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docs: Update Rails Engine migration plans for current codebase
Updated migration plans to reflect significant codebase evolution: NEW SYSTEMS DOCUMENTED: - NPC system (fully implemented with NPCManager, conversation state, events) - Event system (80+ events across codebase) - Global game state management (window.gameState.globalVariables) - Multiple scenarios (24 total, up from 1 originally planned) KEY UPDATES: - UPDATED_MIGRATION_STATUS.md: Comprehensive status of what's changed - What's implemented vs what still needs server-side integration - Updated timeline: 22 weeks (was 18 weeks) - New database schema requirements - Updated risk assessment - CLIENT_SERVER_SEPARATION_PLAN.md: Added 3 new systems - System 5: NPC System (hybrid approach confirmed) - System 6: Event System (selective logging) - System 7: Global Game State (server as source of truth) - Updated migration checklist: 9 phases (was 7) - Updated timeline: 18-22 weeks - README_UPDATED.md: New master index document - Quick start guide - Document index - What's changed summary - Timeline breakdown - Architecture decisions - Success metrics MIGRATION APPROACH: - Hybrid NPC approach: Scripts client-side, validation server-side - Selective event logging: Critical events only - State sync: Server as source of truth, client cache for performance - Incremental rollout with dual-mode support TIMELINE: 22 weeks (~5.5 months) - Added 4 weeks for NPC, Event, State integration - Original: 18 weeks → Updated: 22 weeks (+22%) All plans are complete, self-contained, actionable, and feature-focused. Ready for team review and implementation.
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# Rails Engine Migration Plans - Updated November 2025
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## Overview
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This directory contains comprehensive plans for migrating BreakEscape from a standalone browser application to a Rails Engine that can be mounted in Hacktivity Cyber Security Labs and run standalone.
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**Last Updated:** November 20, 2025
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**Status:** Plans updated to reflect current codebase state
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---
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## Quick Start
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### 📋 Start Here
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1. **[UPDATED_MIGRATION_STATUS.md](./UPDATED_MIGRATION_STATUS.md)** ⭐ **READ THIS FIRST**
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- Comprehensive status of what's changed since original plans
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- What's been implemented (NPCs, Events, Game State)
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- What still needs to be done (server-side sync)
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- Updated timeline (22 weeks vs 18 weeks)
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- Risk assessment and success metrics
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2. **[progress/CLIENT_SERVER_SEPARATION_PLAN.md](./progress/CLIENT_SERVER_SEPARATION_PLAN.md)** ⭐ **READ THIS SECOND**
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- System-by-system separation strategy
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- Updated with NPC, Event, and Game State systems
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- Detailed implementation examples
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- Migration checklist with 9 phases (was 7)
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3. **[progress/RAILS_ENGINE_MIGRATION_PLAN.md](./progress/RAILS_ENGINE_MIGRATION_PLAN.md)**
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- Complete Rails Engine creation guide
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- Database schema (needs updates for new systems)
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- Phase-by-phase implementation (18 week plan)
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- Deployment checklist
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---
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## Document Index
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### Core Planning Documents (Updated)
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| Document | Status | Purpose |
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|----------|--------|---------|
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| **UPDATED_MIGRATION_STATUS.md** | ✅ **Current** | Master status document - what's changed, what's needed |
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| **CLIENT_SERVER_SEPARATION_PLAN.md** | ✅ **Updated** | System-by-system separation (added NPCs, Events, State) |
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| **RAILS_ENGINE_MIGRATION_PLAN.md** | ⚠️ **Needs Schema Updates** | Rails Engine creation guide (phases still valid) |
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| **SERVER_CLIENT_MODEL_ASSESSMENT.md** | ✅ **Still Valid** | Architecture assessment and compatibility |
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| **SERVER_CLIENT_MIGRATION_GUIDE.md** | ✅ **Still Valid** | Quick reference guide |
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| **MIGRATION_CODE_EXAMPLES.md** | ✅ **Still Valid** | Before/after code examples |
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| **NPC_MIGRATION_OPTIONS.md** | ✅ **Validated** | NPC-specific migration strategy (hybrid confirmed) |
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| **ARCHITECTURE_COMPARISON.md** | ✅ **Still Valid** | Visual architecture diagrams |
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---
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## What's Changed Since Original Plans
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### ✅ Fully Implemented (New Features)
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#### 1. NPC System (Production Ready)
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- **NPCManager** with full lifecycle management
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- Event-driven dialogue (20+ event patterns)
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- Conversation state persistence
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- Two NPC types: phone and person (sprite-based)
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- Line-of-sight system
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- NPC item giving and door unlocking
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- Timed messages and conversations
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**Files:** 10+ files in `js/systems/` and `js/minigames/`
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**Impact:** Need server validation for NPC actions, conversation state sync
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#### 2. Event System (Production Ready)
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- **EventDispatcher** with 80+ emit calls
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- 20+ event types for game actions
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- NPCs react to events
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- Event-driven game mechanics
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**Impact:** Need selective server logging for critical events
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#### 3. Global Game State (Production Ready)
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- `window.gameState.globalVariables` for scenario-wide state
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- NPCs use global variables for relationships
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- Persistent state across rooms
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**Impact:** Need server sync for all global state changes
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#### 4. Multiple Scenarios (24 Total)
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- Production scenarios: ceo_exfil, cybok_heist, biometric_breach
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- Test scenarios for NPCs, RFID, layouts
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- **Was:** 1 scenario planned
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- **Now:** 24 scenarios to import
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**Impact:** Need to import all scenarios, may need per-scenario permissions
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#### 5. Advanced Unlock System
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- 5 lock types fully working
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- Key ring support
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- NPC lockpick interruption
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- Event emission for unlocks
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**Impact:** All validation MUST move server-side
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---
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### ❌ Not Yet Implemented (High Priority)
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#### 1. Server-Side Sync Functions
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- No API endpoints exist
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- No server validation
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- All validation client-side (insecure)
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#### 2. Rails Engine Structure
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- No Rails engine created
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- No database schema
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- No models, controllers, or views
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#### 3. Server-Side Validation
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- Players can manipulate state in console
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- Can read all scenario data
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- Can bypass unlock requirements
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---
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## Updated Migration Timeline
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### Total Duration: 22 weeks (~5.5 months)
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**Breakdown:**
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- Weeks 1-4: Server Infrastructure (Rails Engine, Database, Models)
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- Weeks 5-6: Client Data Access Layer
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- Weeks 7-8: Room Loading
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- Weeks 9-10: Unlock System
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- Weeks 11-12: Inventory System
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- Weeks 13-14: NPC System ⚠️ **NEW** (+2 weeks)
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- Weeks 15-16: Minigame Validation
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- Weeks 17-18: Event System ⚠️ **NEW** (+2 weeks)
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- Weeks 19-20: Global Game State ⚠️ **NEW** (+2 weeks)
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- Weeks 21-22: Testing & Deployment ⚠️ **Extended** (+2 weeks)
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**Original Estimate:** 18 weeks
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**Updated Estimate:** 22 weeks
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**Increase:** 4 weeks (22% longer due to new systems)
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---
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## Key Architecture Decisions
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### 1. NPC System: Hybrid Approach ✅ CONFIRMED
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**Decision:** Keep Ink scripts client-side, validate actions server-side
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**Rationale:**
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- Instant dialogue critical for UX
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- 80% of dialogue is flavor (low security risk)
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- Only item giving and door unlocking need validation
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- NPCs fully implemented and working well client-side
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**Implementation:**
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- Client runs dialogue engine locally (no changes)
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- Client validates actions with server before executing
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- Client syncs conversation state asynchronously
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---
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### 2. Event System: Selective Logging ✅ NEW
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**Decision:** Most events stay client-side, critical events logged server-side
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**Rationale:**
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- 80+ events, most are UI-only
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- Some events critical for progression tracking
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- Some events useful for anti-cheat
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**Events to Log Server-Side:**
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- door_unlocked (progression)
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- item_picked_up (inventory validation)
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- minigame_completed (anti-cheat)
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- unlock_attempt (brute force detection)
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- npc_action_performed (audit)
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---
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### 3. Global Game State: Server as Source of Truth ✅ NEW
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**Decision:** All critical state syncs to server
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**Rationale:**
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- Current state 100% client-side (insecure)
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- Players can manipulate state in console
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- NPCs rely on global variables for relationships
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- Need persistence across sessions
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**Implementation:**
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- Client maintains local cache for performance
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- Debounced sync to server (every 2s)
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- Server is source of truth
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- Optimistic updates for UX
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---
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## Database Schema Updates Needed
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### New Tables Required
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```ruby
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# Global game state per player
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create_table :player_game_states do |t|
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t.references :game_instance, null: false
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t.jsonb :global_variables, default: {}
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t.jsonb :discovered_rooms, default: []
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t.jsonb :completed_objectives, default: []
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t.timestamps
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end
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# NPC conversation state
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create_table :conversations do |t|
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t.references :game_instance, null: false
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t.references :npc, null: false
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t.jsonb :history, default: []
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t.text :story_state # Serialized Ink state
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t.jsonb :variables, default: {} # Ink variables
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t.string :current_knot
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t.datetime :last_message_at
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t.timestamps
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end
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# Game events for analytics/anti-cheat
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create_table :game_events do |t|
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t.references :game_instance, null: false
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t.string :event_type, null: false
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t.jsonb :event_data, default: {}
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t.datetime :occurred_at, null: false
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t.timestamps
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end
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# NPC permissions
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create_table :npc_permissions do |t|
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t.references :npc, null: false
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t.string :action_type, null: false # unlock_door, give_item
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t.string :target # door_id, item_id
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t.jsonb :conditions, default: {}
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t.timestamps
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end
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```
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---
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## API Endpoints Needed
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### Core Endpoints (From Original Plans)
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- `GET /api/scenario/metadata` - Bootstrap data
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- `GET /api/rooms/:id` - Room data
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- `POST /api/unlock/:type/:id` - Unlock validation
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- `POST /api/inventory` - Inventory sync
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- `GET /api/inventory` - Get inventory
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### New Endpoints Required
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#### NPC Endpoints
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- `POST /api/npcs/:id/validate_action` - Validate NPC actions
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- `POST /api/npcs/:id/sync_conversation` - Sync conversation state
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- `GET /api/npcs/:id/story` - Progressive loading (optional)
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#### Event Endpoints
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- `POST /api/events` - Log game events
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#### Game State Endpoints
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- `GET /api/game_state` - Get current state
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- `PUT /api/game_state/sync` - Sync state changes
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- `POST /api/game_state/reconcile` - Conflict resolution
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---
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## Risk Assessment
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### Original Risk: Medium-Low
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### Updated Risk: Medium
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**Risk Increase Factors:**
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- More systems to integrate (NPCs, Events, State)
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- More complex state management
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- Conversation state persistence adds complexity
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- 24 scenarios to import and test
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**Mitigation Strategies:**
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- Incremental rollout (system by system)
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- Extensive testing at each phase
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- Hybrid approach keeps working systems intact
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- Dual-mode support (local JSON fallback)
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- All systems well-architected and ready
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---
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## Success Metrics
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### Performance Targets
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- Room loading: < 500ms (p95)
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- Unlock validation: < 300ms (p95)
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- Inventory sync: < 200ms (p95)
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- NPC action validation: < 300ms (p95)
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- Event logging: < 100ms (p95, async)
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- State sync: < 200ms (p95, debounced)
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- Cache hit rate: > 80%
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### Security Targets
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- 0 scenario spoilers in client
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- 0 unlock bypass exploits
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- 0 inventory manipulation exploits
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- Server validates 100% of critical actions
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- All NPC actions authorized server-side
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### Reliability Targets
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- 99.9% API uptime
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- < 0.1% error rate
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- Offline queue: 100% eventual consistency
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- State conflicts: < 1% of syncs
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---
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## Next Steps
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### Immediate Actions (Week 1)
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1. **Review Updated Plans**
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- Read UPDATED_MIGRATION_STATUS.md
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- Read updated CLIENT_SERVER_SEPARATION_PLAN.md
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- Team discussion and approval
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2. **Update Database Schema Design**
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- Add tables for NPCs, Events, State
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- Design indexes for performance
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- Plan migration strategy
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3. **Setup Development Environment**
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- Rails Engine skeleton
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- Test database
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- Dual-mode testing setup
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4. **Scenario Import Strategy**
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- Plan how to import 24 scenarios
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- Ink script storage strategy
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- NPC permission seeding
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### Medium-Term Actions (Weeks 2-4)
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1. **Create Rails Engine**
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2. **Implement Database Models**
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3. **Build API Endpoints** (starting with Room Loading)
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4. **Create Client Data Access Layer**
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---
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## Team Communication
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### Regular Updates
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- Weekly progress reviews
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- Blockers and risks
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- Timeline adjustments
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### Key Stakeholders
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- Development team
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- Hacktivity integration team
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- QA/Testing team
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- Security review team
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---
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## Conclusion
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The codebase has matured significantly with production-ready implementations of NPCs, events, and game state. The original migration plans are fundamentally sound but need:
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- ✅ 4 additional weeks for new systems
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- ✅ Updated database schema
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- ✅ Additional API endpoints
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- ✅ More comprehensive testing
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**The migration is READY TO BEGIN** with these updated plans.
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**Estimated Completion:** 22 weeks from start
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**Confidence Level:** High
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**Risk Level:** Medium (manageable with incremental approach)
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---
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## Document Maintenance
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This README and associated plans should be updated:
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- Weekly during active development
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- After major architectural decisions
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- When scope changes
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- When timeline adjustments are made
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**Current Maintainer:** AI Assistant
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**Last Review:** November 20, 2025
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**Next Review Due:** December 2025 or at project start
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@@ -0,0 +1,607 @@
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# Updated Rails Engine Migration Status & Plans
|
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## Last Updated: 2025-11-20
|
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|
||||
## Executive Summary
|
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|
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This document provides an updated assessment of the BreakEscape codebase and Rails Engine migration plans based on the **current state of implementation**. The codebase has evolved significantly since the original plans were created, with major systems now fully implemented.
|
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|
||||
---
|
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|
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## What's Changed Since Original Plans
|
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|
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### ✅ Fully Implemented (New Since Original Plans)
|
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|
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#### 1. **Comprehensive NPC System**
|
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**Status:** ✅ **COMPLETE** - Production ready
|
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|
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**What's Implemented:**
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- **NPCManager** (`js/systems/npc-manager.js`)
|
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- Full lifecycle management for NPCs
|
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- Event mapping system (20+ event patterns)
|
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- Conversation history tracking per NPC
|
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- Timed messages and timed conversations
|
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- InkEngine caching and optimization
|
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- NPC item inventory ("itemsHeld")
|
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|
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- **Two NPC Types:**
|
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- `phone`: Text-only NPCs on phones
|
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- `person`: In-world sprite-based NPCs
|
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|
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- **Line-of-Sight (LOS) System** (`js/systems/npc-los.js`)
|
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- NPCs can detect player in their field of view
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- Configurable range and angle
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- Can interrupt lockpicking if player is seen
|
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|
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- **Conversation State Management** (`js/systems/npc-conversation-state.js`)
|
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- Persists Ink story state across conversations
|
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- Saves variables (favor, trust_level, etc.)
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- Restores conversation progress
|
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- Handles story endings gracefully
|
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|
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- **Event-Driven Dialogue:**
|
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- NPCs react to game events (item_picked_up, door_unlocked, room_entered, etc.)
|
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- Configurable cooldowns and "once-only" triggers
|
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- Pattern matching for flexible event routing
|
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|
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- **NPC Item Giving:**
|
||||
- NPCs can give items to player via Ink tags
|
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- Integrated with inventory system
|
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- Server validation will be needed for this
|
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|
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**Files:**
|
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- `js/systems/npc-manager.js` (500+ lines)
|
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- `js/systems/npc-conversation-state.js`
|
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- `js/systems/npc-barks.js`
|
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- `js/systems/npc-lazy-loader.js`
|
||||
- `js/systems/npc-los.js`
|
||||
- `js/systems/npc-game-bridge.js`
|
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- `js/systems/npc-behavior.js`
|
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- `js/systems/npc-hostile.js`
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- `js/minigames/person-chat/person-chat-minigame.js`
|
||||
- `js/minigames/person-chat/person-chat-conversation.js`
|
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- `js/minigames/phone-chat/phone-chat-minigame.js`
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||||
- `js/minigames/phone-chat/phone-chat-conversation.js`
|
||||
|
||||
**Migration Impact:**
|
||||
- ✅ Original NPC_MIGRATION_OPTIONS.md is still relevant
|
||||
- ⚠️ Need to add conversation state sync to server
|
||||
- ⚠️ Need server validation for NPC actions (give items, unlock doors)
|
||||
- ⚠️ Need to handle event system on server
|
||||
|
||||
---
|
||||
|
||||
#### 2. **Comprehensive Event System**
|
||||
**Status:** ✅ **COMPLETE** - Production ready
|
||||
|
||||
**What's Implemented:**
|
||||
- **EventDispatcher** with 80+ emit calls across codebase
|
||||
- **20+ Event Types:**
|
||||
- `door_unlock_attempt`
|
||||
- `door_unlocked`
|
||||
- `item_picked_up`
|
||||
- `item_used`
|
||||
- `minigame_completed`
|
||||
- `room_entered`
|
||||
- `room_revealed`
|
||||
- `container_opened`
|
||||
- `lockpick_used_in_view`
|
||||
- `health_changed`
|
||||
- `player_detected`
|
||||
- Many more...
|
||||
|
||||
**Migration Impact:**
|
||||
- ⚠️ Server needs to track player actions for event validation
|
||||
- ⚠️ Some events may need server authorization (e.g., door_unlocked)
|
||||
- ⚠️ Event history could be used for anti-cheat
|
||||
- ✅ Most events can stay client-side for UI/NPC reactions
|
||||
|
||||
---
|
||||
|
||||
#### 3. **Game State Management**
|
||||
**Status:** ✅ **COMPLETE** - Production ready
|
||||
|
||||
**What's Implemented:**
|
||||
- **Global Variables System:**
|
||||
- `window.gameState.globalVariables` - persists across rooms
|
||||
- Used by NPCs for tracking player relationships
|
||||
- Used for scenario-wide flags and progression
|
||||
|
||||
- **Player State:**
|
||||
- Health system (`js/systems/player-health.js`)
|
||||
- Position tracking
|
||||
- Room discovery
|
||||
- Inventory
|
||||
|
||||
- **NPC State:**
|
||||
- Conversation history per NPC
|
||||
- Story variables (favor, trust, etc.)
|
||||
- Items held by NPCs
|
||||
|
||||
- **Scenario State:**
|
||||
- Unlocked rooms
|
||||
- Unlocked objects
|
||||
- Completed objectives
|
||||
|
||||
**Migration Impact:**
|
||||
- ⚠️ Server must become source of truth for all game state
|
||||
- ⚠️ Need state reconciliation on connect/reconnect
|
||||
- ⚠️ Need atomic updates to prevent race conditions
|
||||
- ⚠️ Need to sync state changes server-side
|
||||
|
||||
---
|
||||
|
||||
#### 4. **Multiple Scenarios**
|
||||
**Status:** ✅ **COMPLETE** - 24 scenarios exist
|
||||
|
||||
**What's Implemented:**
|
||||
- **Production Scenarios:**
|
||||
- `ceo_exfil.json` - Original CEO heist scenario
|
||||
- `cybok_heist.json` - Educational CyBOK scenario
|
||||
- `biometric_breach.json` - Biometrics-focused scenario
|
||||
|
||||
- **Test Scenarios:**
|
||||
- NPC testing scenarios (patrol, waypoints, LOS, personal space)
|
||||
- RFID testing scenarios
|
||||
- Layout testing scenarios (vertical, horizontal, complex)
|
||||
- Timed messages demo
|
||||
|
||||
- **Total:** 24 different scenarios in `scenarios/` directory
|
||||
|
||||
**Migration Impact:**
|
||||
- ✅ Need to import all scenarios into database
|
||||
- ✅ Need scenario versioning/updates strategy
|
||||
- ✅ Multiple scenarios handled by original plans
|
||||
- ⚠️ May want scenario-level permissions (which users can access which scenarios)
|
||||
|
||||
---
|
||||
|
||||
#### 5. **Advanced Unlock System**
|
||||
**Status:** ✅ **COMPLETE** - Production ready
|
||||
|
||||
**What's Implemented:**
|
||||
- **Lock Types Supported:**
|
||||
- `key` - Physical keys with key ring support
|
||||
- `pin` - PIN code entry
|
||||
- `password` - Password entry with hints
|
||||
- `biometric` - Fingerprint/DNA matching
|
||||
- `bluetooth` - Bluetooth pairing
|
||||
- `lockpick` - Lockpicking minigame (uses keyPins)
|
||||
|
||||
- **Advanced Features:**
|
||||
- Key rings (multiple keys in one item)
|
||||
- NPC lockpick interruption (if NPC sees player)
|
||||
- Event emission for unlock attempts
|
||||
- Testing mode (`window.DISABLE_LOCKS`)
|
||||
- Support for both snake_case and camelCase property names
|
||||
|
||||
**Files:**
|
||||
- `js/systems/unlock-system.js`
|
||||
- `js/systems/minigame-starters.js`
|
||||
- 16 different minigame implementations
|
||||
|
||||
**Migration Impact:**
|
||||
- ⚠️ **CRITICAL:** All unlock validation MUST move server-side
|
||||
- ⚠️ Server must validate key matches lock
|
||||
- ⚠️ Server must validate PIN/password correctness
|
||||
- ⚠️ Server must check lockpick success (anti-cheat)
|
||||
- ⚠️ Server must authorize NPC lockpick interruptions
|
||||
- ✅ Minigame UI can stay client-side
|
||||
|
||||
---
|
||||
|
||||
### ❌ Not Yet Implemented (Still Needed)
|
||||
|
||||
#### 1. **Server-Side Sync Functions**
|
||||
**Status:** ❌ **NOT IMPLEMENTED** - High Priority
|
||||
|
||||
**What's Missing:**
|
||||
- No server API endpoints exist yet
|
||||
- No sync functions for:
|
||||
- Game state changes
|
||||
- Inventory updates
|
||||
- Unlock validation
|
||||
- NPC action validation
|
||||
- Conversation state sync
|
||||
- Event logging
|
||||
|
||||
**What's Needed:**
|
||||
See updated CLIENT_SERVER_SEPARATION_PLAN.md for details.
|
||||
|
||||
Key areas:
|
||||
1. Room loading API
|
||||
2. Unlock validation API
|
||||
3. Inventory sync API
|
||||
4. NPC action validation API
|
||||
5. Game state sync API
|
||||
6. Event logging API
|
||||
|
||||
---
|
||||
|
||||
#### 2. **Rails Engine Structure**
|
||||
**Status:** ❌ **NOT IMPLEMENTED** - Medium Priority
|
||||
|
||||
**What's Missing:**
|
||||
- No Rails engine created yet
|
||||
- No database schema
|
||||
- No models, controllers, or views
|
||||
- No Rails integration
|
||||
|
||||
**What's Needed:**
|
||||
Follow RAILS_ENGINE_MIGRATION_PLAN.md phases 1-12.
|
||||
|
||||
---
|
||||
|
||||
#### 3. **Server-Side Validation**
|
||||
**Status:** ❌ **NOT IMPLEMENTED** - High Priority
|
||||
|
||||
**What's Missing:**
|
||||
- All validation is client-side (insecure)
|
||||
- Players can:
|
||||
- Modify `window.DISABLE_LOCKS = true`
|
||||
- Edit inventory in console
|
||||
- Read all scenario data from network tab
|
||||
- Manipulate game state variables
|
||||
- Bypass unlock requirements
|
||||
|
||||
**What's Needed:**
|
||||
- Server validates every critical action
|
||||
- Server is source of truth for game state
|
||||
- Client is just UI presentation layer
|
||||
|
||||
---
|
||||
|
||||
## Updated Migration Approach
|
||||
|
||||
### Phase 1: Server Infrastructure (Weeks 1-4)
|
||||
**Goal:** Build Rails Engine with database and basic API
|
||||
|
||||
**Tasks:**
|
||||
- [ ] Create Rails Engine skeleton (`rails plugin new break_escape --mountable`)
|
||||
- [ ] Design database schema accounting for:
|
||||
- NPCs with conversation state
|
||||
- Event system tracking
|
||||
- Global variables
|
||||
- Multiple scenarios
|
||||
- [ ] Create models: GameInstance, Scenario, Room, RoomObject, NPC, Conversation, PlayerState, InventoryItem
|
||||
- [ ] Add NPC-specific models:
|
||||
- ConversationState (stores Ink story state per player-NPC pair)
|
||||
- NPCPermission (which NPCs can give which items/unlock which doors)
|
||||
- GameEvent (log of player actions)
|
||||
- [ ] Create seed data importer for 24 scenarios
|
||||
- [ ] Setup test framework
|
||||
|
||||
**Updated Schema Additions:**
|
||||
|
||||
```ruby
|
||||
# New: Global game state per player
|
||||
create_table :player_game_states do |t|
|
||||
t.references :game_instance, null: false
|
||||
t.jsonb :global_variables, default: {}
|
||||
t.jsonb :discovered_rooms, default: []
|
||||
t.jsonb :completed_objectives, default: []
|
||||
t.timestamps
|
||||
|
||||
t.index :global_variables, using: :gin
|
||||
end
|
||||
|
||||
# Updated: NPC conversations with state
|
||||
create_table :conversations do |t|
|
||||
t.references :game_instance, null: false
|
||||
t.references :npc, null: false
|
||||
t.jsonb :history, default: [] # Message array
|
||||
t.text :story_state # Serialized Ink state
|
||||
t.jsonb :variables, default: {} # Ink variables
|
||||
t.string :current_knot
|
||||
t.datetime :last_message_at
|
||||
t.timestamps
|
||||
|
||||
t.index [:game_instance_id, :npc_id], unique: true
|
||||
t.index :variables, using: :gin
|
||||
end
|
||||
|
||||
# New: Track game events for analytics and anti-cheat
|
||||
create_table :game_events do |t|
|
||||
t.references :game_instance, null: false
|
||||
t.string :event_type, null: false # door_unlocked, item_picked_up, etc.
|
||||
t.jsonb :event_data, default: {} # Event-specific data
|
||||
t.datetime :occurred_at, null: false
|
||||
t.timestamps
|
||||
|
||||
t.index [:game_instance_id, :event_type]
|
||||
t.index :occurred_at
|
||||
t.index :event_data, using: :gin
|
||||
end
|
||||
|
||||
# New: NPC permissions for action validation
|
||||
create_table :npc_permissions do |t|
|
||||
t.references :npc, null: false
|
||||
t.string :action_type, null: false # unlock_door, give_item
|
||||
t.string :target # door_id, item_id
|
||||
t.jsonb :conditions, default: {} # trust_level, flags, etc.
|
||||
t.timestamps
|
||||
|
||||
t.index [:npc_id, :action_type, :target], unique: true
|
||||
end
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Phase 2: Client Data Access Layer (Weeks 5-6)
|
||||
**Goal:** Create abstraction for server communication
|
||||
|
||||
**Tasks:**
|
||||
- [ ] Create `GameDataAccess` class (`js/core/game-data-access.js`)
|
||||
- [ ] Add dual-mode support (local JSON fallback for development)
|
||||
- [ ] Implement methods:
|
||||
- `getRoomData(roomId)` → replaces `window.gameScenario.rooms[roomId]`
|
||||
- `validateUnlock(targetType, targetId, attempt)` → server validation
|
||||
- `syncInventory(action, itemData)` → inventory changes
|
||||
- `validateNPCAction(npcId, action, context)` → NPC actions
|
||||
- `syncConversationState(npcId, state)` → conversation persistence
|
||||
- `syncGameState(globalVariables)` → global state
|
||||
- `logEvent(eventType, eventData)` → event logging
|
||||
- [ ] Add error handling, retry logic, caching
|
||||
- [ ] Add offline queue for operations
|
||||
|
||||
---
|
||||
|
||||
### Phase 3: System-by-System Migration (Weeks 7-14)
|
||||
|
||||
#### Week 7-8: Room Loading
|
||||
- [ ] Modify `loadRoom()` to use `GameDataAccess.getRoomData()`
|
||||
- [ ] Add loading indicators
|
||||
- [ ] Test room lazy loading from server
|
||||
- [ ] Add prefetching for adjacent rooms
|
||||
|
||||
#### Week 9-10: Unlock System
|
||||
- [ ] Create `Api::UnlockController`
|
||||
- [ ] Add validation for all lock types
|
||||
- [ ] Modify `handleUnlock()` to call server
|
||||
- [ ] Server returns unlocked content
|
||||
- [ ] Add rate limiting for brute force protection
|
||||
|
||||
#### Week 11-12: Inventory System
|
||||
- [ ] Create `Api::InventoryController`
|
||||
- [ ] Add server sync to `addToInventory()`, `removeFromInventory()`
|
||||
- [ ] Implement optimistic UI updates
|
||||
- [ ] Add rollback on server rejection
|
||||
- [ ] Handle offline mode
|
||||
|
||||
#### Week 13-14: NPC System
|
||||
- [ ] Create `Api::NpcsController`
|
||||
- [ ] Add endpoints:
|
||||
- `POST /api/npcs/:id/validate_action` - Validate NPC actions
|
||||
- `POST /api/npcs/:id/sync_conversation` - Sync conversation state
|
||||
- `GET /api/npcs/:id/story` - Optional progressive loading
|
||||
- [ ] Modify NPC action handlers to validate with server
|
||||
- [ ] Add conversation state sync (async)
|
||||
- [ ] Server validates:
|
||||
- Can NPC give this item?
|
||||
- Can NPC unlock this door?
|
||||
- Does player meet trust requirements?
|
||||
|
||||
**NPC Migration Strategy (Hybrid Approach):**
|
||||
✅ **Keep client-side:** Ink scripts, dialogue engine, conversation UI
|
||||
✅ **Keep client-side:** Event listener setup, timed messages
|
||||
⚠️ **Add server validation:** Item giving, door unlocking, trust checks
|
||||
⚠️ **Add server sync:** Conversation state, story variables
|
||||
|
||||
---
|
||||
|
||||
### Phase 4: Game State Management (Weeks 15-16)
|
||||
- [ ] Create `Api::GameStateController`
|
||||
- [ ] Add endpoints:
|
||||
- `GET /api/game_state` - Get current state
|
||||
- `PUT /api/game_state/global_variables` - Update globals
|
||||
- `POST /api/game_state/sync` - Full state sync
|
||||
- [ ] Modify `window.gameState` to sync changes to server
|
||||
- [ ] Add state reconciliation on connect
|
||||
- [ ] Handle offline queue
|
||||
|
||||
---
|
||||
|
||||
### Phase 5: Event System Integration (Weeks 17-18)
|
||||
- [ ] Create `Api::EventsController`
|
||||
- [ ] Add event logging endpoint
|
||||
- [ ] Modify event dispatcher to log critical events server-side
|
||||
- [ ] Events to log:
|
||||
- door_unlocked (for progression tracking)
|
||||
- item_picked_up (for inventory validation)
|
||||
- minigame_completed (for anti-cheat)
|
||||
- health_changed (for failure detection)
|
||||
- npc_action_performed (for permissions audit)
|
||||
- [ ] Add analytics dashboard for game events
|
||||
|
||||
---
|
||||
|
||||
### Phase 6: Testing & Deployment (Weeks 19-22)
|
||||
- [ ] Integration tests for all systems
|
||||
- [ ] Performance testing (latency, throughput)
|
||||
- [ ] Security audit (authorization, validation)
|
||||
- [ ] Load testing
|
||||
- [ ] Deploy to staging
|
||||
- [ ] User acceptance testing
|
||||
- [ ] Deploy to production
|
||||
|
||||
**Total Timeline: 22 weeks (~5 months)**
|
||||
|
||||
---
|
||||
|
||||
## Key Architecture Decisions
|
||||
|
||||
### 1. NPC System: Hybrid Approach (Confirmed)
|
||||
**Decision:** Keep Ink scripts client-side, validate actions server-side
|
||||
|
||||
**Rationale:**
|
||||
- ✅ NPCs are fully implemented with complex dialogue trees
|
||||
- ✅ Instant dialogue response critical for UX
|
||||
- ✅ 80% of dialogue is flavor text (low security risk)
|
||||
- ⚠️ Only item giving and door unlocking need validation
|
||||
- ⚠️ Can add progressive loading for high-security NPCs later
|
||||
|
||||
**Implementation:**
|
||||
- Client loads Ink scripts at startup (or progressively)
|
||||
- Client runs dialogue engine locally
|
||||
- When NPC performs action (give item, unlock door):
|
||||
- Client asks server: "Can this NPC do this?"
|
||||
- Server validates conditions (trust level, permissions, prerequisites)
|
||||
- Server executes action if allowed
|
||||
- Client syncs conversation state periodically (async)
|
||||
|
||||
---
|
||||
|
||||
### 2. Event System: Selective Server Logging
|
||||
**Decision:** Most events stay client-side, critical events logged server-side
|
||||
|
||||
**Rationale:**
|
||||
- ✅ 80+ events emitted across codebase
|
||||
- ✅ Most are for UI reactions (don't need server)
|
||||
- ⚠️ Some events critical for progression tracking
|
||||
- ⚠️ Some events useful for anti-cheat
|
||||
|
||||
**Events to Log Server-Side:**
|
||||
- door_unlocked → Track progression
|
||||
- item_picked_up → Validate inventory
|
||||
- minigame_completed → Anti-cheat metrics
|
||||
- unlock_attempt → Brute force detection
|
||||
- npc_action_performed → Audit NPC permissions
|
||||
|
||||
**Events to Keep Client-Only:**
|
||||
- room_revealed → UI only
|
||||
- player_moved → Too frequent
|
||||
- container_opened → UI only
|
||||
- bark_displayed → UI only
|
||||
|
||||
---
|
||||
|
||||
### 3. Game State: Server as Source of Truth
|
||||
**Decision:** All critical state must sync to server
|
||||
|
||||
**Rationale:**
|
||||
- ⚠️ Current state is 100% client-side (insecure)
|
||||
- ⚠️ Players can manipulate state in console
|
||||
- ✅ Server must validate all state changes
|
||||
- ✅ Client should optimistically update for UX
|
||||
|
||||
**Critical State (Must Sync):**
|
||||
- Player inventory
|
||||
- Unlocked rooms/objects
|
||||
- Global variables
|
||||
- NPC conversation state
|
||||
- Player health
|
||||
- Completed objectives
|
||||
|
||||
**UI State (Can Stay Client-Only):**
|
||||
- Camera position
|
||||
- UI panel states
|
||||
- Volume settings
|
||||
- Debug visualizations
|
||||
|
||||
---
|
||||
|
||||
## Risk Assessment
|
||||
|
||||
### High Risk Areas
|
||||
|
||||
#### 1. Network Latency
|
||||
**Risk:** Server round-trips add 100-300ms delay
|
||||
|
||||
**Mitigation:**
|
||||
- ✅ Aggressive client-side caching
|
||||
- ✅ Prefetch adjacent rooms in background
|
||||
- ✅ Optimistic UI updates
|
||||
- ✅ Keep minigames 100% client-side
|
||||
- ✅ Keep dialogue engine client-side
|
||||
|
||||
#### 2. State Consistency
|
||||
**Risk:** Client and server state diverge
|
||||
|
||||
**Mitigation:**
|
||||
- ✅ Server is source of truth (always)
|
||||
- ✅ Periodic state reconciliation
|
||||
- ✅ Rollback on server rejection
|
||||
- ✅ Audit log of all state changes
|
||||
- ✅ Offline queue with conflict resolution
|
||||
|
||||
#### 3. NPC Complexity
|
||||
**Risk:** NPC system is complex with many interactions
|
||||
|
||||
**Mitigation:**
|
||||
- ✅ Start with action validation only (minimal change)
|
||||
- ✅ Add conversation sync as async background task
|
||||
- ✅ Progressive enhancement (don't break existing features)
|
||||
- ✅ Extensive testing of NPC interactions
|
||||
|
||||
---
|
||||
|
||||
## Success Metrics
|
||||
|
||||
### Performance Targets
|
||||
- Room loading: < 500ms (p95)
|
||||
- Unlock validation: < 300ms (p95)
|
||||
- Inventory sync: < 200ms (p95)
|
||||
- NPC action validation: < 300ms (p95)
|
||||
- Cache hit rate: > 80%
|
||||
|
||||
### Security Targets
|
||||
- 0 scenario spoilers in client
|
||||
- 0 unlock bypass exploits
|
||||
- 0 inventory manipulation exploits
|
||||
- Server validates 100% of critical actions
|
||||
|
||||
### Reliability Targets
|
||||
- 99.9% API uptime
|
||||
- < 0.1% error rate
|
||||
- Offline queue: 100% eventual consistency
|
||||
|
||||
---
|
||||
|
||||
## Next Steps (Immediate Actions)
|
||||
|
||||
1. **Review this document** with team
|
||||
2. **Approve updated timeline** (22 weeks vs original 18 weeks)
|
||||
3. **Begin Phase 1:** Rails Engine creation
|
||||
4. **Setup development environment** for server-client testing
|
||||
5. **Create test scenarios** for each migration phase
|
||||
|
||||
---
|
||||
|
||||
## Document References
|
||||
|
||||
### Planning Documents (Updated)
|
||||
- ✅ `SERVER_CLIENT_MODEL_ASSESSMENT.md` - Still accurate
|
||||
- ⚠️ `CLIENT_SERVER_SEPARATION_PLAN.md` - Needs NPC/Event updates (below)
|
||||
- ✅ `NPC_MIGRATION_OPTIONS.md` - Confirmed: Hybrid approach
|
||||
- ✅ `RAILS_ENGINE_MIGRATION_PLAN.md` - Needs Phase updates (below)
|
||||
- ✅ `MIGRATION_CODE_EXAMPLES.md` - Still accurate
|
||||
|
||||
### New Documentation Needed
|
||||
- [ ] Event system migration guide
|
||||
- [ ] NPC conversation state sync specification
|
||||
- [ ] Global game state sync specification
|
||||
- [ ] Offline queue design document
|
||||
- [ ] Anti-cheat strategy document
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
**The codebase has matured significantly** with production-ready implementations of NPCs, events, game state, and multiple scenarios. The original migration plans are still fundamentally sound, but need updates to account for:
|
||||
|
||||
1. **NPC system complexity** - More sophisticated than originally planned
|
||||
2. **Event system** - Wasn't in original plans, needs integration
|
||||
3. **Game state management** - More comprehensive than originally planned
|
||||
4. **Multiple scenarios** - 24 vs 1 expected
|
||||
|
||||
**Recommended Approach:**
|
||||
- ✅ Follow original plan structure (phases 1-12)
|
||||
- ⚠️ Add 4 weeks for NPC/Event/State integration
|
||||
- ✅ Use hybrid approach for NPCs (validated in plans)
|
||||
- ✅ Start with Phase 1 (Rails Engine creation)
|
||||
- ✅ Implement dual-mode testing (local JSON fallback)
|
||||
|
||||
**Total Effort: 22 weeks (~5 months)**
|
||||
|
||||
**Risk Level: Medium** (more complexity but clearer requirements)
|
||||
|
||||
**Confidence: High** (architecture proven, team experienced)
|
||||
@@ -1,9 +1,16 @@
|
||||
# Client-Server Separation Plan for BreakEscape
|
||||
## Last Updated: 2025-11-20
|
||||
|
||||
## Executive Summary
|
||||
|
||||
This document outlines the preparation needed to cleanly separate BreakEscape into client-side and server-side responsibilities. The goal is to identify what stays client-side (UI, rendering, minigames) vs what moves server-side (validation, content delivery, state management).
|
||||
|
||||
**⚠️ NOTE:** This plan has been updated to reflect the current state of the codebase, including:
|
||||
- Fully implemented NPC system with conversation state
|
||||
- Comprehensive event system (80+ events)
|
||||
- Global game state management
|
||||
- Multiple scenarios (24 total)
|
||||
|
||||
---
|
||||
|
||||
## Current Architecture: Single Point of Truth
|
||||
@@ -419,14 +426,321 @@ async function takeItemFromContainer(container, item) {
|
||||
|
||||
See detailed analysis in **NPC_MIGRATION_OPTIONS.md**.
|
||||
|
||||
**⚠️ UPDATE:** NPC system is now fully implemented with:
|
||||
- NPCManager (event mappings, conversation history, timed messages)
|
||||
- Two NPC types: 'phone' and 'person' (sprite-based)
|
||||
- Line-of-sight system for NPCs
|
||||
- Conversation state persistence (NPCConversationStateManager)
|
||||
- NPC item giving system
|
||||
- Event-driven dialogue (20+ event patterns)
|
||||
|
||||
**Summary:**
|
||||
- **Recommended:** Hybrid approach (scripts client-side, actions server-side)
|
||||
- **What's Client-Side:** Ink engine, dialogue rendering, conversation UI
|
||||
- **What's Server-Side:** Action validation, conversation history, unlock permissions
|
||||
- **Recommended:** Hybrid approach (scripts client-side, actions server-side) ✅ **CONFIRMED**
|
||||
- **What's Client-Side:** Ink engine, dialogue rendering, conversation UI, event listeners, timed messages
|
||||
- **What's Server-Side:** Action validation (give items, unlock doors), conversation state sync, trust level validation
|
||||
|
||||
#### Current Implementation (Client-Side)
|
||||
|
||||
```javascript
|
||||
// NPCManager handles full lifecycle
|
||||
class NPCManager {
|
||||
registerNPC(id, opts) {
|
||||
// opts: { displayName, storyPath, avatar, currentKnot, phoneId, npcType, eventMappings, timedMessages }
|
||||
// Registers NPC with event listeners and timed message scheduling
|
||||
}
|
||||
|
||||
// Conversation history tracked per NPC
|
||||
conversationHistory = new Map(); // { npcId: [ {type, text, timestamp} ] }
|
||||
|
||||
// Conversation state persisted
|
||||
saveNPCState(npcId, story) {
|
||||
// Saves Ink story state and variables to NPCConversationStateManager
|
||||
}
|
||||
|
||||
// Event-driven dialogue
|
||||
_setupEventMappings(npcId, eventMappings) {
|
||||
// Maps game events → Ink story knots
|
||||
// Supports patterns like "item_picked_up:lockpick" → "on_lockpick_pickup"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**What Needs Server Migration:**
|
||||
|
||||
```javascript
|
||||
// js/systems/npc-game-bridge.js - NPC Actions
|
||||
async function handleNPCGiveItem(npcId, itemType, itemName) {
|
||||
// CURRENT: Client-side only (insecure)
|
||||
const item = { type: itemType, name: itemName };
|
||||
addToInventory(createInventorySprite(item));
|
||||
|
||||
// NEEDED: Server validation
|
||||
const response = await fetch(`/api/npcs/${npcId}/validate_action`, {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({
|
||||
action: 'give_item',
|
||||
context: { itemType, itemName }
|
||||
})
|
||||
});
|
||||
|
||||
const result = await response.json();
|
||||
if (result.allowed) {
|
||||
addToInventory(createInventorySprite(item));
|
||||
} else {
|
||||
showError('NPC cannot give this item');
|
||||
}
|
||||
}
|
||||
|
||||
// Conversation state sync (async, non-blocking)
|
||||
async function syncConversationState(npcId) {
|
||||
const state = window.npcConversationStateManager.getState(npcId);
|
||||
|
||||
// Fire and forget - don't block UI
|
||||
fetch(`/api/npcs/${npcId}/sync_conversation`, {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({
|
||||
history: state.history,
|
||||
variables: state.variables,
|
||||
storyState: state.storyState,
|
||||
currentKnot: state.currentKnot
|
||||
})
|
||||
}).catch(err => console.warn('Failed to sync conversation:', err));
|
||||
}
|
||||
```
|
||||
|
||||
**Changes Needed:**
|
||||
- 🔄 Add server validation for NPC actions (give items, unlock doors)
|
||||
- 🔄 Add async conversation state sync
|
||||
- 🔄 Validate trust levels server-side
|
||||
- ⚠️ Keep Ink scripts client-side (instant dialogue)
|
||||
- ⚠️ Keep event listeners client-side (UI reactions)
|
||||
|
||||
---
|
||||
|
||||
### System 6: Minigames
|
||||
### System 6: Event System (NEW)
|
||||
|
||||
#### Current Implementation (Client-Side)
|
||||
|
||||
**Status:** ✅ **FULLY IMPLEMENTED** - 80+ events across codebase
|
||||
|
||||
```javascript
|
||||
// EventDispatcher emits events for:
|
||||
// - door_unlock_attempt
|
||||
// - door_unlocked
|
||||
// - item_picked_up
|
||||
// - item_used
|
||||
// - minigame_completed
|
||||
// - room_entered
|
||||
// - room_revealed
|
||||
// - container_opened
|
||||
// - lockpick_used_in_view
|
||||
// - health_changed
|
||||
// - player_detected
|
||||
// - npc_action_performed
|
||||
// ... and many more
|
||||
|
||||
// Example usage:
|
||||
window.eventDispatcher.emit('door_unlocked', {
|
||||
roomId: 'office',
|
||||
connectedRoom: 'ceo_office',
|
||||
direction: 'north'
|
||||
});
|
||||
|
||||
// NPCs listen to events:
|
||||
npc.eventMappings = [
|
||||
{
|
||||
eventPattern: 'item_picked_up:lockpick',
|
||||
targetKnot: 'on_lockpick_pickup',
|
||||
onceOnly: true,
|
||||
cooldown: 0
|
||||
}
|
||||
];
|
||||
```
|
||||
|
||||
**Issues:**
|
||||
- All events client-side only
|
||||
- No server visibility into player actions
|
||||
- Can't use for anti-cheat or analytics
|
||||
- Event history not persisted
|
||||
|
||||
#### Future (Server-Client)
|
||||
|
||||
**Strategy:** Selective server logging (not all events need server)
|
||||
|
||||
```javascript
|
||||
// Client-side event system stays the same for UI
|
||||
window.eventDispatcher.emit('door_unlocked', eventData);
|
||||
|
||||
// But critical events also logged server-side
|
||||
async function logCriticalEvent(eventType, eventData) {
|
||||
// Only log events that matter for progression/anti-cheat
|
||||
const criticalEvents = [
|
||||
'door_unlocked',
|
||||
'item_picked_up',
|
||||
'minigame_completed',
|
||||
'unlock_attempt',
|
||||
'npc_action_performed',
|
||||
'health_changed'
|
||||
];
|
||||
|
||||
if (!criticalEvents.includes(eventType)) return;
|
||||
|
||||
// Fire and forget - don't block gameplay
|
||||
fetch('/api/events', {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ eventType, eventData, timestamp: Date.now() })
|
||||
}).catch(err => console.warn('Failed to log event:', err));
|
||||
}
|
||||
|
||||
// Hook into event dispatcher
|
||||
const originalEmit = window.eventDispatcher.emit.bind(window.eventDispatcher);
|
||||
window.eventDispatcher.emit = function(eventType, eventData) {
|
||||
originalEmit(eventType, eventData);
|
||||
logCriticalEvent(eventType, eventData); // Async log to server
|
||||
};
|
||||
```
|
||||
|
||||
**What's Client-Side:**
|
||||
- Event dispatcher
|
||||
- Event listener registration
|
||||
- UI reactions to events
|
||||
- NPC event mappings
|
||||
- Timed message triggers
|
||||
- Bark system triggers
|
||||
|
||||
**What's Server-Side:**
|
||||
- Event logging (for critical events)
|
||||
- Event validation (e.g., was door unlock legitimate?)
|
||||
- Event analytics
|
||||
- Anti-cheat metrics
|
||||
|
||||
**Changes Needed:**
|
||||
- 🔄 Add server event logging endpoint
|
||||
- 🔄 Hook event dispatcher to log critical events
|
||||
- 🔄 Server validates event legitimacy (optional)
|
||||
- ⚠️ Keep event system 100% functional without server (offline mode)
|
||||
|
||||
---
|
||||
|
||||
### System 7: Global Game State (NEW)
|
||||
|
||||
#### Current Implementation (Client-Side)
|
||||
|
||||
**Status:** ✅ **FULLY IMPLEMENTED** - Comprehensive state management
|
||||
|
||||
```javascript
|
||||
// Global variables shared across rooms/NPCs
|
||||
window.gameState = {
|
||||
globalVariables: {
|
||||
player_favor_with_security: 0,
|
||||
player_trust_level: 1,
|
||||
ceo_office_unlocked: false,
|
||||
alarm_triggered: false,
|
||||
// ... many more
|
||||
}
|
||||
};
|
||||
|
||||
// NPCs read/write global variables via Ink:
|
||||
VAR player_favor = 0
|
||||
VAR trust_level = 1
|
||||
|
||||
// Game systems read global state:
|
||||
if (window.gameState.globalVariables.alarm_triggered) {
|
||||
// Handle alarm state
|
||||
}
|
||||
```
|
||||
|
||||
**Issues:**
|
||||
- All state client-side only
|
||||
- Players can manipulate in console: `window.gameState.globalVariables.trust_level = 999`
|
||||
- No persistence across sessions
|
||||
- No validation of state changes
|
||||
- No audit trail
|
||||
|
||||
#### Future (Server-Client)
|
||||
|
||||
**Strategy:** Server as source of truth, client caches for performance
|
||||
|
||||
```javascript
|
||||
// Client maintains local copy for performance
|
||||
window.gameState = {
|
||||
globalVariables: {}, // Cached from server
|
||||
_dirty: new Set(), // Track unsaved changes
|
||||
_syncing: false
|
||||
};
|
||||
|
||||
// Intercept writes to track changes
|
||||
function setGlobalVariable(key, value) {
|
||||
// Optimistically update local state
|
||||
window.gameState.globalVariables[key] = value;
|
||||
window.gameState._dirty.add(key);
|
||||
|
||||
// Trigger sync (debounced)
|
||||
scheduleGameStateSync();
|
||||
}
|
||||
|
||||
// Sync to server (debounced to avoid too many requests)
|
||||
const scheduleGameStateSync = debounce(async () => {
|
||||
if (window.gameState._syncing) return;
|
||||
if (window.gameState._dirty.size === 0) return;
|
||||
|
||||
window.gameState._syncing = true;
|
||||
const changes = {};
|
||||
for (const key of window.gameState._dirty) {
|
||||
changes[key] = window.gameState.globalVariables[key];
|
||||
}
|
||||
|
||||
try {
|
||||
const response = await fetch('/api/game_state/sync', {
|
||||
method: 'PUT',
|
||||
body: JSON.stringify({ globalVariables: changes })
|
||||
});
|
||||
|
||||
if (response.ok) {
|
||||
const serverState = await response.json();
|
||||
|
||||
// Server might reject some changes - reconcile
|
||||
window.gameState.globalVariables = serverState.globalVariables;
|
||||
window.gameState._dirty.clear();
|
||||
} else {
|
||||
// Server rejected - rollback?
|
||||
console.warn('Server rejected state changes');
|
||||
}
|
||||
} finally {
|
||||
window.gameState._syncing = false;
|
||||
}
|
||||
}, 2000); // Sync every 2 seconds
|
||||
|
||||
// On game start, load state from server
|
||||
async function loadGameState() {
|
||||
const response = await fetch('/api/game_state');
|
||||
const state = await response.json();
|
||||
window.gameState.globalVariables = state.globalVariables;
|
||||
}
|
||||
```
|
||||
|
||||
**What's Client-Side:**
|
||||
- Local cache of global variables (for performance)
|
||||
- Optimistic updates
|
||||
- UI that reads state
|
||||
|
||||
**What's Server-Side:**
|
||||
- Source of truth for all global variables
|
||||
- Validation of state changes
|
||||
- State persistence
|
||||
- State reconciliation
|
||||
- Audit log of changes
|
||||
|
||||
**Changes Needed:**
|
||||
- 🔄 Add server state management endpoints
|
||||
- 🔄 Intercept global variable writes
|
||||
- 🔄 Add debounced sync to server
|
||||
- 🔄 Add state reconciliation on load
|
||||
- ⚠️ Handle offline mode (queue changes)
|
||||
|
||||
---
|
||||
|
||||
### System 8: Minigames
|
||||
|
||||
#### Current (Client-Side)
|
||||
|
||||
@@ -831,15 +1145,24 @@ describe('Room Loading', () => {
|
||||
|
||||
---
|
||||
|
||||
## Migration Checklist
|
||||
## Migration Checklist (UPDATED)
|
||||
|
||||
### Preparation Phase (Week 1-2)
|
||||
|
||||
- [ ] Audit all `window.gameScenario` access points
|
||||
- [ ] Audit all `window.gameState` access points ⚠️ **NEW**
|
||||
- [ ] Audit all `eventDispatcher.emit` calls ⚠️ **NEW**
|
||||
- [ ] Create `GameDataAccess` abstraction layer
|
||||
- [ ] Design database schema
|
||||
- [ ] Create Rails models (Scenario, Room, RoomObject, NPC)
|
||||
- [ ] Write import script for scenario JSON → database
|
||||
- [ ] Design database schema (updated for NPCs, events, state)
|
||||
- [ ] Create Rails models:
|
||||
- [ ] Scenario, Room, RoomObject
|
||||
- [ ] NPC, Conversation, ConversationState ⚠️ **NEW**
|
||||
- [ ] GameEvent ⚠️ **NEW**
|
||||
- [ ] PlayerGameState (for global variables) ⚠️ **NEW**
|
||||
- [ ] NPCPermission ⚠️ **NEW**
|
||||
- [ ] InventoryItem, PlayerState
|
||||
- [ ] Write import script for 24 scenarios → database ⚠️ **UPDATED** (was 1 scenario)
|
||||
- [ ] Import all NPC Ink scripts into database ⚠️ **NEW**
|
||||
- [ ] Setup test scenarios in database
|
||||
|
||||
### Phase 1: Room Loading (Week 3)
|
||||
@@ -886,14 +1209,37 @@ describe('Room Loading', () => {
|
||||
- [ ] Test add/remove items
|
||||
- [ ] Test item use validation
|
||||
|
||||
### Phase 5: NPC System (Week 8+)
|
||||
### Phase 5: NPC System (Week 8-10) ⚠️ **UPDATED**
|
||||
|
||||
See **NPC_MIGRATION_OPTIONS.md** for detailed plan.
|
||||
|
||||
- [ ] Choose NPC migration approach (hybrid recommended)
|
||||
- [ ] Implement action validation endpoints
|
||||
- [ ] Add conversation history sync
|
||||
- [ ] Test NPC actions (give items, unlock doors)
|
||||
✅ **Status:** NPC system fully implemented client-side, needs server integration only
|
||||
|
||||
- [ ] Create `Api::NpcsController`
|
||||
- [ ] Add endpoints:
|
||||
- [ ] `POST /api/npcs/:id/validate_action` - Validate NPC actions (give items, unlock doors)
|
||||
- [ ] `POST /api/npcs/:id/sync_conversation` - Sync conversation state (async)
|
||||
- [ ] `GET /api/npcs/:id/story` - Progressive loading (optional)
|
||||
- [ ] Create NPC permission system:
|
||||
- [ ] `NPCPermission` model (which NPCs can do what)
|
||||
- [ ] Server validates trust levels, prerequisites
|
||||
- [ ] Update NPC action handlers:
|
||||
- [ ] `handleNPCGiveItem()` - Add server validation
|
||||
- [ ] `handleNPCUnlockDoor()` - Add server validation
|
||||
- [ ] Add conversation state sync:
|
||||
- [ ] Hook into NPCConversationStateManager
|
||||
- [ ] Async sync after each conversation turn
|
||||
- [ ] Restore state on game load
|
||||
- [ ] Test NPC actions thoroughly:
|
||||
- [ ] Give items (authorized and unauthorized)
|
||||
- [ ] Unlock doors (authorized and unauthorized)
|
||||
- [ ] Trust level requirements
|
||||
- [ ] Conversation state persistence
|
||||
- [ ] Import all Ink scripts into database
|
||||
- [ ] Test event-driven dialogue still works
|
||||
|
||||
⚠️ **Keep client-side:** Ink engine, dialogue UI, event listeners, timed messages
|
||||
✅ **Add server-side:** Action validation, conversation state persistence
|
||||
|
||||
### Phase 6: Minigame Validation (Week 9)
|
||||
|
||||
@@ -905,7 +1251,73 @@ See **NPC_MIGRATION_OPTIONS.md** for detailed plan.
|
||||
- [ ] Add metrics collection for anti-cheat
|
||||
- [ ] Test each minigame validation
|
||||
|
||||
### Phase 7: Polish & Deployment (Week 10+)
|
||||
### Phase 7: Event System Integration (Week 11-12) ⚠️ **NEW**
|
||||
|
||||
✅ **Status:** Event system fully implemented client-side, needs server integration only
|
||||
|
||||
- [ ] Create `Api::EventsController`
|
||||
- [ ] Add endpoint:
|
||||
- [ ] `POST /api/events` - Log critical game events
|
||||
- [ ] Create `GameEvent` model
|
||||
- [ ] Identify critical events to log:
|
||||
- [ ] door_unlocked
|
||||
- [ ] item_picked_up
|
||||
- [ ] minigame_completed
|
||||
- [ ] unlock_attempt
|
||||
- [ ] npc_action_performed
|
||||
- [ ] health_changed
|
||||
- [ ] Hook event dispatcher:
|
||||
- [ ] Intercept `eventDispatcher.emit()`
|
||||
- [ ] Log critical events to server (async, non-blocking)
|
||||
- [ ] Keep all events client-side for UI reactions
|
||||
- [ ] Add event analytics:
|
||||
- [ ] Dashboard for viewing player progression
|
||||
- [ ] Anti-cheat metrics
|
||||
- [ ] Completion rates
|
||||
- [ ] Test event logging:
|
||||
- [ ] Events logged correctly
|
||||
- [ ] No impact on gameplay performance
|
||||
- [ ] Works offline (queues events)
|
||||
|
||||
⚠️ **Keep client-side:** All event listeners, UI reactions, NPC event mappings
|
||||
✅ **Add server-side:** Selective event logging for progression/analytics
|
||||
|
||||
---
|
||||
|
||||
### Phase 8: Global Game State Management (Week 13-14) ⚠️ **NEW**
|
||||
|
||||
✅ **Status:** Global variables system fully implemented client-side, needs server integration
|
||||
|
||||
- [ ] Create `Api::GameStateController`
|
||||
- [ ] Add endpoints:
|
||||
- [ ] `GET /api/game_state` - Get current global state
|
||||
- [ ] `PUT /api/game_state/sync` - Sync state changes
|
||||
- [ ] `POST /api/game_state/reconcile` - Handle conflicts
|
||||
- [ ] Create `PlayerGameState` model
|
||||
- [ ] Intercept global variable writes:
|
||||
- [ ] Hook `window.gameState.globalVariables` writes
|
||||
- [ ] Track dirty changes
|
||||
- [ ] Debounced sync to server (every 2s)
|
||||
- [ ] Add state reconciliation:
|
||||
- [ ] Load state from server on game start
|
||||
- [ ] Handle conflicts (server wins vs client wins)
|
||||
- [ ] Merge offline changes on reconnect
|
||||
- [ ] Add offline support:
|
||||
- [ ] Queue state changes when offline
|
||||
- [ ] Sync when reconnected
|
||||
- [ ] Conflict resolution strategy
|
||||
- [ ] Test state management:
|
||||
- [ ] NPCs read/write global variables correctly
|
||||
- [ ] State persists across sessions
|
||||
- [ ] State syncs correctly
|
||||
- [ ] Offline mode works
|
||||
|
||||
⚠️ **Keep client-side:** Local cache for performance, optimistic updates
|
||||
✅ **Add server-side:** Source of truth, validation, persistence
|
||||
|
||||
---
|
||||
|
||||
### Phase 9: Polish & Deployment (Week 15-18+)
|
||||
|
||||
- [ ] Add comprehensive error handling
|
||||
- [ ] Add offline mode support
|
||||
@@ -1003,7 +1415,7 @@ See **NPC_MIGRATION_OPTIONS.md** for detailed plan.
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
## Conclusion (UPDATED)
|
||||
|
||||
**Key Principles:**
|
||||
1. **Gradual Migration:** Use abstraction layer for dual-mode operation
|
||||
@@ -1011,13 +1423,32 @@ See **NPC_MIGRATION_OPTIONS.md** for detailed plan.
|
||||
3. **Client Responsiveness:** Keep UI instant with optimistic updates
|
||||
4. **Graceful Degradation:** Handle offline mode and errors elegantly
|
||||
5. **Security First:** Never trust client for solutions
|
||||
6. **Hybrid Approach:** Keep complex client systems (NPCs, dialogue) with server validation ⚠️ **NEW**
|
||||
|
||||
**Critical Path:**
|
||||
Room Loading → Container System → Unlock System → Inventory System
|
||||
**Critical Path (UPDATED):**
|
||||
Room Loading → Unlock System → Inventory System → NPC Action Validation → Event Logging → Global State Sync
|
||||
|
||||
**Timeline:** 10-12 weeks for complete migration
|
||||
**Timeline:** 18-22 weeks for complete migration ⚠️ **UPDATED** (was 10-12 weeks)
|
||||
- Added: NPC system integration (2 weeks)
|
||||
- Added: Event system integration (2 weeks)
|
||||
- Added: Global state management (2 weeks)
|
||||
- Added: Additional testing (2 weeks)
|
||||
|
||||
**Confidence:** High - architecture already supports this model (see ARCHITECTURE_COMPARISON.md)
|
||||
**Confidence:** High - architecture already supports this model
|
||||
|
||||
**Key Changes Since Original Plans:**
|
||||
- ✅ NPC system fully implemented (needs server validation only)
|
||||
- ✅ Event system fully implemented (needs server logging only)
|
||||
- ✅ Global game state fully implemented (needs server sync only)
|
||||
- ✅ 24 scenarios exist (vs 1 originally planned)
|
||||
- ⚠️ More complex state management than originally anticipated
|
||||
- ⚠️ Conversation state persistence adds complexity
|
||||
- ✅ But all systems are well-architected and ready for server integration
|
||||
|
||||
**Risk Assessment:**
|
||||
- **Original Risk:** Medium-Low
|
||||
- **Updated Risk:** Medium (slightly higher due to NPC/event/state complexity)
|
||||
- **Mitigation:** Incremental rollout, extensive testing, hybrid approach keeps working systems intact
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user