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
- Current Version: 1.5
- Status: Approved for Development
- Next Review Date: 2025-06-01
Table of Contents
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:
- Real-time multiplayer gameplay
- User authentication and profiles
- Game room creation and joining
- Game state synchronization
- Chat functionality
- Leaderboards and statistics
- Cross-platform support (web browsers)
1.3 Definitions and Acronyms
- WebSocket: Protocol providing full-duplex communication channels
- REST: Representational State Transfer
- API: Application Programming Interface
- JWT: JSON Web Token
- UUID: Universally Unique Identifier
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
- Frontend: React.js, TypeScript, Socket.io-client, Material-UI
- Backend: Node.js, Express.js, Socket.io, TypeScript
- Database: MongoDB (persistent data), Redis (session management)
- Authentication: JWT
- Deployment: Docker, Kubernetes, AWS/GCP
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: MapFUNCTION 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
POST /api/auth/register
- Register new userPOST /api/auth/login
- User loginPOST /api/auth/logout
- User logoutGET /api/auth/profile
- Get user profile
Game Management
GET /api/rooms
- List available roomsPOST /api/rooms
- Create new roomGET /api/rooms/:id
- Get room detailsDELETE /api/rooms/:id
- Delete room (host only)
Statistics
GET /api/stats/leaderboard
- Get global leaderboardGET /api/stats/user/:id
- Get user statisticsGET /api/stats/history/:userId
- Get user game history
4.2 WebSocket Events
Client to Server
create_room
- Create new game roomjoin_room
- Join existing roomleave_room
- Leave current roommake_move
- Make game movesend_message
- Send chat messagerequest_rematch
- Request rematch
Server to Client
room_created
- Room creation confirmationplayer_joined
- Player joined roomplayer_left
- Player left roomgame_started
- Game has startedgame_state_update
- Game state changedgame_ended
- Game has endedchat_message
- New chat messageerror
- Error occurred
5. Security Considerations
5.1 Authentication & Authorization
- JWT-based authentication with refresh tokens
- Password hashing using bcrypt
- Role-based access control
- Session management with Redis
5.2 Input Validation
- Sanitize all user inputs
- Validate move coordinates
- Rate limiting for API endpoints
- CSRF protection
5.3 Communication Security
- HTTPS for all communications
- WSS (WebSocket Secure) for real-time features
- CORS configuration
- XSS prevention
6. Performance Considerations
6.1 Scalability
- Horizontal scaling with load balancer
- Redis for session management
- Database indexing for frequent queries
- WebSocket server clustering
6.2 Caching Strategy
- Redis caching for active games
- Client-side caching for static assets
- CDN for media content
- Browser caching policies
6.3 Optimization
- Minimize WebSocket message size
- Batch database operations
- Lazy loading for game history
- Connection pooling for databases
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
- Global error middleware
- Logging with Winston/Morgan
- Error reporting to monitoring service
- Graceful degradation
8. Testing Strategy
8.1 Unit Testing
- Jest for JavaScript/TypeScript
- Test game logic independently
- Mock WebSocket connections
- Database operation testing
8.2 Integration Testing
- API endpoint testing
- WebSocket event testing
- Database integration tests