aaf66b921f
- server/ monorepo: Hokm.Engine (C# port of TS engine+AI, validated by sim), Hokm.Server (SignalR GameHub, in-memory matchmaking/rooms, server-side turn timers + bot fill + disconnect handling, per-seat state broadcast), Hokm.Sim - JWT dev auth (OTP 1234 + email); CORS for the Next client; /hub/game - NuGet restored from mirrors (Soroush Nexus + Liara); NuGetAudit off - README + .NET .gitignore; static class Engine renamed Rules (namespace clash) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
69 lines
2.7 KiB
Markdown
69 lines
2.7 KiB
Markdown
# Hokm — .NET 10 + SignalR backend
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Authoritative realtime server for the Hokm game. The TypeScript engine
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(`../src/lib/hokm`) is ported to C# here so the server is the source of truth.
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## Projects
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| Project | What |
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| `src/Hokm.Engine` | Pure C# rules + AI (port of `src/lib/hokm`) — deal, hakem, trump, tricks, scoring, Kot, bot |
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| `src/Hokm.Server` | ASP.NET Core + **SignalR** `GameHub`, in-memory matchmaking/rooms, JWT auth |
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| `tools/Hokm.Sim` | All-AI simulation that validates the engine port |
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## NuGet sources
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`NuGet.config` restores **only** from the configured mirrors (no nuget.org):
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- `https://mirror.soroushasadi.com/repository/nuget-group/index.json` (Nexus)
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- `https://package-mirror.liara.ir/repository/nuget/index.json` (Liara)
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`Directory.Build.props` disables NuGet audit (avoids reaching api.nuget.org).
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## Run
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```bash
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cd server
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dotnet run --project tools/Hokm.Sim -c Release # validate the engine
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dotnet run --project src/Hokm.Server -c Release # → http://localhost:5005
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```
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## API
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Dev auth (replace with the V2 Identity Service + Kavenegar/SMS.ir later):
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- `POST /api/auth/otp/request` `{ phone }` → `{ devCode: "1234" }`
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- `POST /api/auth/otp/verify` `{ phone, code, name? }` → `{ token, userId, name }` (code `1234`)
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- `POST /api/auth/email` `{ email, password, name? }` → `{ token, userId, name }`
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SignalR hub: **`/hub/game`** (JWT required; pass `?access_token=<jwt>`).
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Client → server methods:
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- `StartMatchmaking({ name, avatar, level, plan })` — pro skips the queue
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- `CancelMatchmaking()`
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- `ChooseTrump(suit)` · `PlayCard(cardId)` · `SendReaction(reaction)`
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Server → client events:
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- `matchmaking` `{ phase, players, queuePosition }`
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- `matchFound` `{ roomId, seat }`
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- `state` `GameStateDto` (per-seat: only your own hand is included; others are counts)
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- `reaction` `{ seat, reaction }`
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The server runs server-side **turn timers** (20s → AI auto-plays), fills empty
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seats with **bots**, drives bot turns, and handles **disconnect** (the seat is
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marked offline and the timer auto-plays until they reconnect).
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## Wiring the Next.js client (next step)
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Implement `SignalrService` in `../src/lib/online/signalr-service.ts` against the
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existing `OnlineService` interface (`@microsoft/signalr`), then switch
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`getService()` in `../src/lib/online/service.ts` from the mock to it. The hub's
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`GameStateDto` is shaped to map directly onto the client `GameState`.
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## TODO
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- EF Core + Postgres persistence (profiles, coins, rank, cosmetics, match history)
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- JWT issued by the V2 Identity Service; phone OTP via Kavenegar/SMS.ir
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- Private rooms + friend invites over the hub (engine/room already support 4 seats)
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- Server-side reward calculation (currently client/profile-side)
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