Files
tavolo/server/README.md
T
woggioni d9cdba33a1 Add hand-end scoring summary screen with acknowledgement
After each hand of an unfinished match the game now pauses in a new
hand_end phase instead of dealing immediately:

- engine: hand_points gains an 'award' map (which team won each category),
  _end_hand stops at hand_end with a deadline, new acknowledge_hand deals
  the next hand once all four players have acked; plays are rejected while
  the summary is up
- state: acked seats, hand_end_deadline and hand_ack_timeout are persisted
  and exposed in the personalized view (also on the finished state, so the
  final hand is explained before the result)
- ws: new {"action": "ack"}; a per-hand timer force-deals the next hand
  after HAND_ACK_TIMEOUT_SECONDS (new env var, default 30s) so an away
  player cannot stall the match
- web: modal explaining each category in plain language with icons (card
  images for denara/settebello/primiera), team-coloured rows, running
  totals with progress bars, an 'Understood — next hand' button that turns
  into 'Waiting for …' plus an auto-continue countdown; the final screen
  shows the last hand's breakdown too

Verified in the browser against the compose stack: hand played to
completion, summary rendered (including a carte tie), ack from all four
players dealt the next hand live, and the auto-continue path fired when
nobody acked. 60 backend tests + mypy + cargo tests green.
2026-09-16 21:46:01 +08:00

8.7 KiB

scopa

A multiplayer backend for scopone scientifico (the four-player, fixed-partnership variant of the classic Italian card game), built on the kaya framework.

Players authenticate with the configured OIDC provider. Live game state is kept in Redis (with real-time play over WebSocket), and completed matches — every participant and the final score — are persisted to Postgres for history and leaderboard statistics.

Quick start (Docker Compose)

# From the repository root (docker-compose.yml lives there):
docker compose up --build

The stack starts Postgres, Redis, a mock OIDC provider (navikt/mock-oauth2-server) with four ready-made players (alice, bob, carol, dave), a one-shot database migration service, and the app itself on http://127.0.0.1:8080. The same container also serves the Sycamore/WASM frontend (built from ../web/ by the Docker image), so the UI is available at that address.

Because the browser and the app both talk to the OIDC issuer at http://mockoauth:8180/scopa, add a host entry once:

echo "127.0.0.1 mockoauth" | sudo tee -a /etc/hosts

Then log in: GET http://localhost:8080/auth/login, type any username (e.g. alice) in the interactive login, and you are redirected back with a session cookie. That cookie authenticates both the REST API and the WebSocket endpoint.

OpenAPI documentation is served at /api/docs (/api/openapi.json).

Configuration

All configuration comes from environment variables (see .env.example):

Variable Default Description
DATABASE_URL postgres://scopa:scopa@localhost:5432/scopa Postgres DSN for match statistics
REDIS_URL unset Redis DSN for sessions + live games. Unset falls back to in-memory stores
OIDC_ISSUER http://localhost:8180/scopa OIDC issuer URL
OIDC_CLIENT_ID scopa OIDC client id
OIDC_CLIENT_SECRET unset OIDC client secret
OIDC_REDIRECT_URI http://localhost:8080/auth/callback Login callback URL
GAME_TTL_SECONDS 86400 Sliding TTL of a live game in Redis
HAND_ACK_TIMEOUT_SECONDS 30 Seconds the between-hands scoring summary waits for acknowledgements
APP_HOST / APP_PORT 0.0.0.0 / 8080 Bind address

Data model

Redis (live games)

  • scopa:game:<uuid> — the whole match as JSON: players (seat 0/2 = team A, 1/3 = team B), hands, table, captured piles, scope, current turn, dealer, scores, phase (lobbyplayingfinished). Sliding TTL (GAME_TTL_SECONDS).
  • scopa:code:<JOINCODE> — the 6-character join code → game id index.
  • scopa:game:<uuid>:lock — a short-lived lock serializing every mutation.
  • scopa:game:<uuid>:events — a pub/sub channel carrying "state changed" signals; every open WebSocket reloads the state and pushes the personalized view to its player.

Postgres (statistics, via Tortoise ORM + aerich migrations)

  • match — one row per finished match: both teams' final scores, winner, target score, hands played, start/finish timestamps.
  • match_player — one row per participant: the OIDC sub, display name, seat, team and whether they won. Unique per (match, user_sub).

When a match ends, the result is written transactionally to Postgres (once, guarded by a flag on the Redis state); the finished state stays in Redis until its TTL expires so clients can still fetch the final board.

REST API

All endpoints except /api/health, /api/docs and /api/openapi.json require authentication.

Method Path Description
POST /api/games Create a lobby game. Optional body {"target_score": 11}. Returns {id, join_code}
POST /api/games/join Join with {"code": "ABC123"}. The fourth player triggers the deal
GET /api/games/{id} Personalized snapshot (only your own hand is visible)
GET /api/me/matches Cursor-paginated match history with final scores (?limit=&cursor=)
GET /api/leaderboard Aggregated wins / matches / team points per player

WebSocket protocol

Connect to /ws/games/{game_id} with your session cookie. Only seated players are accepted; unauthenticated, unknown-game and non-player connections are closed with codes 4401, 4404 and 4403 respectively.

Server → client messages are JSON objects with a type:

  • {"type": "state", "game": {...}} — personalized game view. Your own hand is included; other players expose only their card counts. your_turn: true is present when it is your move.
  • {"type": "game_over", "scores": {"A": 11, "B": 7}, "winner": "A"}
  • {"type": "error", "code": "illegal_move", "message": "..."}

Client → server messages:

{"action": "play", "card": "07D", "capture": ["02D", "05C"]}
{"action": "play", "card": "07D"}
{"action": "ack"}
{"action": "state"}
  • card is the card you play, rendered as RRSUIT (01A..10D; suits D denari, C coppe, S spade, B bastoni — e.g. 07D is the settebello).
  • capture lists the table cards to take. When a capture is legal it is mandatory to provide one; when no capture exists it must be omitted.
  • ack acknowledges the hand-end scoring summary (see below). The next hand is dealt once all four players have acknowledged, or automatically after HAND_ACK_TIMEOUT_SECONDS.
  • state asks for a fresh snapshot.

After every accepted move the new state is broadcast to all four players.

Hand-end summary

When a hand finishes but the match continues, the game enters the hand_end phase instead of dealing immediately: the state carries last_hand (a full scoring breakdown with an award map naming the team that won each category), the acknowledged seats and a hand_end_deadline. The frontend renders this as a screen every player must dismiss. A play attempted in this phase is rejected with an illegal_move error.

Rules implemented

  • 40-card Italian deck, ten cards per player, empty table at hand start.
  • A card captures a single card of equal rank (mandatory when present) or a combination of table cards whose ranks sum to its own.
  • Emptying the table scores a scopa (+1), except on the last play of a hand. Remaining table cards go to the last player who captured.
  • Hand points: carte (most captured cards), denara (most diamonds), settebello (7♦), primiera (best 7/6/5/4 per suit, all four suits required), plus one point per scopa. Ties award nothing.
  • The match ends when a team reaches the target score (default 11, configurable per game) with a clear lead; a tie at or above the target is broken by another hand.

Development

python3 -m venv .venv
.venv/bin/pip install -r requirements.txt
.venv/bin/pip install -e '.[dev]'
.venv/bin/python -m unittest discover -s tests -t .
.venv/bin/mypy src

Tests run fully in-process: in-memory sqlite for Postgres, in-memory stores for Redis, a fake OIDC user patched onto the mixins, and httpx / httpx-ws ASGI transports for HTTP and WebSocket coverage.

Migrations

The Postgres schema is owned by aerich migrations in migrations/. The db-migrate compose service runs aerich upgrade before the app starts. To add a migration after changing src/scopa/models.py:

DATABASE_URL=postgres://scopa:scopa@localhost:5432/scopa .venv/bin/aerich migrate
DATABASE_URL=postgres://scopa:scopa@localhost:5432/scopa .venv/bin/aerich upgrade

(aerich init-db produces sqlite-flavored DDL when pointed at sqlite; adjust UUID/TIMESTAMPTZ/BOOL/JSONB for Postgres like the existing baseline.)

Layout

Everything lives under server/:

src/scopa/
├── app.py              # composition root: session/OIDC/Tortoise/OpenAPI mixins
├── config.py           # env -> frozen Settings
├── auth.py             # auth helpers (HTTP + WebSocket)
├── http.py             # JSON request/response helpers
├── pagination.py       # keyset (cursor) pagination
├── openapi.py          # shared OpenAPI parameter fragments
├── tortoise_mixin.py   # TortoiseORM lifecycle (HTTP + WebSocket)
├── aerich_config.py    # aerich CLI configuration
├── models.py           # Match, MatchPlayer (Postgres)
├── stats.py            # finished match -> Postgres persistence
├── store.py            # Redis / in-memory live-game store
├── ws.py               # WebSocket live-play endpoint
├── game/
│   ├── state.py        # GameState / PlayerState / Card, JSON (de)serialization
│   ├── engine.py       # pure scopone scientifico rules
│   └── errors.py       # typed rule violations
└── routes/
    ├── health.py       # GET /api/health
    ├── games.py        # lobby: create / join / snapshot
    └── stats.py        # match history + leaderboard