Document Version Control

Version Date Author Description
1.0 2025-05-03 System Design Team Initial version - Complete system design
1.1 2025-05-04 System Design Team Added security considerations for WebSocket
1.2 2025-05-05 System Design Team Updated database schemas, added Redis caching
1.3 2025-05-10 System Design Team Added monitoring and logging specifications
1.4 2025-05-15 System Design Team Updated API endpoints with rate limiting
1.5 2025-05-20 System Design Team Added future enhancement section

Review History

Date Reviewer Role Comments
2025-05-03 John Smith Lead Architect Approved initial design
2025-05-05 Jane Doe Security Engineer Suggested security enhancements
2025-05-10 Mike Johnson DevOps Lead Added deployment considerations
2025-05-15 Sarah Wilson Product Manager Verified feature alignment

Document Status

1. Introduction

1.1 Purpose

This document outlines the software design for a web-based Tic-Tac-Toe game that allows players to compete against each other over the internet in real-time.

1.2 Scope

The system will provide:

1.3 Definitions and Acronyms

2. System Architecture

2.1 High-Level Architecture

+-------------------+          +-------------------+          +-------------------+
|   Client Layer    |  <---->  |   Server Layer    |  <---->  |   Database Layer  |
| (React Frontend)  |          | (Node.js Backend) |          | (MongoDB/Redis)   |
+-------------------+          +-------------------+          +-------------------+
      

2.2 Technology Stack

3. Component Design

3.1 Frontend Components

3.1.1 Authentication Module

INTERFACE AuthComponent:
  FUNCTION login(username, password) -> Promise
  FUNCTION register(username, password, email) -> Promise
  FUNCTION logout() -> void
  FUNCTION getCurrentUser() -> User OR null
      

3.1.2 Game Board Component

INTERFACE GameBoardProps:
  gameState: GameState
  onCellClick: FUNCTION(row, col) -> void
  disabled: boolean
  currentPlayer: Player

INTERFACE GameState:
  board: CellValue[3][3]
  currentTurn: PlayerSymbol
  winner: PlayerSymbol OR null
  gameStatus: GameStatus

TYPE CellValue = 'X' OR 'O' OR null
TYPE PlayerSymbol = 'X' OR 'O'
TYPE GameStatus = 'waiting' OR 'in_progress' OR 'completed'
      

3.1.3 Game Room Component

INTERFACE GameRoomProps:
  roomId: string
  players: Player[]
  gameState: GameState
  onMove: FUNCTION(row, col) -> void
  onChat: FUNCTION(message) -> void
  onLeaveRoom: FUNCTION() -> void
      

3.1.4 Lobby Component

INTERFACE LobbyProps:
  availableRooms: GameRoom[]
  onCreateRoom: FUNCTION() -> void
  onJoinRoom: FUNCTION(roomId) -> void
  onRefresh: FUNCTION() -> void
      

3.2 Backend Components

3.2.1 Game Engine

CLASS GameEngine:
  PRIVATE board: CellValue[3][3]
  PRIVATE currentTurn: PlayerSymbol
  PRIVATE gameStatus: GameStatus
  
  FUNCTION constructor()
  FUNCTION makeMove(row, col, player) -> MoveResult
  FUNCTION checkWinner() -> PlayerSymbol OR null
  FUNCTION isValidMove(row, col) -> boolean
  FUNCTION resetGame() -> void
  FUNCTION getGameState() -> GameState

INTERFACE MoveResult:
  success: boolean
  error: string (optional)
  winner: PlayerSymbol (optional)
  gameStatus: GameStatus
      

3.2.2 Room Manager

CLASS RoomManager:
  PRIVATE rooms: Map
  
  FUNCTION createRoom(host) -> GameRoom
  FUNCTION joinRoom(roomId, player) -> boolean
  FUNCTION leaveRoom(roomId, player) -> void
  FUNCTION getRoomById(roomId) -> GameRoom OR null
  FUNCTION getAvailableRooms() -> GameRoom[]
  FUNCTION removeRoom(roomId) -> void

INTERFACE GameRoom:
  id: string
  players: Player[]
  gameEngine: GameEngine
  status: RoomStatus
  createdAt: Date
  chatHistory: ChatMessage[]
      

3.2.3 WebSocket Handler

CLASS WebSocketHandler:
  PRIVATE io: Server
  PRIVATE roomManager: RoomManager
  
  FUNCTION handleConnection(socket) -> void
  FUNCTION handleDisconnection(socket) -> void
  FUNCTION handleGameMove(socket, data) -> void
  FUNCTION handleChatMessage(socket, data) -> void
  FUNCTION broadcastGameState(roomId) -> void
  FUNCTION broadcastToRoom(roomId, event, data) -> void
      

3.3 Database Schemas

3.3.1 User Schema (MongoDB)

SCHEMA User:
  _id: ObjectId
  username: String
  email: String
  passwordHash: String
  stats: {
    gamesPlayed: Number
    wins: Number
    losses: Number
    draws: Number
  }
  createdAt: Date
  lastLogin: Date
      

3.3.2 Game History Schema (MongoDB)

SCHEMA GameHistory:
  _id: ObjectId
  roomId: String
  players: Array[
    {
      userId: ObjectId
      username: String
      symbol: String
    }
  ]
  moves: Array[
    {
      player: ObjectId
      position: { row: Number, col: Number }
      timestamp: Date
    }
  ]
  winner: ObjectId
  startTime: Date
  endTime: Date
  chatLogs: Array[
    {
      userId: ObjectId
      message: String
      timestamp: Date
    }
  ]
      

4. API Design

4.1 REST API Endpoints

Authentication

Game Management

Statistics

4.2 WebSocket Events

Client to Server

Server to Client

5. Security Considerations

5.1 Authentication & Authorization

5.2 Input Validation

5.3 Communication Security

6. Performance Considerations

6.1 Scalability

6.2 Caching Strategy

6.3 Optimization

7. Error Handling

7.1 Client-Side Error Handling

ENUM ErrorCode:
  NETWORK_ERROR
  INVALID_MOVE
  ROOM_FULL
  UNAUTHORIZED
  SERVER_ERROR

INTERFACE ErrorResponse:
  code: ErrorCode
  message: string
  details: any (optional)
      

7.2 Server-Side Error Handling

8. Testing Strategy

8.1 Unit Testing

8.2 Integration Testing