Add GameNamespaceHandler with full event handling for real-time gameplay:
- handle_join: Join/rejoin games with visibility-filtered state
- handle_action: Execute actions and broadcast state to participants
- handle_resign: Process resignation and end game
- handle_disconnect: Notify opponent of disconnection
- Broadcast helpers for state, game over, and opponent status
Includes 28 unit tests covering all handler methods.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add GameEndResult dataclass with winner, loser, final views, duration
- Add _map_end_reason() to map core GameEndReason to DB EndReason
(raises ValueError for unknown reasons to catch missing enum sync)
- Enhance end_game() to build replay data and return comprehensive result
- Add archive_to_history() to GameStateManager for complete game archival:
- Creates GameHistory record with replay data
- Deletes ActiveGame record
- Clears Redis cache
- All in single transaction
- Add ArchiveResult dataclass for archive operation metadata
- Add TODO for session_factory DI refactor in GameStateManager
- Update tests: 5 new end_game tests, 6 new archive_to_history tests
Phase 4 progress: 10/18 tasks complete
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add pending forced action and game_over fields to GameJoinResult:
- pending_forced_action: Included when player must complete a forced
action (e.g., select new active after KO). Essential for reconnection
so client knows what action is required.
- game_over: Boolean indicating if game has already ended.
- is_your_turn: Now True when player has pending forced action, even if
it's technically opponent's turn.
The join_game method now handles both initial joins and reconnections
(resume). The last_event_id parameter is accepted for future event
replay support.
Tests: 4 new tests for forced action handling and game_over flag.
Total 51 tests for GameService.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add forced action handling, turn boundary detection, and DB persistence:
- Check for pending forced actions before allowing regular actions
- Only specified player can act during forced action (except resign)
- Only specified action type allowed during forced action
- Detect turn boundaries (turn number OR current player change)
- Persist to Postgres at turn boundaries for durability
- Include pending_forced_action in GameActionResult for client
New exceptions: ForcedActionRequiredError
Tests: 11 new tests covering forced actions, turn boundaries, and
pending action reporting. Total 47 tests for GameService.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add create_game method that loads decks via DeckService, converts
CardDefinitions to CardInstances, and persists to Redis/Postgres
- Build card registry from only the cards in play (not all cards)
- Add GameCreationError exception and GameCreateResult dataclass
- Add creation_engine_factory for DI-based testing (no monkey patching)
- Add helper methods: _cards_to_instances, _build_card_registry
- Update tests with proper mocks for success, deck failure, engine failure
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
WebSocket Message Schemas (WS-002):
- Add Pydantic models for all client/server WebSocket messages
- Implement discriminated unions for message type parsing
- Include JoinGame, Action, Resign, Heartbeat client messages
- Include GameState, ActionResult, Error, TurnStart server messages
Connection Manager (WS-003):
- Add Redis-backed WebSocket connection tracking
- Implement user-to-sid mapping with TTL management
- Support game room association and opponent lookup
- Add heartbeat tracking for connection health
Socket.IO Authentication (WS-004):
- Add JWT-based authentication middleware
- Support token extraction from multiple formats
- Implement session setup with ConnectionManager integration
- Add require_auth helper for event handlers
Socket.IO Server Setup (WS-001):
- Configure AsyncServer with ASGI mode
- Register /game namespace with event handlers
- Integrate with FastAPI via ASGIApp wrapper
- Configure CORS from application settings
Game Service (GS-001):
- Add stateless GameService for game lifecycle orchestration
- Create engine per-operation using rules from GameState
- Implement action-based RNG seeding for deterministic replay
- Add rng_seed field to GameState for replay support
Architecture verified:
- Core module independence (no forbidden imports)
- Config from request pattern (rules in GameState)
- Dependency injection (constructor deps, method config)
- All 1090 tests passing
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>