docs: design doc for fup og fakta game engine + platform architecture
Captures all brainstormed decisions: - Pluggable game cartridge platform (GameDriver interface) - Celery + Redis timer-driven phase transitions - Session owner play/pause/exit controls (no skip) - Escalating scoring per round, incremental reveal scoring - Emoji reactions during guess phase → post-game awards - Relational per-user config presets with game-specific models - Ephemeral game state (no persistence after exit/finish) - Full WebSocket event reference and data lifecycle Also: updated TODO.md (WebSocket done, persisted answers done), created CLAUDE.md, and PROMPT.md for ralph-loop. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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CLAUDE.md
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# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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**Weirsøe Party Protocol** is a Danish party game web platform (Jackbox-style) where games display on a primary screen and players participate via mobile. The MVP game is "Fup og Fakta" (a Fibbage-style lie-and-guess game).
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- Backend: Django 6.0.2 + Django Channels (WebSockets) + Redis
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- Frontend: Angular 19 shell + shared TypeScript API client library
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- Database: MySQL (SQLite fallback for dev)
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- Deployment: Proxmox LXC containers (not Docker)
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## Commands
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### Backend (Django)
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```bash
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python manage.py runserver # Dev server
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python manage.py migrate # Apply migrations
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python manage.py test # Run all backend tests
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python manage.py test lobby # Run tests for a single app
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python manage.py shell # Django shell
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```
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### Frontend — API client (`/frontend`)
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```bash
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cd frontend
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npm install
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npm test # Vitest unit tests
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npm run build # TypeScript compile check (--noEmit)
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```
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### Frontend — Angular shell (`/frontend/angular`)
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```bash
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cd frontend/angular
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npm install
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npm start # Dev server (ng serve)
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npm run build # Production build
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npm run test # Vitest unit tests
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```
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### i18n validation
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```bash
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python scripts/check_i18n_drift.py # Check for key drift between locales
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```
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## Architecture
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### Backend apps
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| App | Purpose |
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|-----|---------|
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| `partyhub/` | Main Django project — settings, root URLs, ASGI/WSGI, i18n bootstrap |
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| `lobby/` | Session & player management — create/join session, locale-aware error responses |
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| `fupogfakta/` | Game logic — all domain models, score calculation (server-authoritative) |
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| `realtime/` | WebSocket event layer (stub) |
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| `voice/` | Voice/TTS interface (stub, Phase 2) |
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| `core_admin/` | Health endpoint (`/healthz`), global admin |
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**Key domain models** (all in `fupogfakta/models.py`): `GameSession`, `Player`, `Category`, `Question`, `RoundConfig`, `RoundQuestion`, `LieAnswer`, `Guess`, `ScoreEvent`.
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Score calculation is server-side only. `ScoreEvent` provides an auditable trail of all point changes.
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### Frontend layers
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1. **Shared API client** (`frontend/src/`) — pure TypeScript, framework-agnostic. Defines all API types (`api/types.ts`) and HTTP client abstraction (`api/client.ts`).
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2. **Angular shell** (`frontend/angular/`) — Angular 19 standalone components (no NgModules), hash-based routing. `host-shell.component` for the presenter screen; `player-shell.component` for mobile players.
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The Angular shell consumes the shared client via `frontend/src/api/angular-client.ts`.
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### Real-time flow
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`LOBBY → LIE → GUESS → REVEAL → FINISHED` — phase transitions broadcast a `PhaseViewModel` to all connected clients via WebSocket. Clients are read-only; only the server is authoritative for state.
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### i18n
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- **Single source of truth**: `shared/i18n/lobby.json` (keys in both `en` and `da`)
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- Loaded once at startup with LRU cache (`partyhub/i18n_bootstrap.py`)
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- Key naming: domain-first — `frontend.ui.host.*`, `frontend.ui.player.*`, `backend.errors.*`, `backend.error_codes.*`
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- Locale resolved from `Accept-Language` header; missing key returns key + logs warning; missing translation falls back to `en`
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## Key Conventions
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### Errors
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Backend error responses use stable machine-readable codes (`backend.error_codes.*`) with separately localized messages. Never couple error code strings to locale.
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### Game constraints (MVP)
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- 3–12 players per session
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- Session codes: 6-char alphanumeric (no 0/O/1/I/L)
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- Anti-cheat: no duplicate lies, lies cannot match the correct answer, answer order randomized
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### Git workflow
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- `main`: stable baseline
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- `feature/<name>`: development branches
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- `release/vX.Y.Z`: release preparation
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- Release: merge → create release branch → update `VERSION` + `CHANGELOG.md` → tag → push
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### TypeScript
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Strict mode required. Target ES2022. API response interfaces in `frontend/src/api/types.ts` must match backend responses exactly.
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### Database
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Use `ForeignKey` with explicit `on_delete` (`PROTECT`/`CASCADE`/`SET_NULL`). Add `db_index=True` on frequently queried fields. Migrations are auto-generated by Django and versioned in `migrations/`.
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## Environment Variables
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```
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DJANGO_SECRET_KEY, DJANGO_DEBUG, DJANGO_ALLOWED_HOSTS
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DB_ENGINE, DB_NAME, DB_USER, DB_PASSWORD, DB_HOST, DB_PORT
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CHANNEL_REDIS_HOST, CHANNEL_REDIS_PORT
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USE_SPA_UI (fallback: WPP_SPA_ENABLED)
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WPP_SPA_ASSET_BASE, WPP_SPA_ASSET_VERSION
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```
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## Test Files of Note
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- `lobby/tests.py` — comprehensive Django TestCase coverage for session/player/i18n/error flows
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- `frontend/angular/src/app/api-contract-smoke.spec.ts` — API contract smoke tests
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- `frontend/angular/src/app/lobby-i18n.spec.ts` — i18n parity checks
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- `frontend/tests/lobby-loader.parity.test.ts` — shared i18n loader parity
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