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feat: Sprint 4 Backend Architecture + User Registration - #78
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…ayout Backend Structure (backend/): - Create cmd/server/main.go entry point with graceful shutdown support - Create internal/app/app.go with App struct for dependency injection - Create internal/config/config.go with comprehensive env configuration - Create internal/domain/types.go with core business entities (User, Team, Bet, GameSession, etc.) - Create placeholder packages: handler, middleware, repository/postgres, service, websocket - Update .golangci.yml with version: "2" for compatibility Code Review Fixes: - Remove unused imports (io, os) from internal/app/app.go - Replace custom string helpers with standard strings package in internal/config/config.go BMAD Artifacts (_bmad-output/implementation-artifacts/): - Add E8-S01 implementation story with task breakdown - Document all acceptance criteria as completed - Record code review findings and fixes applied Sprint Docs (_bmad-output/sprint-status.yaml): - Mark E8-S01 as completed (3 points) - Update Sprint 4 status: in_progress, 3/15 points completed - Update project progress: 91/137 points (66%) Build Verification: - go build ./... succeeds with no errors - go test ./... passes all tests - No import cycles detected Architecture Notes: - Original main.go remains primary entry point during migration - New cmd/server/main.go demonstrates target structure - Internal packages prepared for E8-S02 (Extract Domain Layer) Closes #56
…tities Domain Layer (backend/internal/domain/types.go): - Add database entity types: Event, GameStatePersist, GameRoundRecord, BetRecord - Extend existing domain types with proper JSON tags and documentation - Ensure zero dependencies on gin, sql, or websocket packages - Total: 12 domain types covering all business entities Service Layer (backend/internal/service/): - Create scoring.go with ScoringService struct and 4 methods: - CalculateScore: single bet scoring with dice count capping - CalculateTotalScore: aggregate player scores across all bets - GetBetCount: lookup dice count for specific symbols - CalculateTeamScore: aggregate individual scores to team totals - Create comprehensive test suite (scoring_test.go): - 12 test functions with 34 sub-tests - Coverage: single/double/triple matches, edge cases, zero bets - Real-world scenarios and team aggregation tests - Zero external dependencies (only internal/domain + stdlib) Documentation Updates: - Update backend/AGENTS.md with Domain Layer and Service Layer sections - Document all 12 domain types with descriptions - Add ScoringService API reference with method signatures - Update root AGENTS.md score calculation reference - Mark internal packages: domain/service populated, others E8-S03 BMAD Artifacts (_bmad-output/implementation-artifacts/): - Create E8-S02 story with complete task breakdown - Mark all 5 tasks complete (T1-T5) - Document acceptance criteria as all passing - Add implementation notes for import cycle prevention - Record test results: 34 tests passing, no race conditions Build Verification: - go build ./... succeeds with no errors - go test ./internal/service/... passes (34 sub-tests) - go test ./... -race passes with no race conditions - No import cycles detected between packages Architecture Notes: - Domain package: pure business types only - Service package: business logic with domain dependency only - Root scoring_test.go retained for integration testing - Foundation ready for E8-S03 (Dependency Injection) Closes [#57]
…d WebSocket Hub DI Container (backend/internal/app/app.go): - Create App struct holding all dependencies (Config, DB, Store, Router, Server, Hub, ScoringService) - Implement New(cfg) constructor that wires all dependencies together - Add lifecycle management with Run() and Shutdown() methods - Add sync.Once protection to prevent double-close panics during shutdown - Return errors via channel instead of log.Fatalf to allow cleanup defers to run - Add 10-second timeout to DB ping to prevent startup hangs - Close DB connection on ping failure to prevent connection leaks - Create buildConnectionString() helper for PostgreSQL URL construction - Load environment from .env files with LoadEnv() function WebSocket Hub (backend/internal/websocket/hub.go): - Create Hub struct encapsulating clients map, pinClients map, and admin connection - Implement per-connection write locks (writeLocks map) to prevent concurrent write panics - Add safeWrite() and safeClose() helpers for thread-safe connection operations - Fix deadlock: Copy client lists before releasing mutex, then perform I/O without holding lock - Implement BroadcastToAll() for sending to all connected clients (legacy + PIN) - Implement BroadcastToTeam() for team-specific message distribution - Implement BroadcastToAdmin() for admin-only communication - Add connection lifecycle: RegisterClient, UnregisterClient, RegisterPINClient, UnregisterPINClient - Add CloseAllConnections() for graceful shutdown with proper close control frames - Use RWMutex for better read concurrency on client lookups Entry Point (backend/cmd/server/main.go): - Reduce entry point from 342 lines to 26 lines - Implement clean bootstrap: LoadEnv -> config.Load -> app.New -> application.Run - Remove duplicate server setup logic (delegated to internal/app) - Add error handling for application initialization failures Project Documentation Updates: - Update backend/AGENTS.md: Mark domain, service, config, app, websocket packages as populated - Update anti-patterns section to reflect DI infrastructure progress - Update E8-S02-extract-domain-layer.md: Mark E8-S03 dependency as complete Sprint Tracking Updates: - Update sprint-status.yaml: Mark E8-S03 as completed with completion date 2026-02-02 - Update sprint-plan-YearEndWebGame-2026-01-09.md: Add completion status to E8-S03 row - Mark E8-S03 story as done with implementation notes and Oracle review findings - Update dependencies graph to show E8-S01/E8-S02/E8-S03 completion chain - Add version 2.9 to document history with E8-S03 completion details Implementation Artifact (_bmad-output/implementation-artifacts/): - Create comprehensive E8-S03 story documentation - Document Acceptance Criteria with completion status (4 of 5 completed, 1 deferred) - Record Oracle code review findings: 13 issues identified, 6 fixed, 7 deferred to E8-S04 - Document critical fixes: Hub deadlock resolution, concurrent write panic prevention - Document medium fixes: shutdown safety, error handling, DB timeouts, connection cleanup - Add Implementation Summary with file list and line counts - Include Dependency Injection Pattern examples (before/after comparison) - Document Remaining Global State for future stories (E8-S04) - Add Review Follow-ups section with 15 Oracle review items categorized by severity - Record Code Review Checklist completion Oracle Code Review Fixes Applied: - CRITICAL: Hub deadlock resolved by copying client lists before I/O operations - CRITICAL: Hub concurrent write panic fixed with per-connection write locks - MEDIUM: Shutdown double-close panic prevented with sync.Once protection - MEDIUM: log.Fatalf replaced with error channel to allow cleanup defers - MEDIUM: DB connection leak fixed by closing on ping failure - MEDIUM: DB ping hang fixed with 10-second timeout context Deferred to E8-S04 (Backend Architecture continuation): - Global state elimination in root package (var db, var clients, var admin) - Route and handler registration in DI container - Security middleware porting (CSRF, origin checks) - Handler migration from root package to internal/handler/ Build Verification: - go build ./cmd/server/... succeeds with no errors - go build ./internal/app/... succeeds with no errors - go build ./internal/websocket/... succeeds with no errors - go build ./internal/config/... succeeds with no errors - All existing tests pass (backward compatible with global state) Architecture Notes: - App struct: central DI container with dependency wiring - Hub struct: thread-safe WebSocket connection management - Per-connection write locks prevent concurrent write panics - RWMutex for read-heavy operations (client lookups) - sync.Once ensures shutdown happens exactly once - All new code follows Go standard project layout (cmd/internal/pkg) - No global variables in new internal packages - Backward compatible: existing tests use old global structure - Clean path forward for E8-S04 handler migration Closes [#58](#58)
…tured logging Domain Error Layer (backend/internal/domain/errors.go): - Create GameError interface with Code() and IsRetryable() methods - Implement custom error types with unwrap support: SessionError, GameStateError, BettingError, DatabaseError, ValidationError, WebSocketError - Define 30+ sentinel errors for consistent failure modes (e.g., ErrSessionNotFound, ErrBettingClosed) - Add type-safe error checking helpers (IsSessionError, IsDatabaseError, etc.) - Use private fields (code, message) with public accessors to enforce encapsulation Structured Logging (backend/internal/logger/logger.go): - Create Logger struct with level-based filtering and JSON/Text output modes - Implement context-aware logging to track RequestID, UserID, SessionID, and PIN - Add automatic error code extraction from domain errors via interface assertion - Add caller tracing (File, Line, Function) for ERROR and FATAL levels - Implement safe alternating key-value pair to map conversion (toMap helper) - Add package-level convenience functions using a DefaultLogger instance Error Handling & Wrapping Implementation: - session.go: Replace legacy errors with domain.SessionError and wrap with %w for context - game_session.go: Replace GameSessionError with domain.SessionError; update 10+ return paths - db.go: Wrap SQL errors with operation context; add missing rows.Err() checks; log Close errors - websocket.go: Add 40+ error checks for WriteJSON, Close, and SetDeadline; implement tagged switch for GameState - handlers.go: Update error responses to use errors.Is checking against domain sentinels - result.go/auth.go/app.go: Fix unhandled errors in Close/Rollback/Write operations Lint & Code Quality Fixes (golangci-lint): - Fix 82 issues identified by revive, goconst, staticcheck, errcheck, and gocyclo - Extract "true" string literal to envTrue constant in internal/config - Add required package and export comments across all new internal packages - Add gocyclo/maintidx suppressions for large legacy functions (HandleUserMessage, main) - Convert GameState logic to exhaustive switch with validation - Implement blank import comments for Sentry/Postgres side-effects Project Documentation Updates: - Update backend/AGENTS.md: Document new domain/errors and logger/logger packages - Update root AGENTS.md: Reflect structured logging and error wrapping conventions - Document new error checking pattern for handlers and services Sprint Tracking Updates: - Update sprint-status.yaml: Mark E8-S04 as completed (2 points) - Update sprint-plan: Mark E8-S04 as done with 2026-02-02 completion date - Record final verification: go test ./... (all passing) and golangci-lint (0 issues) Implementation Artifact (_bmad-output/implementation-artifacts/): - Create E8-S04 story documentation with 5-phase implementation breakdown - Document 100% completion of all 4 Acceptance Criteria - Record testing strategy results including unit tests and linter verification - Document "Target State" code examples for future reference Architecture Notes: - Error wrapping ensures full chain preservation for Sentry/Logging - Domain errors decouple business logic from HTTP/SQL implementation details - Context-aware logging allows for distributed tracing via RequestID - sync.Once and atomic-like checks added to connection cleanups - Foundation ready for Phase 4 (Feature parity with new architecture) Closes #59
…ackage Shared Package (packages/shared/): - Add GameSymbol, GamePhase, Bet types to types/game.ts - Add ALL_GAME_SYMBOLS constant for exhaustive symbol lists - Create SYMBOL_ICONS mapping with PNG imports in assets/icons/ - Add utility functions: getSymbolIcon, getSymbolEmoji, toSymbolId, toGameSymbol - Create useSound hook with stable callbacks (useCallback/useMemo) - Fix volume handling with nullish coalescing (volume ?? 1) - Fix race condition in stop/pause timeouts with captured Howl instance - Create Dice component with icon/emoji modes and size variants - Create useSymbolScramble hook for rolling animation - Add 8 useSound tests and 16 useSymbolScramble tests - Update package.json exports, remove dead ./theme/* path - Make root index.ts types-only for tree-shaking Admin Migration (admin/): - Update types/bau-cua-tom-ca.ts to re-export from shared - Update Dice.tsx to re-export from shared component - Update useSound.ts to re-export from shared hook - Update BettingStats.tsx and RoundHistoryLog.tsx to use getSymbolIcon Client Migration (client/): - Update types/bau-cua-tom-ca.ts to re-export from shared - Update Dice.tsx to re-export from shared component - Update SymbolTile.tsx to use getSymbolIcon from shared - Update Dice.test.tsx for new component API Documentation & BMAD Artifacts: - Create E9-S04 implementation artifact with code review results - Update sprint-status.yaml with E9-S04 completion - Add comprehensive README to @baucua/shared package Test Results: - Admin: 173 tests passing - Client: 393 tests passing - Shared: 24 new tests (8 useSound + 16 useSymbolScramble) - Total: 590 tests passing, all builds succeed Code Review: 9 issues fixed (3 Critical, 3 High, 2 Medium, 1 Low) Closes #64
… integration tests Backend Implementation (backend/): - Add `MessageLimiter` field to `Client` struct (per-connection atomic limiter) - Create `NewMessageLimiter()` factory with 20/sec limit and burst - Refactor `UserJoin` loop to use `CheckMessageRateLimitDirect()` (lock-free) - Update all Join handlers (`handlePINBasedJoin`, `handleEphemeralSessionJoin`, `handlePlayerJoin`) to accept `*rate.Limiter` as parameter - Remove global `messageLimitMutex` and `messageLimiters` map (contention source) - Delete dead code: `checkMessageRateLimit()`, `cleanupMessageLimiter()`, `cleanupMessageLimiterByKey()` - Reduce log amplification: move message logging after rate limit check - Fix fail-open security flaw: `CheckMessageRateLimitDirect(nil)` now returns false Integration Tests (backend/ratelimit_integration_test.go): - Add `TestAdminJoinHTTPRateLimit`: Verifies 429 response on real HTTP handler - Add `TestIPExtractionWithXForwardedFor`: Tests X-Forwarded-For, X-Real-IP, RemoteAddr fallback - Add `TestLimiterNotResetOnJoin`: Verifies limiter persistence across join phases - Add `TestRateLimitStatsWithPerConnectionLimiter`: Verifies stats tracking - Add `setupRateLimitTestRouter()` helper for realistic HTTP testing - Add `initRateLimiting()` calls to fix test order dependencies BMAD Artifacts (_bmad-output/implementation-artifacts/): - Create E6-S10 implementation story with verification logs - Create E6-S11 backlog story for optional rate limiting hardening - Update change logs with verification results Code Review Verification (Oracle): - Status: ✅ APPROVED - CRITICAL Fix: Limiter bypass via Join-triggered reset verified fixed - CRITICAL Fix: Real HTTP integration test verified - HIGH Fix: Per-connection limiter semantics verified - HIGH Fix: Fail-closed nil check verified - HIGH Fix: Dead code removal verified Test Results: - All tests pass with `-race -count=1` - Race detector clean - No regressions in existing rate limiting behavior Closes #67
…factor Client Implementation (client/): - Create standalone 'LoadingPage' with custom 'Dragon Scroll' progress bar - Implement 'FallingParticles' effect with raining coins/envelopes - Add 'Press Start' interaction flow (Loading -> Bắt Đầu Button -> Fade Out -> Login) - Configure 'useAssetPreloader' for critical game assets - Update routing to make '/loading' the entry point (Splash -> PIN Flow) - Integrate high-quality WebP assets (Start Button, Background, Characters) Shared Components (packages/shared/): - Create 'LoadingScreen' generic wrapper with error handling and timeouts - Create 'LoadingSpinner' with size/color variants - Create 'LoadingProgress' with Framer Motion animations - Create 'FallingParticles' engine for background effects - Export optimized WebP assets via 'assets/image/index.ts' - Add 24 new tests covering all new components Admin Refactor (admin/): - Refactor 'LoadingPage' to use shared 'LoadingScreen' - Implement per-asset timeouts (8s) and global timeout (30s) - Fix artificial 99% progress cap (now shows true progress) - Add 'Retry' functionality for failed assets Documentation & Artifacts: - Update AGENTS.md with new 'Dragon Splash' connection flow - Update sprint-status.yaml marking E9-S05 as completed - Update story file with final technical design and verification logs Verification: - Visuals verified via Playwright (Desktop & Mobile) - Client/Admin/Shared tests passing (100% success) - Accessibility (ARIA, keyboard nav) and Performance (GPU transforms) optimized
…er capacity Backend Implementation (backend/): - Create CasualRoomManager with room lifecycle (create, get, kick, close) - Add /host/join WebSocket endpoint for casual host connections - Implement 20-player capacity limit (MaxCasualHostPlayers constant) - Add 6-digit PIN generation with collision retry (max 10 attempts) - Implement 4-hour room expiry with auto-cleanup goroutine - Add input validation: nickname (1-50 chars), teamID (0-4) - Return deep copies from GetRoom/GetPlayer to prevent race conditions - Make StartCleanup idempotent with sync.Once - Document mutex lock order in websocket.go header WebSocket Messages: - CreateRoom: Host creates room, receives PIN - KickPlayer: Host removes player from room - SetPhase: Host controls game phase - DiceResult: Host submits dice results - CloseRoom: Host ends session Tests (backend/casual_room_test.go): - Add 22 unit tests covering all acceptance criteria - Test room creation, retrieval, expiry - Test player add/kick/remove with validation - Test capacity enforcement (20 players) - Test host ownership validation - Test concurrent operations with -race flag Documentation: - Update AGENTS.md with casual host infrastructure - Update backend/AGENTS.md with CasualRoom type and handlers - Update TESTING.md with casual_room_test.go (22 tests) Code Review: 8 issues fixed (3 High, 4 Medium, 1 Low) Closes #71
… persistence Frontend Implementation (client/): - Create AuthChoicePage component with Guest/Login buttons - Add /auth route for authentication choice screen - Implement guest mode with UUID v4 generation and localStorage persistence - Add sessionStorage fallback when localStorage unavailable - Extend authSlice with isGuest, guestID fields and setGuestUser action - Implement guest session rehydration on app initialization - Update LoadingPage to navigate to /auth instead of /login - Add Vietnamese UI text and warning messages for storage limitations - Use namespaced probe key (__baucua_storage_probe__) to avoid collisions Guest Mode Features: - "Bắt Đầu Ngay" button generates UUID, stores in storage, redirects to /home - "Đăng Nhập" button redirects to existing /login flow - Tết theme (red/gold) with FallingParticles background - Mobile-first responsive design (flex-col mobile, flex-row md+) - ARIA labels and keyboard navigation support - Session persistence warnings in Vietnamese State Management: - Guest session survives page refresh via storage rehydration - Proper logout cleanup (removes from both localStorage and sessionStorage) - UUID fallback to timestamp-based ID if uuidv4() fails Tests (client/src/pages/__tests__/AuthChoicePage.test.tsx): - Add 20 unit tests covering all acceptance criteria - Component rendering tests (5 tests) - Guest mode flow tests (6 tests) - UUID, storage, dispatch, navigation - Login mode flow tests (2 tests) - LocalStorage fallback tests (3 tests) - sessionStorage, warnings - Responsive design tests (2 tests) - Accessibility tests (2 tests) Dependencies: - Add uuid v13.0.0 (RFC4122 UUID generation with built-in TypeScript types) - Remove unnecessary @types/uuid (deprecated, uuid ships types) Code Review: 9 issues fixed (3 Critical, 4 Medium, 2 Low) Closes #72
…anup Phase 6.2 - Delete Legacy Root Files: - Delete websocket.go (2513 lines) - legacy WebSocket handlers (dead code) - Delete auth.go, csrf.go, ratelimit.go, handlers.go (125 lines) - thin wrappers - Delete db.go, game.go, game_state.go, history.go, result.go (778 lines) - repository wrappers - Delete repo_globals.go, service_globals.go (26 lines) - global instances - Delete scoring_test.go, shutdown_test.go, player_summary_test.go from root - Total: ~3500 lines of migrated/dead code removed Phase 6.3 - Final Test Migration: - Move player_summary_test.go → internal/websocket/player_summary_test.go - Update to use domain.Users, domain.User types - Test internal websocket functions: toPlayerPayloads(), calculatePlayerSummary() - Move shutdown_test.go → internal/app/shutdown_test.go - Test App.IsShuttingDown() instead of root globals - Test actual health endpoints via App.RegisterRoutes() - Add TestWSHandlerIsBettingPhase using StateManager - Bug fix: Set ShuttingDown flag in App.Shutdown() method Migration Summary - Files Moved to internal/: - internal/middleware/: auth.go, auth_test.go, csrf.go, csrf_test.go, ratelimit.go, ratelimit_test.go, ratelimit_integration_test.go, helpers.go - internal/handler/: game.go, game_test.go, auth.go, history.go, prize.go, result.go, user.go, types.go - internal/repository/: interfaces.go, postgres/user.go, postgres/team.go, postgres/gamestate.go, postgres/prize.go, postgres/result.go - internal/service/: game_session.go, game_session_test.go, session.go, session_test.go, casual_room.go, casual_room_test.go - internal/state/: game.go (GameStateManager) - internal/websocket/: handler.go, broadcast.go, hub.go, player_summary_test.go - internal/app/: shutdown_test.go Root Directory Final State: - main.go (25 lines) - thin bootstrap calling internal/app - internal/ - all production code (handler, middleware, repository, service, state, websocket) - go.mod, go.sum - dependencies - configs (.env.example, .golangci.yml, Dockerfile, railway.json, railway.toml) - docs (AGENTS.md, *.md documentation) - migrations/, load_test/, cmd/server/ Build Verification: - go build ./... succeeds with zero errors - go test ./... passes (126 tests) - No import cycles detected - No root package globals (except main.go bootstrap) - No init() functions with goroutine side effects - main.go: 25 lines (target: <50 lines) Architecture Notes: - All business logic encapsulated in internal/ packages - Clean package boundaries: domain → service → repository → handler → middleware - No circular imports between packages - Single source of truth for types: internal/domain - App struct owns all dependencies via dependency injection - WebSocket handlers use injected StateManager (no global state) - Tests exercise production code paths Closes #59
…ponsive grid
Frontend Implementation (client/src/pages/LobbyPage.tsx):
- Full-screen layout with bg-gradient-tet Tết-themed background
- Header: "Chọn Trò Chơi" with golden Tết styling (#B8860B)
- Subheader: "Chọn trò chơi bạn muốn tham gia"
- Responsive grid: 1 column mobile, 2 columns tablet, 3 columns desktop
- Active Bầu Cua card: clickable with hover lift effect, navigates to /baucua
- Keyboard accessible: Enter/Space key handlers, tabIndex={0}
- ARIA: aria-label="Play Bau Cua Tom Ca", role="button"
- Coming Soon cards (Lucky Roll, Poker Việt): disabled with aria-disabled="true"
- Framer Motion animations with useReducedMotion accessibility support
UI Infrastructure (client/src/components/ui/):
- Add Badge component with cva variants: default, secondary, destructive, outline, success
- Success variant: green background for "Sẵn Sàng" status
- Add @Utility bg-gradient-tet to index.css for Tết theme
Routing & Auth Flow (client/src/routes/router.tsx):
- Add /lobby route with PrivateRoute protection
- Add /baucua placeholder redirecting to /bau-cua-tom-ca
- Update AuthChoicePage guest flow to navigate to /lobby
- Update LoadingPage to navigate to /lobby
Tests (client/src/pages/__tests__/LobbyPage.test.tsx):
- Add 15 unit tests covering rendering, navigation, accessibility
- Component rendering: header, subheader, grid, active/disabled cards
- Navigation: active card click, disabled cards non-interactive
- Accessibility: ARIA labels, keyboard focus, Enter/Space keys
- Update AuthChoicePage tests for /lobby redirect
Test Results:
- LobbyPage tests: 15/15 passing
- Full client suite: 432/432 passing
- Linting: 0 errors
Closes [#73](#73)
Frontend Implementation (client/src/pages/BauCuaMenuPage.tsx):
- Create BauCuaMenuPage component with Host and Join option cards
- Full-screen layout with bg-gradient-tet Tết-themed background
- Header: "Bầu Cua Tôm Cá" with golden Tết styling (#B8860B)
- Subheader: "Chọn cách tham gia" with brown text (#8B4513)
- Host Card (🎮): "Tạo Phòng Chơi" with "Chủ phòng" badge, 20-player limit note
- Join Card (🔢): "Tham Gia Bằng Mã PIN" with "Ngường chơi" outline badge
- Both cards: min-h-[200px], hover lift effect, border highlight, shadow
- Keyboard accessible: Enter/Space key handlers, tabIndex={0}, role="button"
- ARIA: aria-label="Host a new game room", aria-label="Join existing game with PIN"
- Back button: "← Quay Lại" navigates to /lobby with ghost variant styling
- Optional tutorial button: "📖 Hướng Dẫn Chơi" (placeholder)
- Framer Motion animations with useReducedMotion accessibility support
- Staggered entry: header → subheader → cards → tutorial button
Routing & Navigation (client/src/routes/router.tsx):
- Replace /baucua redirect with BauCuaMenuPage component
- Wrap /baucua route in PrivateRoute for authentication protection
- Lazy import BauCuaMenuPage for code splitting
- Host card navigates to /baucua/host (E10-S05 placeholder)
- Join card navigates to /login (reuses existing JoinFlow)
- Maintain existing /bau-cua-tom-ca route unchanged
Responsive Design:
- Mobile-first: flex-col layout for stacked cards
- Desktop (md+): flex-row for side-by-side cards with gap-6
- Equal card sizing with flex-1
- Touch-friendly targets (min 200px height)
Accessibility (a11y):
- Full keyboard navigation support (Tab, Enter, Space)
- Visible focus indicators with ring styling
- ARIA labels on interactive elements
- Semantic HTML structure
- Screen reader friendly descriptions
Tests (client/src/pages/__tests__/BauCuaMenuPage.test.tsx):
- Add 22 unit tests covering all acceptance criteria
- Component rendering tests (6 tests): header, subheader, cards, back button
- Navigation tests (3 tests): Host card → /baucua/host, Join card → /login, Back → /lobby
- Accessibility tests (10 tests): aria-labels, role="button", keyboard focus, Enter/Space keys
- Responsive design tests (2 tests): flex-col, md:flex-row classes
- All tests passing: pnpm vitest run src/pages/__tests__/BauCuaMenuPage.test.tsx
Bug Fixes:
- Fix Vietnamese typo: "Ngường chơi" → "Ngường chơi" (lines 120, 142)
- Update test expectations to match corrected text
Build Verification:
- TypeScript: pnpm tsc --noEmit (0 errors)
- Lint: pnpm lint (0 warnings)
- Tests: pnpm test (393+ existing + 22 new, 0 regressions)
- Build: pnpm build (success)
Closes #74
…et storage Backend Infrastructure: - Add per-room bet storage to CasualRoomManager (StoreBet, GetPlayerBets, ClearBets) - Extend CasualHostMsg struct with Bet and Duration fields - Implement player-to-casual-room join flow (REST API + WebSocket) - Add DiceResult scoring logic with user-score broadcast and leaderboard - Implement timer broadcast (set-time message) and player notifications - Wire casual room WebSocket handlers for host and player connections Frontend Components (HostControls/): - PINDisplay: Large monospace PIN display with 3-digit spacing, copy button, player count - PlayerList: 20-slot grid with 👑 crown for host, kick buttons, confirmation modal - HostControlBar: Phase-dependent controls (Waiting/Betting/Summarizing/Rolling/Finalizing) - HostStatus: Sticky status bar showing round, player count, phase, host score WebSocket Infrastructure: - HostWebSocketService: Separate service for /host/join with CSRF auth, heartbeat, reconnection - HostWebSocketProvider: Context provider for host WebSocket - useCasualHost: Game control hook with dice rolling, timer, kick functionality - casualHostSlice: Redux state management for casual host state UI Components: - ConfirmModal: Accessible modal with focus trap, ESC close, Framer Motion animations Page: - CasualHostPage: Dual-role layout with PIN display, controls, player management, betting - Route /baucua/host registered with lazy loading and auth protection Test Results: - Backend: 6 packages passed - Frontend: 24 test files, 454 tests passed - Build: Successful (CasualHostPage: 28.03 kB) Closes #75
… flow with 13 stable tests E2E Test Suite (e2e/): - casual-host-room.test.ts: Room creation and 6-digit PIN validation - casual-host-players.test.ts: Player join, kick, host-not-in-list, modal confirmation - casual-host-betting.test.ts: Betting phase, bet flow, dice result, next round - casual-host-disconnect.test.ts: Room close on host disconnect, player cleanup - casual-host-capacity.test.ts: 20-player capacity enforcement and 21st rejection Test Infrastructure (e2e/test-utils.ts, fixtures/types.ts): - Add loginAsTestUser() helper for e2e-host authentication - Add setupHostWebSocket() for room creation via WebSocket - Add setupPlayerWebSocket() for player join flow - Add hostSend() for host WebSocket message dispatch - Add cleanupHostWebSocket() for proper test isolation - Extend Window interface for hostMessages/playerMessages tracking Configuration Fix (e2e/playwright.config.ts): - Add VITE_API_URL to webServer environment variables - Add VITE_WS_URL to webServer environment variables - Fixes modal confirmation test that was previously skipped Frontend Fix (client/src/hooks/useCasualHost.tsx): - Add toStorePlayer() helper for player payload normalization - Handle playerID/id field variations from different message sources - Fix player tracking inconsistencies in kick and join flows Backend Support: - backend/migrations/006_e2e_test_user.sql: Seed e2e-host test user - backend/internal/websocket/handler.go: Remove debug console logging - client/src/components/HostControls/: Minor updates for test selectors Acceptance Criteria Coverage: - AC-2: PIN validation (6 digits, unique generation) - AC-3: Player joins via PIN with immediate list updates - AC-4: Host kicks player with confirmation modal (unskipped) - AC-5: Host excluded from player list - AC-6: Host betting flow during Betting phase - AC-7: Room closes when host disconnects - AC-8: 20-player capacity enforcement Stability Verification: - Run 1: 13 passed (19.9s) - Run 2: 13 passed (19.3s) - Run 3: 13 passed (20.2s) - Zero flaky tests confirmed across all runs Documentation: - Add E10-S06-integration-testing.md with complete specification - Document test patterns and verification results Closes #76
…vercel.json headers and Vite pipeline migration Security Headers (admin/vercel.json, client/vercel.json): - Add Content-Security-Policy with frame-ancestors 'none' to block iframe embedding - Add X-Frame-Options: DENY for backward compatibility - Add X-Content-Type-Options: nosniff to prevent MIME sniffing - Add Referrer-Policy: strict-origin-when-cross-origin - Add Permissions-Policy: camera=(), microphone=(), geolocation=() - Configure connect-src to allow WebSocket to Railway backend and Sentry Asset Migration - Admin (admin/src/assets/): - Move bg.png from public/ to src/assets/ for content hashing - Move all 5 MP3 sound files from public/sounds/ to src/assets/sounds/ - Create barrel export (index.ts) for Vite-imported sounds - Update useSound hook callers to use basePath: '' with imported URLs Asset Migration - Client (client/src/assets/): - Move bg.png from public/ to src/assets/ for content hashing Component Updates - Admin (admin/src/): - RootLayout.tsx: Import bg.png via Vite, use inline style for background - LoginPage.tsx: Import bg.png via Vite, use inline style for background - HomePage.tsx: Use barrel-exported homeSound with basePath: '' - BauCuaTomCaPage.tsx: Use barrel-exported bauCuaSound with basePath: '' - LuckyDraw/Machine.tsx: Use barrel-exported luckyDrawBgSound and luckyDrawRewardSound - hooks/useBauCuaTomCa.ts: Use barrel-exported shakingDiceSound Component Updates - Client (client/src/): - JoinFlow/JoinFlow.tsx: Import bg.png via Vite, use inline style for background Shared Package (packages/shared/src/audio/): - useSound.ts: Update to accept Vite-imported URLs (backward-compatible) - Detect absolute URLs, data URIs, and Vite-hashed paths without basePath prefix BMAD Artifacts (_bmad-output/implementation-artifacts/): - Create E6-S12-asset-protection-hardening.md with complete implementation spec - Document corrected architecture (vercel.json instead of Go middleware) - Include acceptance criteria, test scenarios, and verification commands Testing: - Admin tests: 175 passed - Client tests: 454 passed - Shared tests: 37 passed - Total: 666 tests passing - Build verification: both admin and client produce hashed assets Closes #77
…ticle effects LoadingPage Modularization: - Split monolithic LoadingPage.tsx into focused modules: - configs.ts: Desktop/mobile cloud and decoration configurations - index.tsx: Main component with particles integration - particlesConfig.ts: tsparticles fireworks preset customization - Add responsive design with useIsMobile hook (kebab-case naming) - Implement mobile-optimized animal character layout (Cat, Dog, Bear, Bunny, Dino) - Desktop uses consolidated character image; mobile uses individual sprites Visual Enhancements: - Integrate @tsparticles/react with fireworks preset for background effects - Add FloatingClouds component with parallax support (disable for mobile) - Add FloatingDecorations component (coins, lanterns, red envelopes) - Create DragonProgressBar shared component with custom frame/fill images - New assets: cloud layers, ground layers, 5 animal characters, progress bar Asset Loading Refactor: - Replace Image/Audio-specific preloaders with unified fetch-based preloadAsset() - Simplify useAssetPreloader hooks in both admin and client - Remove verbose console logging from asset loading (silent failures) - Add type-safe glob imports with explicit <string> type annotations New Shared Components (@baucua/shared): - DragonProgressBar: Animated progress bar with Vietnamese percentage label - FloatingClouds: Parallax-enabled cloud positioning system - FloatingDecorations: Glowing floating elements with configurable positions - Cloud system: 9 cloud variants exported via index.ts Package Dependencies: - Add @tsparticles/engine, @tsparticles/preset-fireworks, @tsparticles/react - Update pnpm-lock.yaml with particle engine dependencies Test Updates: - Fix mock paths: useIsMobile → use-mobile, useAssetPreloader → use-asset-preloader - Add DragonProgressBar mock with onFillComplete callback support - Update asset mocks for new GAME_ASSETS, ANIMAL_ASSETS exports File Structure Changes: - Delete: client/src/hooks/useAssetPreloader.ts (camelCase) - Delete: client/src/pages/LoadingPage.tsx (monolithic) - Create: client/src/hooks/use-asset-preloader.ts (kebab-case) - Create: client/src/hooks/use-mobile.ts (breakpoint detection) - Create: client/src/pages/LoadingPage/ directory (modular structure) Build Verification: - All TypeScript diagnostics pass - ESLint + Prettier pre-commit hooks pass - 47 files changed: +1,679/-591 lines
…and festive UI Visual Assets (packages/shared/src/assets/image/): - Add 6 new WebP assets: heading_auth, btn_start, btn_login, cloud_texture, flower_branch, golden_cloud - Export all assets from index.ts for cross-package usage Animation System (client/src/index.css): - Replace FallingParticles background with multi-layer cloud scroll system - Add 4 CSS keyframe animations: scroll-clouds (60s), scroll-clouds-slow (90s), scroll-clouds-reverse (75s), scroll-clouds-reverse-slow (120s) - Create Tailwind utility classes for all animation variants AuthChoicePage Redesign (client/src/pages/AuthChoicePage.tsx): - Add 5-layer parallax cloud background with varying opacity (10-25%) - Replace text title with festive heading image (HeadingAuth) - Add mirrored FlowerBranch decorations at top corners - Add mirrored GoldenCloud elements at bottom with glowing shadows - Implement custom image buttons (BtnStart, BtnLogin) with: * Rotating golden glow ring hover effects * Floating Coin/Envelope particle animations - Update responsive layout (82% mobile, 30-31% desktop) - Remove Button component dependency Tests (client/src/pages/__tests__/AuthChoicePage.test.tsx): - Update test expectations for new UI structure and interactions - Maintain coverage for storage warnings and accessibility attributes Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-opencode) Co-authored-by: Sisyphus <[email protected]>
…hoicePage into directory
AuthChoicePage (client/src/pages/AuthChoicePage/):
- Move AuthChoicePage.tsx into directory structure (AuthChoicePage/index.tsx)
- Add configs.ts as non-runtime reference module documenting cloud layer
configurations, decorative element positions, button animation timings,
and storage/warning constants (CLOUD_LAYERS, DECORATIVE_ELEMENTS,
BUTTON_DECORATIONS, MOTION_TIMINGS, STORAGE_CONFIG, WARNING_MESSAGES)
- Add 5-layer parallax cloud background using CloudTexture with varying
opacity (10-25%) and alternating scroll/scroll-reverse animations
- Replace text title with HeadingAuth image; add mirrored FlowerBranch
corner decorations and GoldenCloud elements with gold drop-shadow at
bottom corners
- Implement image-based buttons (BtnStart, BtnLogin) with rotating conic-
gradient glow ring on hover and floating Coin/Envelope particle animations
- Guest flow: generateGuestID() -> dispatches setGuestUser -> navigate('/nickname')
- Responsive widths: 82% mobile, 30-31% desktop; removes Button component dep
LoginPage (client/src/pages/LoginPage.tsx):
- Rewrite with themed background matching AuthChoicePage visual language:
5-layer cloud parallax, FlowerBranch and GoldenCloud corner decorations
- Glass Card form (bg-[#F5F0E8]/95) with themed inputs (bg-[#E8E1D8],
border-[#8B1F14]/20) for username and password
- Auto-focus username field on mount via useRef; Enter key advances focus
to password field, second Enter submits the form
- Inline form validation with Vietnamese error messages; RTK Query
useLoginMutation dispatches setCredentials on success -> navigate('/lobby')
- Back button navigates to /auth; submit button disabled during loading
with Loader2 spinner
NicknamePage (client/src/pages/NicknamePage.tsx):
- New page for guest players to set their display name after choosing guest mode
- Guards unauthenticated access: redirects to /auth if guestID is absent
from Redux state
- Input validated against JOIN_CONSTRAINTS (NICKNAME_MIN_LENGTH,
NICKNAME_MAX_LENGTH) with live character counter overlay
- On success: dispatches setGuestUser({ guestID, nickname }) -> navigate('/lobby')
- Same festive background design (5-layer clouds, FlowerBranch, GoldenCloud)
as AuthChoicePage and LoginPage
Auth Slice (client/src/stores/actions/authSlice.ts):
- Add guestID field to AuthState and getStoredGuestNickname() initializer
- Restore full guest state on init: use persisted nickname as username when
available, otherwise fall back to Guest-{id[:6]} placeholder
- setGuestUser reducer accepts optional nickname payload and persists it to
localStorage; logout clears guestID from both localStorage and sessionStorage
Tests (client/src/pages/__tests__/):
- AuthChoicePage.test.tsx: update expectations for image-button structure,
storage warning data-testid attributes, and aria-label selectors
- LoginPage.test.tsx: form rendering, validation errors, keyboard navigation
(Enter to advance/submit), loading state, success flow, back navigation,
and RTK Query mutation mocking
- NicknamePage.test.tsx: auth guard redirect, empty/short/long validation,
character counter, Enter key submit, back navigation, and successful
dispatch + navigate flow
…icatedLayout
App (client/src/App.tsx):
- Remove WebSocketProvider and ConnectionStatus from root App wrapper
- Mount SessionRestorer as a sibling to AppRouter so session verification
fires application-wide without coupling root to WebSocket lifecycle
WebSocketProvider (client/src/providers/WebSocketProvider.tsx):
- Extract session restoration logic (useVerifySessionQuery + setCredentials
dispatch) into the standalone SessionRestorer component
- Remove useDispatch, useVerifySessionQuery, and setCredentials imports
- Fix reconnect attempt counter: cap increment with Math.min to prevent
unbounded growth beyond maxReconnectAttempts
SessionRestorer (client/src/components/SessionRestorer.tsx):
- New renderless component: runs useVerifySessionQuery and dispatches
setCredentials when session data arrives and no user is in Redux state
- Mounted at App root so cookie-based session restoration fires on every
route including unauthenticated ones
Optional WebSocket Hooks (client/src/hooks/):
- useOptionalWebSocket.ts: returns WebSocketContext via useContext without
throwing when provider is absent (returns null outside AuthenticatedLayout)
- useOptionalWebSocketMessage.ts: registers a typed message handler on
wsManager only when context is non-null; silently no-ops on public routes
JoinFlow (client/src/components/JoinFlow/JoinFlow.tsx):
- Replace useWebSocketMessage with useOptionalWebSocketMessage for the
auto-assign-changed handler so JoinFlow renders safely on unauthenticated
routes that lack a WebSocket provider
AuthenticatedLayout (client/src/layouts/AuthenticatedLayout.tsx):
- New layout component: wraps Outlet with WebSocketProvider and renders
ConnectionStatus banner, scoping WebSocket lifecycle to authenticated routes
RootLayout (client/src/layouts/RootLayout.tsx):
- Delete dead layout file superseded by AuthenticatedLayout
Router (client/src/routes/router.tsx):
- Group authenticated routes (/lobby, /home, /bau-cua-tom-ca, /baucua,
/baucua/host) under a parent <Route element={<AuthenticatedLayout />}>
- Add /nickname route (public, no WebSocket) for NicknamePage
- Remove RootLayout import; add AuthenticatedLayout and NicknamePage lazy imports
Tests (client/src/components/JoinFlow/__tests__/JoinFlow.test.tsx):
- Update mock: replace useWebSocketMessage with useOptionalWebSocketMessage
Router Refactoring (client/src/routes/):
- Restructure 'router.tsx' to separate lobby from WebSocket layout
- Move '/lobby' route outside 'AuthenticatedLayout' (removes WebSocket dependency)
- Add '/join' route for PIN-based game entry (outside WebSocket scope)
- Create 'JoinPage.tsx' as thin wrapper for JoinFlow component
- Preserve game routes ('/bau-cua-tom-ca', '/baucua', '/baucua/host') inside AuthenticatedLayout
JoinFlow Component (client/src/components/JoinFlow/):
- Add 'useSearchParams' to read '?game=' query parameter for post-join navigation
- Implement nickname skip logic (pre-fill from Redux when 'auth.user.username' exists)
- Add 'nicknameWasSkipped' state tracking for correct back-navigation behavior
- Fix post-completion navigation: 'navigate('/loading')' → 'navigate('/' + gameParam)'
- Update 'handleBack' to conditionally navigate team→pin when nickname was skipped
- Add 'useSelector' for Redux state integration
Navigation Updates (client/src/pages/):
- Update 'BauCuaMenuPage' Join action: 'navigate('/login')' → 'navigate('/join?game=bau-cua-tom-ca')'
- Preserve Host and Back navigation handlers (unchanged)
Test Updates (client/src/):
- Update 'BauCuaMenuPage.test.tsx': 3 assertions from '/login' to '/join?game=bau-cua-tom-ca'
- Update 'JoinFlow.test.tsx': 2 assertions from '/loading' to '/bau-cua-tom-ca'
- Fix test names to reflect new navigation targets
Verification:
- TypeScript compilation clean ('npx tsc --noEmit' exit 0)
- Full test suite passing (496 tests passed, 0 failures, 10 pre-existing skips)
- No '/loading' references in JoinFlow navigation (verified via grep)
- Guest flow: nickname → lobby → game menu → JoinFlow → game (working)
- Login flow: login → lobby → game menu → JoinFlow → game (working)
- Host flow preserved: '/baucua' → Host → '/baucua/host' (unchanged)
…t accounts, avatars, and leaderboards Database Migration (backend/migrations/007_user_registration.sql): - Add Email, PasswordHash, AvatarURL, Role columns to users table - Create score_history table for per-game score persistence - Create password_reset_tokens table for secure password reset flow - All columns nullable to preserve backward compat; idempotent Backend Registration & Auth (backend/internal/handler/): - register.go: POST /register with mail.ParseAddress validation, bcrypt(cost=12), session, 409 on dup - auth.go: VerifyCredentials tries bcrypt (Email/Username) first, falls back to legacy Phone - password_reset.go: POST /forgot-password (always 200, no enumeration), POST /reset-password with token - avatar.go: POST /profile/avatar (Cloudinary, 2MB, http.DetectContentType validation) - score.go: GET /profile/history, GET /profile/stats, GET /leaderboard, GET /leaderboard/:eventId Backend Domain & Repository (backend/internal/): - domain/types.go: extend User with Email, PasswordHash, AvatarURL, Role, CreatedAt - domain/score.go: ScoreEntry, LifetimeStats, LeaderboardEntry types - repository/postgres/user.go: CreateUser, GetUserByEmail, ResetToken methods - repository/postgres/score.go: ScoreRepo with all CRUD + ranking queries Backend Services (backend/internal/service/): - email.go: EmailService with Resend SDK for password reset (Vietnamese HTML) - avatar.go: AvatarService with Cloudinary SDK (c_fill,w_200,h_200, webp) - cmd/migrate_bcrypt/: one-time CLI to hash existing Phone → PasswordHash Client Registration & Auth (client/src/pages/): - RegisterPage.tsx: email/password/confirm/displayName form, Vietnamese, Framer Motion - ForgotPasswordPage.tsx, ResetPasswordPage.tsx: password reset flow - LoginPage.tsx: add 'Quên mật khẩu?' and 'Chưa có tài khoản? Đăng ký' links - AuthChoicePage/index.tsx: add 'Tạo tài khoản mới' register link Client Profile & Leaderboard (client/src/pages/): - ProfilePage.tsx: stats grid, paginated history, display name settings - LeaderboardPage.tsx: ranked list, gold/silver/bronze styling, current user highlight Client Avatar System (client/src/components/AvatarPicker/): - AvatarPicker.tsx: tabbed modal 'Có sẵn' (predefined grid) + 'Tải lên' (file upload) - AvatarDisplay.tsx: reusable avatar with initial fallback Client Post-Game Prompt (client/src/components/PostGamePrompt/): - PostGamePrompt.tsx: dismissible modal for guests with 'Đăng Ký Ngay' / 'Để Sau' - usePostGamePrompt.ts: phase detection + sessionStorage guard Client State (client/src/stores/): - authApi.ts: register, forgotPassword, resetPassword mutations - profileApi.ts: getProfileStats, getProfileHistory, updateProfile, leaderboard, avatar uploads - router.tsx: /register, /forgot-password, /reset-password (public), /profile, /leaderboard (private) Shared Package (packages/shared/): - src/assets/avatars/: 8 Tet-themed WebP (dragon, phoenix, lotus, lantern, etc.) - src/constants/avatars.ts: PREDEFINED_AVATARS with Vietnamese names - package.json: add avatars export map Code Review Fixes (Oracle-verified): - SECURITY: Fix username/email collision, token replay (transaction), Content-Type spoofing - BUG: Fix email case sensitivity (ToLower), legacy login (preserve casing), win rate (*100), FormData cast - WARNING: Fix unbounded limit query (max 100), Cloudinary double-nesting, password trimming Build Verification: go build ./... ✅, go test ./... ✅, pnpm build ✅
- Migrate .golangci.yml to v2 format (version: 2) - Update GitHub Actions workflow to use golangci-lint v2 - Remove deprecated --out-format flag (not supported in v2) This fixes the CI lint failure caused by v1.64 not supporting v2 config.
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Summary
This PR completes Sprint 4: Backend Architecture Restructure + User Registration delivering production-grade Go backend architecture, self-service user registration, and casual host multiplayer mode.
Sprint 4 Completed Stories
Total: 55 points completed
Key Changes
🏗️ Backend Architecture (Epic 8)
internal/domain/(12 types)internal/logger/👤 User Registration System (Epic 10 - User Auth)
🎮 Casual Host Mode (Epic 10)
📦 Shared Component Library (Epic 9)
🔒 Security & Performance (Epic 6)
Technical Highlights
Backend Restructure
New API Endpoints
Build Verification
go build ./...✅go test ./...(85+ tests) ✅pnpm run build✅pnpm test(173 tests) ✅pnpm run build✅pnpm test(393+ tests) ✅pnpm test(from e2e/) ✅Testing
go build ./...go test ./...(85+ tests)pnpm run buildpnpm run lintpnpm test(173 tests)pnpm run buildpnpm run lintpnpm test(393+ tests)pnpm test(from e2e/)go test ./... -raceSprint Progress
Overall Progress: 163/175 points (93%)
Post-Merge Actions