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GET /api/games/preview returns the lobby behind a code plus the game's name and engine-echoed options. The lobby debounces the lookup as a complete code is typed and shows the game, seated players, open seats and option badges rendered from the game's schema, disabling Join when the lobby is full or the match has already started.
tavolo-platform
The game-independent half of tavolo: lobby, live play, match history and
leaderboards. Everything here works for any game that implements the
GameEngine contract; the package
itself ships no game.
Contents
engine.py— the platform↔game contract:GameEngine(ABC),GameSession(the platform-owned envelope with an opaquestateblob),Seat,Deadline(kind + due time + revalidation token) and theMatchResult/PlayerResultoutcome types.registry.py—GameRegistry: game id → engine lookup, single source of truth for which games exist.mixin.py—Platform(registry + store + scheduler + OIDC, the collaborators every endpoint needs) andPlatformMixin, the kaya mixin that registers all routes and the websocket endpoint on an app.routes/—health(GET /api/health),me(GET /api/me),games(lobby:GET /api/game-types,POST /api/games,POST /api/games/join,GET /api/games/{id}) andstats(GET /api/me/matches,GET /api/leaderboard,GET /api/me/ratings).ws.py— the live-play websocket (/ws/games/{id}): connection lifecycle, the message envelope and the publish/subscribe fan-out. Game-specific actions are dispatched to the session's engine.store.py— live-session persistence:RedisGameStore(production) andInMemoryGameStore(tests/dev) over a JSON envelope plus the engine's opaque state blob, with per-game locks, change signals and the shared deadline queue.deadlines.py—DeadlineScheduler: enqueue the deadline an engine declares after each mutation; a per-loop consumer fires due entries throughengine.fire_deadlineunder the per-game lock. Engines revalidate the token, so stale or duplicate deliveries are harmless.models.py—Match(game_type, timestamps, game-specific JSONresult),MatchPlayer(seat, team, won, points, Elo delta, JSONdetails) andPlayerRating(Elo per(user_sub, game_type)).stats.py—save_match_result(engineMatchResult→ Postgres, transactionally, with Elo) andapply_elo.elo.py— chess-style Elo math generalized to two-team matches.backfill_elo.py— rebuild every rating from the match history:python -m tavolo.platform.backfill_elo --database-url postgres://….auth.py,http.py,pagination.py,openapi.py,tortoise_mixin.py— OIDC helpers, JSON helpers, keyset pagination, shared OpenAPI fragments, the TortoiseORM lifecycle mixin.
Adding a game
Implement GameEngine (see engine.py for the full contract), register
it in a GameRegistry, and mount PlatformMixin(Platform(...)) on a
KayaApp — see the composition root in tavolo.app. The canonical
example is
tavolo-scopone.
Development (from server/)
.venv/bin/python -m unittest discover -s packages/tavolo-platform/tests
.venv/bin/python -m mypy -p tavolo.platform
Tests run fully in-process against a DummyEngine (a two-player toy game
in tests/helpers.py): in-memory sqlite, in-memory stores, a patched
OIDC user and httpx / httpx-ws ASGI transports. No test in this
package may import a real game.