# Architecture ## Components ### Transport Layer (`internal/server/http`) Fiber web server handling HTTP requests/responses. Implements routing, rate limiting, content-type validation, JWT authentication middleware, request parsing. Translates HTTP to internal Command objects. ### Processing Layer (`internal/server/processor`) Central command handler containing business logic. Single `Execute(Command)` entry point decouples transport from logic. Uses synchronous UCI engine for validation, asynchronous EngineQueue for computer moves. Commands include optional user context for authenticated operations. ### Service Layer (`internal/server/service`) In-memory live-game storage with authentication support. A mutex protects each game transition and callers receive immutable game views rather than mutable game pointers. The service manages game lifecycle, snapshots, player configuration, user accounts, JWT tokens, persistence, and terminal-game eviction. Eviction removes only the memory copy; durable replay data remains. #### Long-Polling Registry (`internal/service/waiter.go`) Manages clients waiting for game state changes via HTTP long-polling. Tracks move counts per client, sends notifications on state changes, enforces 30-second timeout. Non-blocking notification pattern handles slow clients gracefully. Coordinates with service layer for game updates and deletion events. #### Authentication Module (`internal/service/user.go`, `internal/http/auth.go`) - **Password Hashing**: Argon2id for secure password storage - **JWT Management**: HS256 tokens with 7-day expiration - **User Operations**: Registration, login, profile management - **Session Tracking**: One persisted session per user, with JWT subject/session binding and last-login timestamps ### Storage Layer (`internal/server/storage`) SQLite persistence with ordered asynchronous writes for gameplay and synchronous writes for authentication. A bounded channel (1,000 operations) feeds one transactional writer. Move persistence groups the move, first-move slot claim, and terminal result in one transaction. Replay reads insert a barrier behind accepted writes and then read the game and moves in one SQLite snapshot. WAL, foreign-key enforcement, a five-second busy timeout, and NORMAL synchronous mode are configured in the connection string so every pooled connection receives the same settings. The pool is deliberately small (eight open, four idle) because SQLite has one writer. A write failure or full queue marks storage degraded; live play remains available in memory and `/health` reports that durable history may be incomplete. ### Supporting Modules - **Engine** (`internal/engine`): UCI protocol wrapper for Stockfish process communication - **Game** (`internal/game`): Game state with snapshot history and player associations - **Board** (`internal/board`): FEN parsing and ASCII generation - **Core** (`internal/core`): Shared types, API models, error constants - **CLI** (`cmd/chess-server/cli`): Database and user management commands - **Client** (`cmd/chess-client-cli`, `internal/client`): Interactive debugging client with command registry, session management, and colored terminal output ## Request Flow ### User Registration 1. HTTP handler receives `POST /auth/register` with credentials 2. Validates username format and password strength 3. Service layer hashes password with Argon2id 4. Creates user record with unique ID (collision detection) 5. Generates JWT token 6. Returns token and user information ### Authenticated Game Creation 1. HTTP handler receives `POST /games` with optional Bearer token 2. Middleware validates JWT if present 3. Creates CreateGameCommand with user ID context 4. Processor creates game with user ID for human players 5. Service associates game with authenticated user 6. Returns game with player IDs matching user ### Human Move (Authenticated) 1. HTTP handler receives `POST /games/{id}/moves` with move 2. Optional JWT validation for user verification 3. Creates MakeMoveCommand, calls `processor.Execute()` 4. Processor validates move via locked validation engine 5. If legal, gets new FEN from engine 6. Calls `service.ApplyMoveWithState()` with the FEN, turn, and state that were validated 7. Service rejects a stale concurrent commit or atomically updates the move, optional slot claim, and terminal result 8. The same logical mutation is queued as one SQLite transaction 9. Returns GameResponse ### Computer Move 1. HTTP handler receives `POST /games/{id}/moves` with `{"move": "cccc"}` 2. Processor sets game state to `pending` 3. Submits task to EngineQueue, returns immediately 4. Worker goroutine calculates move with dedicated Stockfish instance 5. Callback updates game state via service 6. Client polls for completion 7. Returns GameResponse ### Long-Polling Flow 1. Client sends `GET /games/{id}?wait=true&moveCount=N` 2. Handler creates context from HTTP connection 3. Registers wait with WaitRegistry using game ID and move count 4. If game state unchanged, blocks up to 30 seconds 5. On any game update, NotifyGame sends to all waiters 6. Returns immediately with current state 7. Client disconnection cancels wait via context 8. Game deletion notifies and removes all waiters ### Durable Replay Read 1. Client requests `GET /api/v1/games/{id}/history` 2. Storage queues a barrier after all previously accepted gameplay writes 3. The writer reaches the barrier only after those transactions finish 4. Storage reads the game row and ordered moves in one read transaction 5. The API returns the initial FEN plus every UCI move and resulting FEN 6. This path works after terminal-memory eviction or a server restart ## Persistence Flow ### User Write Operations (Synchronous) 1. Service serializes public registrations within the process 2. Storage checks uniqueness and capacity in a transaction 3. At capacity, the oldest temporary user is evicted in that transaction 4. The new user and initial session commit together; any failure rolls back the entire operation 5. Login replaces the user's single session with one SQLite UPSERT 6. Other account mutations commit before success is returned ### Game Write Operations (Asynchronous) 1. Service layer calls a storage method (`RecordNewGame`, `RecordMove`, `RecordPlayers`, or `RewindGame`) 2. Operation queued to buffered channel (non-blocking) 3. Writer goroutine processes queue sequentially 4. Each logical mutation commits in one transaction 5. A full queue or write failure is logged and triggers degraded memory-only mode 6. Shutdown rejects new writes and drains every write already accepted ### Query Operations 1. Replay-sensitive game reads wait on the async-write barrier 2. User-game filtering matches creation-time player IDs and later claim IDs 3. Move lookup uses the `UNIQUE(game_id, move_number)` index prefix and returns move order directly 4. Username and email lookups are case-insensitive 5. CLI database queries format records as tabular output ## Concurrency - **HTTP Server**: Fiber handles concurrent connections - **Game State**: Single RWMutex protects game map (concurrent reads, serial writes) - **Move Validation**: Optimistic FEN/state/turn checks reject a result if the game changed while Stockfish was validating - **Engine Workers**: Fixed pool (2 workers) with dedicated Stockfish processes - **Validation Engine**: Single mutex-protected instance for synchronous validation - **Storage Writer**: Single goroutine processes game write queue sequentially - **User Operations**: Direct database access with transaction isolation - **PID Lock**: File-based exclusive lock prevents multiple instances ## Data Structures ### User Record ```go type UserRecord struct { UserID string Username string Email string PasswordHash string CreatedAt time.Time LastLoginAt *time.Time } ``` ### Game Snapshot with User Context ```go type Snapshot struct { FEN string PreviousMove string NextTurnColor Color PlayerID string // User ID or generated UUID } ``` ### JWT Claims ```go { "sub": "user-id", "username": "alice", "email": "alice@example.com", "session_id": "session-id", "exp": 1234567890 } ``` ### Command Pattern with User Context Commands encapsulate operations with type, arguments, and optional user ID for authenticated requests. ### Player Configuration Players identified by UUID (authenticated users) or generated IDs (anonymous), configured with type (human/computer), skill level, and search time. ### Storage Schema ```sql -- User authentication table users ( user_id TEXT PRIMARY KEY, username TEXT UNIQUE NOT NULL COLLATE NOCASE, email TEXT COLLATE NOCASE, password_hash TEXT NOT NULL, created_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP, last_login_at DATETIME ) -- Game storage with player associations games ( game_id TEXT PRIMARY KEY, initial_fen TEXT, white_player_id TEXT, -- User ID or generated UUID white_type INTEGER, white_level INTEGER, white_search_time INTEGER, black_player_id TEXT, -- User ID or generated UUID black_type INTEGER, black_level INTEGER, black_search_time INTEGER, start_time_utc DATETIME, result TEXT, -- white_wins, black_wins, draw, or stalemate end_time_utc DATETIME, white_claimed_by TEXT, -- user that claimed the slot after creation black_claimed_by TEXT ) -- Move history moves ( move_id INTEGER PRIMARY KEY, game_id TEXT, move_number INTEGER, move_uci TEXT, fen_after_move TEXT, player_color TEXT, move_time_utc DATETIME, FOREIGN KEY (game_id) REFERENCES games(game_id) ON DELETE CASCADE, UNIQUE (game_id, move_number) ) ``` Schema version 2 is applied idempotently to legacy databases with guarded `ALTER TABLE ADD COLUMN` migrations. Redundant indexes formerly duplicating UNIQUE constraints or useful index prefixes are removed. Purpose-built partial indexes cover non-empty email uniqueness, temporary-user cleanup, session expiry, and post-creation game claims. ## Security Architecture ### Authentication Flow 1. Password validation enforces minimum complexity 2. Argon2id hashing prevents rainbow table attacks 3. JWT tokens expire after 7 days 4. Case-insensitive username/email matching prevents enumeration 5. Constant-time password verification prevents timing attacks ### Rate Limiting Strategy - General API: 10 req/s per IP (20 in dev mode) - Registration: 5 req/min per IP (prevent spam accounts) - Login: 10 req/min per IP (prevent brute force) - Game operations unaffected for authenticated users ### Data Protection - Passwords never stored in plaintext - JWT secret rotates on restart (or fixed in dev mode) - User IDs use UUIDs with collision detection - Transactions keep registration, sessions, moves, claims, results, and rewinds internally consistent - Case-insensitive queries prevent duplicate accounts