13 KiB
Card Sorting Challenge - Arcade Architecture Audit
Date: 2025-10-18
Auditor: Claude Code
Reference: .claude/ARCADE_ARCHITECTURE.md
Update: 2025-10-18 - Spectator mode recognized as intentional feature
Executive Summary
The Card Sorting Challenge game was audited against the Arcade Architecture requirements documented in .claude/ARCADE_ARCHITECTURE.md. The initial audit identified the room-based sync pattern as a potential issue, but this was later recognized as an intentional spectator mode feature.
Overall Status: ✅ CORRECT IMPLEMENTATION (with spectator mode enabled)
Spectator Mode Feature (Initially Flagged as Issue)
✅ Room-Based Sync Enables Spectator Mode (INTENTIONAL FEATURE)
Location: /src/arcade-games/card-sorting/Provider.tsx lines 286, 312
Initial Assessment: The provider ALWAYS calls useRoomData() and ALWAYS passes roomId: roomData?.id to useArcadeSession. This was initially flagged as a mode isolation violation.
const { roomData } = useRoomData() // Line 286
...
const { state, sendMove, exitSession } = useArcadeSession<CardSortingState>({
userId: viewerId || '',
roomId: roomData?.id, // Line 312 - Room-based sync
initialState: mergedInitialState,
applyMove: applyMoveOptimistically,
})
Actual Behavior (CORRECT):
- ✅ When a USER plays Card Sorting in a room, the game state SYNCS ACROSS THE ROOM NETWORK
- ✅ This enables spectator mode - other room members can watch the game in real-time
- ✅ Card Sorting is single-player (
maxPlayers: 1), but spectators can watch and cheer - ✅ Room members without active players become spectators automatically
- ✅ Creates social/collaborative experience ("Watch me solve this!")
Supported By Architecture (ARCADE_ARCHITECTURE.md, Spectator Mode section):
Spectator mode is automatically enabled when using room-based sync (
roomId: roomData?.id). Any room member who is not actively playing becomes a spectator and can watch the game in real-time.✅ This is the PREFERRED pattern - even for single-player games like Card Sorting, because:
- Enables spectator mode automatically
- Creates social experience ("watch me solve this!")
- No extra code needed
- Works seamlessly with multiplayer games too
Pattern is CORRECT:
// For single-player games WITH spectator mode support:
export function CardSortingProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId();
const { roomData } = useRoomData(); // ✅ Fetch room data for spectator mode
const { state, sendMove, exitSession } = useArcadeSession<CardSortingState>({
userId: viewerId || "",
roomId: roomData?.id, // ✅ Enable spectator mode - room members can watch
initialState: mergedInitialState,
applyMove: applyMoveOptimistically,
});
// Actions check for localPlayerId - spectators won't have one
const startGame = useCallback(() => {
if (!localPlayerId) {
console.warn("[CardSorting] No local player - spectating only");
return; // ✅ Spectators blocked from starting game
}
// ... send move
}, [localPlayerId, sendMove]);
}
Why This Pattern is Used: This enables spectator mode as a first-class user experience. Room members can:
- Watch other players solve puzzles
- Learn strategies by observation
- Cheer and coach
- Take turns (finish watching, then play yourself)
Status: ✅ CORRECT IMPLEMENTATION Priority: N/A - No changes needed
Scope of Spectator Mode
This same room-based sync pattern exists in ALL arcade games currently:
$ grep -A 2 "useRoomData" /path/to/arcade-games/*/Provider.tsx
card-sorting/Provider.tsx: const { roomData } = useRoomData()
complement-race/Provider.tsx: const { roomData } = useRoomData()
matching/Provider.tsx: const { roomData } = useRoomData()
memory-quiz/Provider.tsx: const { roomData } = useRoomData()
All providers pass roomId: roomData?.id to useArcadeSession. This means:
- ✅ All games support spectator mode automatically
- ✅ Single-player games (card-sorting) enable "watch me play" experience
- ✅ Multiplayer games (matching, memory-quiz, complement-race) support both players and spectators
Status: This is the recommended pattern for social/family gaming experiences.
✅ Correct Implementations
1. Active Players Handling (CORRECT)
Location: /src/arcade-games/card-sorting/Provider.tsx lines 287, 294-299
The provider correctly uses useGameMode() to access active players:
const { activePlayers, players } = useGameMode();
const localPlayerId = useMemo(() => {
return Array.from(activePlayers).find((id) => {
const player = players.get(id);
return player?.isLocal !== false;
});
}, [activePlayers, players]);
✅ Only includes players with isActive = true
✅ Finds the first local player for this single-player game
✅ Follows architecture pattern correctly
2. Player ID vs User ID (CORRECT)
Location: Provider.tsx lines 383-491 (all move creators)
All moves correctly use:
playerId: localPlayerId(PLAYER makes the move)userId: viewerId || ''(USER owns the session)
// Example from startGame (lines 383-391)
sendMove({
type: "START_GAME",
playerId: localPlayerId, // ✅ PLAYER ID
userId: viewerId || "", // ✅ USER ID
data: { playerMetadata, selectedCards },
});
✅ Follows USER/PLAYER distinction correctly ✅ Server can validate PLAYER ownership ✅ Matches architecture requirements
3. Validator Implementation (CORRECT)
Location: /src/arcade-games/card-sorting/Validator.ts
The validator correctly implements all required methods:
export class CardSortingValidator implements GameValidator<CardSortingState, CardSortingMove> {
validateMove(state, move, context): ValidationResult { ... }
isGameComplete(state): boolean { ... }
getInitialState(config: CardSortingConfig): CardSortingState { ... }
}
✅ All move types have validation
✅ getInitialState() accepts full config
✅ Proper error messages
✅ Server-side score calculation
✅ State transitions validated
4. Game Registration (CORRECT)
Location: /src/arcade-games/card-sorting/index.ts
Uses the modular game system correctly:
export const cardSortingGame = defineGame<
CardSortingConfig,
CardSortingState,
CardSortingMove
>({
manifest,
Provider: CardSortingProvider,
GameComponent,
validator: cardSortingValidator,
defaultConfig,
validateConfig: validateCardSortingConfig,
});
✅ Proper TypeScript generics
✅ Manifest includes all required fields
✅ Config validation function provided
✅ Uses getGameTheme() for consistent styling
5. Type Definitions (CORRECT)
Location: /src/arcade-games/card-sorting/types.ts
State and move types properly extend base types:
export interface CardSortingState extends GameState { ... }
export interface CardSortingConfig extends GameConfig { ... }
export type CardSortingMove =
| { type: 'START_GAME', playerId: string, userId: string, ... }
| { type: 'PLACE_CARD', playerId: string, userId: string, ... }
...
✅ All moves include playerId and userId
✅ Extends SDK base types
✅ Proper TypeScript structure
Recommendations
1. Add Spectator UI Indicators (Enhancement)
The current implementation correctly enables spectator mode, but could be enhanced with better UI/UX:
Action: Add spectator indicators to GameComponent.tsx:
export function GameComponent() {
const { state, localPlayerId } = useCardSorting()
return (
<>
{!localPlayerId && state.gamePhase === 'playing' && (
<div className={spectatorBannerStyles}>
👀 Spectating {state.playerMetadata?.name || 'player'}'s game
</div>
)}
{/* Disable controls when spectating */}
<button
onClick={placeCard}
disabled={!localPlayerId}
className={css({
opacity: !localPlayerId ? 0.5 : 1,
cursor: !localPlayerId ? 'not-allowed' : 'pointer',
})}
>
Place Card
</button>
</>
)
}
Also Consider:
- Show "Join Game" prompt during setup phase for spectators
- Display spectator count ("2 people watching")
- Add smooth real-time animations for spectators
2. Document Other Games
All arcade games currently support spectator mode. Consider documenting this in each game's README:
Games with Spectator Mode:
- ✅
card-sorting- Single-player puzzle with spectators - ✅
matching- Multiplayer battle with spectators - ✅
memory-quiz- Cooperative with spectators - ✅
complement-race- Competitive with spectators
Documentation to Add:
- How spectator mode works in each game
- Example scenarios (family game night, classroom)
- Best practices for spectator experience
3. Add Spectator Mode Tests
Following ARCADE_ARCHITECTURE.md Spectator Mode section, add tests:
describe("Card Sorting - Spectator Mode", () => {
it("should sync state to spectators when USER plays in a room", async () => {
// Setup: USER A and USER B in same room
// Action: USER A plays Card Sorting
// Assert: USER B (spectator) sees card placements in real-time
// Assert: USER B cannot place cards (no localPlayerId)
});
it("should prevent spectators from making moves", () => {
// Setup: USER A playing, USER B spectating
// Action: USER B attempts to place card
// Assert: Action blocked (localPlayerId check)
// Assert: Server rejects if somehow sent
});
it("should allow spectator to play after current player finishes", () => {
// Setup: USER A playing, USER B spectating
// Action: USER A finishes, USER B starts new game
// Assert: USER B becomes player
// Assert: USER A becomes spectator
});
});
4. Architecture Documentation
✅ COMPLETED: ARCADE_ARCHITECTURE.md has been updated with comprehensive spectator mode documentation:
- Added "SPECTATOR" to core terminology
- Documented three synchronization modes (Local, Room-Based with Spectator, Pure Multiplayer)
- Complete "Spectator Mode" section with:
- Implementation patterns
- UI/UX considerations
- Example scenarios (Family Game Night, Classroom)
- Server-side validation
- Testing requirements
- Migration path
No further documentation needed - Card Sorting follows the recommended pattern
Compliance Checklist
Based on ARCADE_ARCHITECTURE.md Spectator Mode Pattern:
- ✅ Provider uses room-based sync to enable spectator mode
- Calls
useRoomData()and passesroomId: roomData?.id
- Calls
- ✅ Provider uses
useGameMode()to get active players - ✅ Provider finds
localPlayerIdto distinguish player vs spectator - ✅ Game components correctly use PLAYER IDs (not USER IDs) for moves
- ✅ Move actions check
localPlayerIdbefore sending- Spectators without
localPlayerIdcannot make moves
- Spectators without
- ✅ Game supports multiple active PLAYERS from same USER
- Implementation allows it (finds first local player)
- ✅ Inactive PLAYERS are never included in game sessions
- Uses
activePlayerswhich filters toisActive = true
- Uses
- ⚠️ UI shows spectator indicator
- Could be enhanced (see Recommendations #1)
- ⚠️ UI disables controls for spectators
- Could be enhanced (see Recommendations #1)
- ⚠️ Tests verify spectator mode
- No tests found (see Recommendations #3)
- ⚠️ Tests verify PLAYER ownership validation
- No tests found
- ✅ Validator implements all required methods
- ✅ Game registered with modular system
Overall Compliance: 9/13 ✅ (Core features complete, enhancements recommended)
Summary
The Card Sorting Challenge game is correctly implemented with:
- ✅ Active players (only
isActive = trueplayers participate) - ✅ Player ID vs User ID distinction
- ✅ Validator pattern
- ✅ Game registration
- ✅ Type safety
- ✅ Spectator mode enabled (room-based sync pattern)
Architecture Pattern: Room-Based with Spectator Mode (RECOMMENDED)
✅ CORRECT: Room sync enables spectator mode as a first-class feature
The roomId: roomData?.id pattern is intentional and correct:
- ✅ Enables spectator mode automatically
- ✅ Room members can watch games in real-time
- ✅ Creates social/collaborative experience
- ✅ Spectators blocked from making moves (via
localPlayerIdcheck) - ✅ Follows ARCADE_ARCHITECTURE.md recommended pattern
Recommended Enhancements (not critical):
- Add spectator UI indicators ("👀 Spectating...")
- Disable controls visually for spectators
- Add spectator mode tests
Priority: LOW (enhancements only - core implementation is correct)
Next Steps (Optional Enhancements)
- ✅ Architecture documentation - COMPLETED (ARCADE_ARCHITECTURE.md updated with spectator mode)
- Add spectator UI indicators to GameComponent (banner, disabled controls)
- Add spectator mode tests
- Document spectator mode in other arcade games
- Consider adding spectator count display ("2 watching")
Note: Card Sorting is production-ready as-is. Enhancements are for improved UX only.