Files
chess/doc/development.md
T

279 lines
10 KiB
Markdown

# Development Guide
## Prerequisites
- Go 1.26+
- Stockfish in PATH
- SQLite3
- Git
- curl, jq (for testing)
## Building
```bash
#git clone https://git.lixen.com/lixen/chess # Mirror
git clone https://github.com/lixenwraith/chess
cd chess
go build ./cmd/chess-server
go build ./cmd/chess-client-cli
```
## Running
### Flags
- `-api-host`: API server host (default: localhost)
- `-api-port`: API server port (default: 8080)
- `-serve`: Enable embedded web UI server
- `-web-host`: Web UI server host (default: localhost)
- `-web-port`: Web UI server port (default: 9090)
- `-dev`: Development mode with relaxed rate limits and fixed JWT secret
- `-storage-path`: SQLite database file path (enables persistence and authentication)
- `-pid`: PID file path for process tracking
- `-pid-lock`: Enable exclusive locking (requires -pid)
- `-log-level`: `debug`, `info`, `warn`, or `error` (default: `info`)
- `-log-http`: Enable API and web request logs (default: `true`)
- `-finished-game-ttl`: How long terminal games stay in memory (default: `1h`; `0` disables eviction)
- `-web-api-url`: Browser-visible API origin for the embedded web client; useful when its public origin differs from the listen address
### Modes
```bash
# In-memory only (no persistence or auth)
./chess-server
# With persistence and authentication
./chess-server -storage-path ./db/chess.db
# Development with all features
./chess-server -dev -storage-path chess.db -pid /tmp/chess-server.pid -serve
# Detailed persistence, engine-queue, cleanup, and request logs
./chess-server -dev -storage-path chess.db -serve -log-level debug -log-http=true
# Web UI is public at one origin while the API is exposed at another
./chess-server -serve -web-api-url https://api.example.test
# Initialize database with user tables
./chess-server db init -path chess.db
```
## Database Management
### Schema Initialization
```bash
# Create all tables (users, games, moves)
./chess-server db init -path chess.db
```
### User Management CLI
```bash
# Add user with password
./chess-server db user add -path chess.db -username alice -password SecurePass123
# Add user with email
./chess-server db user add -path chess.db -username bob -email bob@example.com -password BobPass456
# Interactive password input
./chess-server db user add -path chess.db -username charlie -interactive
# List all users
./chess-server db user list -path chess.db
# Update password
./chess-server db user set-password -path chess.db -username alice -password NewPass789
# Update email
./chess-server db user set-email -path chess.db -username alice -email newemail@example.com
# Update username
./chess-server db user set-username -path chess.db -current alice -new alice2
# Import with existing Argon2 hash
./chess-server db user set-hash -path chess.db -username alice -hash '$argon2id$v=19$m=65536,t=3,p=2$...'
# Delete user
./chess-server db user delete -path chess.db -username alice
```
### Game Query CLI
```bash
# Query all games
./chess-server db query -path chess.db -gameId "*"
# Query games for specific user
./chess-server db query -path chess.db -playerId "550e8400-e29b-41d4-a716-446655440000"
# Query specific game
./chess-server db query -path chess.db -gameId "a1b2c3d4-e5f6-7890-1234-567890abcdef"
# Delete database (destructive)
./chess-server db delete -path chess.db
```
## Authentication Configuration
### JWT Secret Management
- **Production**: A cryptographically secure 32-byte secret is generated on
startup. This intentionally invalidates JWTs after a restart even though the
SQLite session rows remain; configuring a stable deployment secret is tracked
in `doc/todo.md`.
- **Development** (`-dev`): Fixed secret for testing consistency
- **Sessions**: Stored for 7 days and renewed on each login; effective token
lifetime is also bounded by signing-key rotation
### Password Requirements
- Minimum 8 characters
- At least one letter and one number
- Argon2id hashing with secure defaults
### User Account Features
- Case-insensitive username and email matching
- Optional email addresses
- Last login tracking
- Unique constraint enforcement with transaction isolation
## Project Structure
```
chess/
├── cmd/
│ ├── chess-server/ # Server app
│ │ ├── main.go # Server entry point
│ │ ├── pid.go # PID file management
│ │ └── cli/ # Database and user CLI
│ └── chess-client/ # Client app
│ └── main.go # Interactive debugging client
├── internal/
│ ├── client/ # Client components
│ │ ├── api/ # HTTP client for server API
│ │ ├── commands/ # Command registry and handlers
│ │ ├── display/ # Terminal output formatting
│ │ └── session/ # Session state management
│ └── server/ # Server components
│ ├── board/ # FEN/ASCII operations
│ ├── core/ # Shared types and API models
│ ├── engine/ # Stockfish UCI wrapper
│ ├── game/ # Game state with player associations
│ ├── http/ # Fiber handlers and auth endpoints
│ │ ├── handler.go # Game endpoints
│ │ ├── auth.go # Authentication endpoints
│ │ └── middleware.go # JWT validation
│ ├── processor/ # Command processing with user context
│ ├── service/ # State and user management
│ │ ├── service.go # Core service
│ │ ├── game.go # Game operations
│ │ └── user.go # User and auth operations
│ └── storage/ # SQLite persistence
│ ├── storage.go # Async writer for games
│ ├── game.go # Game persistence
│ ├── user.go # User persistence (synchronous)
│ └── schema.go # Database schema
└── test/ # Test scripts
```
## Testing
See [test documentation](../test/README.md) for comprehensive test suites covering API, authentication, and database operations.
### Quick Test Commands
```bash
# API functionality tests
./test/test-api.sh
# User authentication and database tests
./test/test-db.sh
# Run test server with sample users
./test/test-db-server.sh
# Test real-time game updates via long-polling
./test/test-longpoll.sh
# Unit, migration, and persistence tests
go test ./...
# Concurrency checks for the state/persistence boundary
go test -race ./internal/server/storage ./internal/server/service
```
## Configuration
### Fixed Values
- Engine path: `"stockfish"` (internal/engine/engine.go)
- Worker count: 2 (internal/processor/processor.go)
- Queue capacity: 100 (internal/processor/queue.go)
- Min search time: 100ms (internal/processor/processor.go)
- Write queue: 1000 operations (internal/server/storage/storage.go)
- DB connections: 8 max, 4 idle (internal/server/storage/storage.go)
- JWT expiration: 7 days (internal/service/user.go)
- Long-poll timeout: 30 seconds (internal/server/service/waiter.go)
- Long-poll channel buffer: 1 (internal/service/waiter.go)
### Authentication Configuration
- Password minimum: 8 characters with letter and number
- Username format: 1-40 characters, alphanumeric and underscore
- Email validation: Standard RFC 5322 format
- Hash algorithm: Argon2id (memory-hard, side-channel resistant)
### Storage Configuration
- WAL mode and NORMAL synchronous mode enabled on every connection
- Foreign key constraints and a five-second busy timeout enabled on every connection
- Async write pattern for games; shutdown drains every accepted write
- Replay reads wait for prior queued writes and use one read transaction
- Synchronous writes for user operations (data consistency)
- Registration capacity/eviction, user creation, and initial session are atomic
- A full queue or write failure degrades to memory-only and is visible in logs and `/health`
- Case-insensitive collation for usernames and emails
### Rate Limiting Configuration
- General endpoints: 10 req/s (20 in dev mode)
- User registration: 5 req/min
- User login: 10 req/min
- Rate limit key: IP address from X-Forwarded-For or connection
### PID Management
- Singleton enforcement requires same PID file path
- Stale PID detection via signal 0 checking
- Exclusive file locking with LOCK_EX|LOCK_NB
- Automatic cleanup on graceful shutdown
### Validation Rules
- Player type: 1 (human) or 2 (computer)
- Skill level: 0-20
- Search time: 100-10000ms
- UCI moves: 4-5 characters ([a-h][1-8][a-h][1-8][qrbn]?)
- Undo count: 1-300
- Username: 1-40 characters, [a-zA-Z0-9_]
- Password: 8-128 characters, requires letter and number
## Security Considerations
### Authentication Security
- Passwords hashed with Argon2id before storage
- JWT tokens signed with HS256
- Constant-time password comparison
- Case-insensitive matching prevents user enumeration
- Rate limiting on auth endpoints prevents brute force
### Input Validation
- All user inputs validated and sanitized
- SQL injection prevented via parameterized queries
- UCI command injection blocked via character validation
- FEN strings validated against strict regex pattern
### Session Management
- JWT tokens expire after 7 days
- No token refresh mechanism (re-login required)
- Tokens include minimal claims (user ID, username, email)
- Secret rotates on server restart (except dev mode)
## Limitations
- JWT tokens don't support refresh (must re-login after expiry)
- User deletion doesn't cascade to games (games remain with player IDs)
- No password recovery mechanism
- No email verification for registration
- Fixed worker pool size for engine calculations
- No push-based game updates (30-second long-polling is used)
- Live games are not rehydrated after restart; persisted games are currently replay-only
- Database history has no automatic retention policy
- Curated-game metadata and replay controls are deferred to [Replay Implementation Tasks](./todo.md)
- REST API only