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360 lines
19 KiB
360 lines
19 KiB
---
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gitea: none
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include_toc: true
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---
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# Assignment
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Source: https://www.programmfabrik.de/en/assignment-frontend-backend-developer-job-berlin/
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> Code a tic-tac-toe game
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>
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> Depending on the job you are applying for, you can code in Javascript (ECMA) or C++.
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>
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> Requirements
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>
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> * Use your own code only and start from scratch
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> * Player can choose the opponent to be human or computer
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> * Use [L]GPL'ed libraries if necessary, please include copyright notes
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> * Let us know how long it took you to code the game
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>
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> JavaScript version
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>
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> * Implement in Javascript so that it works in Mozilla Firefox
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> * Make use of CSS, provide nice visuals
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> * Make the back button work
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>
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> C++ version
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>
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> * Implement in C++, so that i works on the command line under Linux
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> * The opponent has to be unbeatable
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# Solution
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## Features
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* Does not have any client-side dependencies, does not use any third-party libraries on the client.
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* Works in modern browsers as a single-page application, in offline mode.
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* Works in older browsers / browsers with JS disabled as a plain old multi-page application (requiring internet connection).
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* Hopefully more accessible than a typical single-page application.
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* Supports multiple games on the same page, playable at the same time.
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* Supports different game rules (the provided main page has two games with different rule sets).
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* Supports custom board size.
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* The computer opponent is unbeatable.
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* The user can choose for any player to become a computer opponent at any time.
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* The user can even choose for both players to become computer opponents and let them finish the game.
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* Browser back and forward buttons work as undo / redo buttons for user moves (and other user actions).
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* Visuals are acceptable.
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## Screenshot
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![screenshot](docs/screenshot.png)
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## Usage
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Tested to work on Node.js v20.15.1, should probably also work on all v20 and v22.
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Not tested with earlier Node.js versions.
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Node.js v23.2.0 (unstable; probably other releases of Node.js v23 as well) is known to result in errors inside tests runner (in third-party code).
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* `npm ci` to install dependencies;
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* `npm run check-and-start` to run linting, typechecking, tests, build everything and serve it from `PORT` environment variable or from port 3000.
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* `npm run build-and-start` to only build everything and serve (if linting, typechecking or tests are failing for some reason).
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(Yes, strictly speaking it's not just a static webpage with a bunch of client-side scripts.
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It's better. See "User interface" section in "Design" for more details.)
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## Design
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### Project layout
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A monorepo would complicate things, so everything here is in a single package.
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* `src/backend` for code that's running on backend only;
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* `src/frontend` for code (and static assets) that's running in browser only;
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* `src/shared` for code that's running on both.
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No bundlers are used; all TS (and TSX) code is compiled to JS, preserving module imports;
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and then files in `src/frontend` and `src/shared` are served at `/frontend` and `/shared` respectively.
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### User interface / handling interactions
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Of course the obvious choice would be to implement everything in React or another similar framework,
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but where is the fun in that?
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I wanted to minimise the size of the resulting frontend application,
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and the best way to reduce the number of dependencies on frontend is to not have any dependencies,
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to write vanilla JS.
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I've been hearing a lot about Web Components lately,
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so I decided to use this as an opportunity to learn more about them.
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But there are some major design choices to be made with Web Components too,
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different people use them in different ways.
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I liked what I've read at https://adactio.com/journal/20618,
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https://toot.cat/@zkat/113134268521905449 and https://toot.cat/@zkat/113034798494038446,
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so I decided to use them to augment / enhance regular static HTML.
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I'm not sure if I was successful in trying to follow this approach, but it works!
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So the key ideas are:
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* Store game state in a query string parameter;
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make every interactable element on the page a button submitting this state;
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* On backend, when the page is requested, generate a complete HTML page for this game state;
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* On frontend, when JS is enabled and Web Components are supported:
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intercept button clicks and update the URL accordingly on the client side;
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* On frontend, when JS is enabled and Web Components are supported:
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subscribe to URL changes and update the DOM accordingly
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(which in most cases (except for resizing the board)
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only involves setting some class names and button values and inner texts).
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As a result:
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* On the first visit, a complete fully working HTML page is served, and can be interacted with immediately.
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* If JS is disabled, everything will still work!
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You click on a button, it submits a form, server generates another updated fully working HTML.
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* But if JS is enabled, magic happens, you don't even need the network connection anymore.
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You click on a button, client-side script updates the URL,
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another client-side script notices this and updates the gaming board.
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* When you click on back/forward browser buttons with JS disabled,
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server is going to serve fully working HTML every time for the relevant game state.
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* When you click on back/forward browser buttons with JS enabled,
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client-side script notices this just the same as if you clicked on a game button,
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and updates the gaming board accordingly.
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Plus some additional glue to make the components independent from each other,
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so that there can be many games on the same page at the same time,
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all in varying states, without conflicting or competing with each other.
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And, since I had to generate HTML on the server, I needed a templating library for that.
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While I'm not using React on frontend here, JSX is a really nice language with good IDE support,
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so I decided to use it on backend, just as a template engine.
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Main components of interest:
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#### Progressive form
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The idea: no matter whether JS is enabled or disabled, no matter whether the browser supports Web Components or not,
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submitting the form should result in page URL being updated with all the new parameters overriding the old ones
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(while the old parameters not present in the form should stay intact).
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Additionally, if JS is enabled and Web Components are supported, this should happen entirely on the client,
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without any network requests.
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In order to achieve this, the form must be submitted with method=POST
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(so that the current query parameters are not all erased),
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and then either the server will merge current query parameters with submitted data
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and redirect the client to the page with the new query parameters,
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or the client-side web component will do the merging.
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* Server part is implemented in [`src/backend/progressive-form.ts`](src/backend/progressive-form.ts).
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* Client part is implemented in [`src/frontend/components/progressive-form.ts`](src/frontend/components/progressive-form.ts).
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* Usage example is in [`src/backend/components/counter.tsx`](src/backend/components/counter.tsx).
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#### Game board
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The idea: minimize the amount of DOM tree changes, and minimize the amount of duplicate code between frontend and backend.
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So we have the main game element, to which a bunch of classes are applied dynamically,
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depending on the current state of the game.
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And various blocks of text / buttons which are displayed or not depending on the classes applied to the main element,
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according to CSS stylesheet.
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This helps to avoid having to store any texts in client-side JS; everything is already present in the generated HTML.
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Additionally, the board itself is just a table with a button in every cell.
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And these buttons get their values and texts set dynamically,
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and get enabled (when it's a valid move) or disabled (when the cell is occupied, or when the game is over) automatically.
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* Server part is implemented in [`src/backend/components/boardgame.tsx`](src/backend/components/boardgame.tsx).
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* Client part is implemented as web component in [`src/frontend/components/board-game.ts`](src/frontend/components/board-game.ts).
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* Shared part is implemented in [`src/shared/display.ts`](src/shared/display.ts).
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#### Computer opponent
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The idea: if the game is configured by user to use a computer player, and it's the move of a computer player,
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then compute the board state _after_ the move of a computer player,
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and redirect the user to this new board state (in client-server mode)
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or replace the location with this new board state (in offline SPA mode),
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without leaving a trace of the intermediate state (when it was computer player's turn) in the history,
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so that the history back/forward button only work as undo/redo for user actions
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(with subsequent computer actions coupled to user actions that caused them).
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* Server part is implemented in [`src/backend/main/boardgame-handler.ts`](src/backend/main/boardgame-handler.ts)
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* Client part is implemented in the same [`src/frontend/components/board-game.ts`](src/frontend/components/board-game.ts) (see call to `replaceLocation`).
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* Shared part is implemented in [`src/shared/gameplay/boardgame.ts`](src/shared/gameplay/boardgame.ts).
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### Gameplay
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Mostly defined in [`src/shared/datatypes`](src/shared/datatypes), [`src/shared/gameplay`](src/shared/gameplay) and [`src/shared/game-variants`](src/shared/game-variants).
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The main idea is that every possible state of the board belongs to one of the four categories:
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player X won, player Y won, undecided (neither won but moves can still be made)
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and draw (neither won and moves can no longer be made because the board is full).
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Different game rulesets differ in how they define the win.
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And knowing which states are final in which way, we can walk through all possible gameplays
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(since thankfully the game graph is cycle-free, because on every move the number of free squares decreases until it reaches zero)
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to determine the eventual game outcome assuming perfect play, and the moves left until this outcome.
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For example, if it's X move now, and by adding X to one of the free squares we can achieve the state "X won",
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this means that for the current state, the eventual outcome is "X wins in 1 move".
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If, no matter where we add X, we end up in a state with eventual outcome "O wins in 3 moves",
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this means that for the current state, the eventual outcome is "O wins in 4 moves".
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And so on.
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The possible outcomes are ordered by their desirability
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(wins for the current player are the most preferable, then draws, then loses;
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smaller number of moves to win is preferable to larger number of moves to win,
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while for draws and loses the prolonged game is preferred),
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and then the most desirable one is picked and saved.
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So for every board state that can be achieved in legal game,
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we know what's the most desirable outcome for the current player,
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achievable assuming that both players play perfectly in their own interests.
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And having only this data, it is easy to get the optimal move:
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just pick the one that will get you to the state
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where the most desirable outcome for the opponent is the same,
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just with one less move until the end.
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This means that we can compute desirable outcomes for all possible achievable board states once,
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and then use this information to generate moves for the computer player.
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The problem is that computing these states is somewhat computationally expensive.
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Easy to do for 3x3 board, but the number of possible achievable board states explodes exponentially with board size;
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for example for 4x4 board there are a bit under ten million achievable board states,
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according to https://math.stackexchange.com/a/613505.
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If I was doing this in low-level language such as Zig, and for one fixed board size,
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I would probably manage to optimize the algorithm to run in a reasonable time and consume reasonable amounts of memory:
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e.g. every 4x4 board state could easily be compressed to a 32-bit value,
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which would also allow one to do some bit flipping to relatively quickly
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determine which squares are still free and generate next boards;
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determining winning boards would be as easy as applying 10 different bit masks...
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all in all, it would probably take O(n*log(n)) ~= on the order of hundreds of millions of instructions
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(i.e. fractions of a second), and under a hundred megabytes of RAM.
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But writing such a heavily optimized code in JS, while also supporting custom board sizes,
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is very much outside of the scope I wanted to take, and I spent too much time on this project already.
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The current inefficient JS implementation takes on the order of minute to compute all solutions for 4x4 board,
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while consuming gigabytes of RAM, so I decided to limit it to 12 cells (i.e. 4x3/3x4 boards) max.
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The solutions are computed where they are needed (i.e. on backend for no-JS MPA, on frontend for SPA),
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and then cached.
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Originally my idea was to use WebWorkers to compute them on frontend, to avoid blocking the UI,
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but since boards larger than 3x4 are not supported anyway,
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and all solutions for 3x4 boards are computed in fractions of a second,
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I decided that this complexity is not needed.
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If computer player is selected for boards larger than 12 squares, no computer moves will be made,
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and humans will have to make moves both for O and for X.
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Implementation: [`src/shared/gameplay/solver.ts`](src/shared/gameplay/solver.ts).
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### Tests
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In addition to strict TS configuration (`npm run typecheck`)
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and strict typechecked eslint configuration (`npm run lint`),
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most of the shared code files are covered by extensive tests,
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defined in `.spec.ts` files next to the code files (and also `src/shared/integration-tests`),
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written with node-tap and runnable with `npm test` (which also checks code coverage for tested files,
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and by default returns an error if the coverage is not 100%).
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### Dependencies
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Listed in `package.json`, installed with `npm ci`, not vendored.
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#### Dev dependencies (build/compile-time)
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* `tap`, a test framework (https://node-tap.org/).
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* `typescript`, because it's so much easier to write even small projects in TS than in JS.
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* `@tsconfig/strictest`, to avoid having to enable all the strict TS compiler options manually.
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* `eslint`, for linting.
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* `prettier`, to ensure common code style.
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* `typescript-eslint`, for type-aware and type-checked linting
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(fixed at 8.15.1-alpha.7 because we need TypeScript 5.7 for `rewriteRelativeImportExtensions` feature,
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and TS 5.7 support is merged but not yet released in `typescript-eslint`:
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https://github.com/typescript-eslint/typescript-eslint/pull/10372).
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* `copyfiles`, to copy static assets to the `dist` directory so that they can be next to compiled JS for frontend.
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* `rimraf`, to cleanup `dist` directory before building.
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#### Backend dependencies (runtime)
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* `express`, because I needed a minimal server framework to handle requests and serve static files.
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* `body-parser`, to handle POST requests in express.
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* `preact`, `preact-render-to-string`, to render intermediate JSX code to HTML
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(because I'm using JSX as a template language on backend) (https://preactjs.com/).
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#### Frontend dependencies (runtime)
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None.
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## Supported browser engines
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* Gecko (Firefox): works in v132, both with JS enabled (offline mode) and with JS disabled (plain old client-server mode).
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* Blink (e.g. Chromium and Chromium-based browsers): not checked, should work in reasonably recent versions,
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both with JS enabled (offline mode) and with JS disabled (plain old client-server mode).
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* WebKit (e.g. qutebrowser and notably Safari): not checked; should **not** work in offline mode,
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because WebKit does not fully implement decade-old standard which Gecko and Blink supported since 2018:
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https://github.com/WebKit/standards-positions/issues/97.
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Everything should still work in online mode, falling back on client-server communication.
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* Servo: checked, does **not** work in nightly as of 2024-11-20, and I don't have an opportunity to figure out why
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(it's not packaged for Alpine (...yet), their regular Linux builds don't work on Alpine,
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so I had to check it on someone else's Windows machine).
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## Known issues and quirks
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* The game does not work offline fully on client (i.e. without falling back on client-server communication)
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in WebKit-based browsers (such as qutebrowser or Safari), see above.
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* Playing against the computer opponent is only supported for boards under 12 squares (i.e. 4x3 or 3x4 max).
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* The computer player moves might be counterintuitive at times,
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and it might be difficult for a human player to get to lose the game,
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because the computer player always assumes that the other player plays perfectly.
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* Boards larger than 12 squares are not supported with computer players
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(regardless of computer players selected, all moves on large boards must be made by humans);
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but the user does not get any explicit visible notification about this,
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the only explicit indication that something is wrong is an error message in console.
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## Remaining tasks
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* Implement error handling and handling of incorrect / malformed game states (since they come from the client).
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* Improve UI for large boards (disable autoplayers when board is too large,
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hide "enable autoplayer" buttons, provide clear indication to the user instead).
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* Target older ES versions on the frontend,
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so that offline-only game can work in all browsers fully supporting Web Components
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(i.e. Blink-based and Firefox not older than 2018);
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right now ES2022 is targeted.
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* Figure out better API for game board,
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`board.get(row, column)` and `board.get(row, column)` seemed to be a good way to encapsulate readonly state,
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but they became very inconvenient as the codebase grew and became more complex,
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considering that board does not even expose its dimensions.
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* Figure out better and more consistent naming and project structure.
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* Implement end-to-end tests with puppeteer / chromedriver (and run them both with JS enabled and with JS disabled).
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* Implement unit tests for remaining shared code.
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* Implement integration tests for backend and frontend code, maybe?
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* Ensure that everything is accessible.
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* For better accessibility, maybe there is also a need for a form where an user can enter row number and column number to make a move,
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instead of clicking on a square (or activating it from keyboard, which works just fine now,
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but idk how it is compatible with screen readers exactly).
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* Should I also add row number and column number hints to squares for screen readers? idk.
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* Rewrite solver so that it doesn't take a minute to compute all games on 4x4 board
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(which only has under 10 millions states that can be encountered during legal play).
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## Time spent
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By major chunks of work in git history:
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* ~0.5 hours to set up the project;
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* ~5 hours to implement game board serialization, tic-tac-toe rules and game solver (with tests);
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* ~1 hour to set up the backend / frontend structure with JSX templating and static resources;
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* ~2 hours to implement progressively enhanced form and query string value trackers
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(both on backend and in web components);
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* ~3 hours to implement basic game UI in client-server mode;
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* ~2 hours to enhance the most basic game UI features on frontend for offline mode;
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* ~2 hours to make UI fully functional,
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to cleanup the code and reduce duplication between frontend and backend,
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and to make the resulting page somewhat presentable
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* ~2 hours to implement another set of tic-tac-toe rules (with tests),
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support for changing board size (both on backend and in web components).
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* ~2 hours to write this README completely.
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...which makes it ~20 hours total. I definitely did not expect to spend that much;
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but also originally I didn't think that the scope will expand this much.
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