors on /arcade/room
- Client bundle doesn't include database code
- Server code can still use both client and server utilities
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Enable real-time game state sync across all users in a room playing
at /arcade/room. Previously only synced across one user's tabs, now
syncs across all room members.
Server changes (socket-server.ts):
- Accept optional roomId in join-arcade-session event
- Join socket to both arcade:userId and game:roomId rooms
- Broadcast move-accepted to both rooms when processing moves
- Log game room joins for debugging
Client changes:
- useArcadeSocket: Accept roomId parameter in joinSession()
- useArcadeSession: Accept roomId in options, pass to joinSession()
- ArcadeMemoryPairsContext: Get roomId from useRoomData() and wire up
How it works:
- User A joins game room → joins arcade:userA + game:room123
- User B joins game room → joins arcade:userB + game:room123
- User A makes move → broadcasts to both rooms
- User A's tabs receive on arcade:userA (reconcile optimistic update)
- User B's tabs receive on game:room123 (sync with server state)
- Optimistic update system handles both cases automatically
Architecture:
- Reuses existing optimistic update reconciliation
- Minimal changes (5 edits across 4 files)
- Backward compatible (roomId is optional)
- Solo play unaffected
See docs/MULTIPLAYER_SYNC_ARCHITECTURE.md for full details.
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Co-Authored-By: Claude <noreply@anthropic.com>
Implement hybrid database + application-level enforcement to ensure users
can only be in one room at a time, with graceful auto-leave behavior and
clear error messaging.
## Changes
### Database Layer
- Add unique index on `room_members.user_id` to enforce one room per user
- Migration includes cleanup of any existing duplicate memberships
- Constraint provides safety net if application logic fails
### Application Layer
- Auto-leave logic: when joining a room, automatically remove user from
all other rooms first
- Return `AutoLeaveResult` with metadata about rooms that were left
- Idempotent rejoining: rejoining the same room just updates status
### API Layer
- Join route returns auto-leave information in response
- Catches and handles constraint violations with 409 Conflict
- User-friendly error messages when conflicts occur
### Frontend
- Room list and detail pages handle ROOM_MEMBERSHIP_CONFLICT errors
- Show alerts when user needs to leave current room
- Refresh room list after conflicts to show current state
### Testing
- 7 integration tests for modal room behavior
- Tests cover: first join, auto-leave, rejoining, multi-user scenarios,
constraint enforcement, and metadata accuracy
- Updated existing unit tests for new return signature
## Technical Details
- `addRoomMember()` now returns `{ member, autoLeaveResult? }`
- Auto-leave happens before new room join, preventing race conditions
- Database unique constraint as ultimate safety net
- Socket events remain status-only (joining goes through API)
## Testing
- ✅ All modal room tests pass (7/7)
- ✅ All room API e2e tests pass (12/12)
- ✅ Format and lint checks pass
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implement foundational infrastructure for multi-room arcade system:
Database:
- Add arcade_rooms table for room metadata and lifecycle
- Add room_members table for membership tracking
- Add nullable roomId field to arcade_sessions for room association
- Create migration 0003_naive_reptil.sql
Managers:
- Implement room-manager.ts with full CRUD operations
- Implement room-membership.ts for member management
- Add room-code.ts utility for unique room code generation
- Include TTL-based room cleanup functionality
Documentation:
- Add arcade-rooms-technical-plan.md with complete system design
- Add arcade-rooms-implementation-tasks.md with 62-task breakdown
This establishes the foundation for public multiplayer rooms with:
- URL-addressable rooms with unique codes
- Guest user support
- Configurable TTL for automatic cleanup
- Room creator moderation controls
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Co-Authored-By: Claude <noreply@anthropic.com>