# Trictrac This is a game of [Trictrac](https://en.wikipedia.org/wiki/Trictrac) rust implementation. The project is still on its early stages. ## Usage Install [devenv](https://devenv.sh/getting-started/), start a devenv shell `devenv shell`, and run the following commands. ```bash # Run the relay server just build-relay just run-relay # listens on :8080 # Run the game (separate terminal) just dev-game ``` Open two browser windows at `http://127.0.0.1:9091`. In one, create a room; in the other, join with the same room name. Playing with the cli against the 'random' bot: `cargo run --bin=client_cli -- --bot random` ## Roadmap - [x] rules - [x] command line interface - [x] basic bot (random play) - [ ] web client (in progress) - [ ] network game (in progress) - [ ] AI bot ## Code structure - game rules and game state are implemented in the _store/_ folder. - the command-line application is implemented in _clients/cli/_; it allows you to play against a bot, or to have two bots play against each other - the bots algorithms and the training of their models are implemented in the _bot/_ and _spiel_bot_ folders. ### _store_ package The game state is defined by the `GameState` struct in _store/src/game.rs_. The `to_string_id()` method allows this state to be encoded compactly in a string (without the played moves history). For a more readable textual representation, the `fmt::Display` trait is implemented. ### _clients/cli_ package `clients/cli/src/game_runner.rs` contains the logic to make two bots play against each other. ### _bot_ package - `bot/src/strategy/default.rs` contains the code for a basic bot strategy: it determines the list of valid moves (using the `get_possible_moves_sequences` method of `store::MoveRules`) and simply executes the first move in the list. - `bot/src/strategy/dqnburn.rs` is another bot strategy that uses a reinforcement learning trained model with the DQN algorithm via the burn library (). - `bot/scripts/trains.sh` allows you to train agents using different algorithms (DQN, PPO, SAC). ### multiplayer game Pagckages "clients/backbone-lib", "clients/web-game", "server/protocol", "server/relay-server" are a Leptos-optimized adaptation of the macroquad-based [Carbonfreezer/multiplayer](https://github.com/Carbonfreezer/multiplayer) project. It is a multiplayer game system in Rust targeting browser-based board games compiled as WASM. The original project used Macroquad with a polling-based transport layer; this version replaces that with an async session API built for [Leptos](https://leptos.dev/). The system consists of: - A **relay server** (Axum/Tokio) that routes messages between players and manages rooms, without knowing anything about game rules. - A **backbone library** that handles WebSocket connection, handshake, and message routing, exposing an async API to the game frontend. - Game-specific **backend logic** implementing the `BackEndArchitecture` trait, which runs only on the hosting client. - A **Leptos frontend** that connects to a session and reacts to state updates. There is no dedicated game server. One of the players acts as the host: their browser runs the game backend locally. The relay server only forwards messages — it never touches game state. ``` ┌─────────────────────────────────────────────────────────────┐ │ Host Client │ │ ┌─────────────┐ ┌──────────────────┐ ┌────────────┐ │ │ │ Leptos UI │◄──►│ GameSession │◄──►│ Backend │ │ │ └─────────────┘ └────────┬─────────┘ └────────────┘ │ └───────────────────────────── │ ────────────────────────────┘ │ WebSocket ┌──────▼──────┐ │ Relay Server│ └──────┬──────┘ │ WebSocket ┌───────────────────────────────│────────────────────────────┐ │ ┌─────────────┐ ┌─────────▼────────┐ │ │ │ Leptos UI │◄──►│ GameSession │ (no backend) │ │ └─────────────┘ └──────────────────┘ │ │ Remote Client │ └─────────────────────────────────────────────────────────────┘ ``` #### Data flow - **Actions** (e.g. "place stone at B3") flow from the UI to the host backend via `GameSession::send_action()`. - **State updates** flow back as `ViewStateUpdate::Full` (full snapshot, on join or reset) or `ViewStateUpdate::Incremental` (delta, for animations). - **Timers** are managed by the host's background task (wall-clock, no polling required from the game). #### backbone-lib session API The key design choice: `backbone-lib` owns a background async task per session. The Leptos app never drives a loop — it just awaits on events. #### Workspace **server/protocol** Shared message-type constants and the `JoinRequest` struct used during the WebSocket handshake. **server/relay-server** Listens on port 8080. Loads `GameConfig.json` on startup to know which games exist and their player limits: ```json [{ "name": "trictrac", "max_players": 10 }] ``` Games can be added at runtime via the `/reload` endpoint. `/enlist` lists active rooms. A watchdog cleans up inactive rooms every 20 minutes. For production, put it behind a reverse proxy with SSL (the browser requires `wss://` on HTTPS pages). Example Caddy config: ``` your-domain.com { handle_path /api/* { reverse_proxy localhost:8080 } file_server } ``` **clients/backbone-lib** Modules: | Module | Purpose | | ---------- | ---------------------------------------------------------------------------------------------------------- | | `session` | `GameSession`, `connect()`, `SessionEvent`, `RoomConfig` | | `host` | Background async task for the hosting client (drives `BackEndArchitecture`, manages timers) | | `client` | Background async task for non-hosting clients | | `protocol` | Wire encoding/decoding helpers (postcard + message-type bytes) | | `platform` | `spawn_task` / `sleep_ms` abstractions (WASM: `spawn_local` + gloo-timers; native: thread + thread::sleep) | | `traits` | `BackEndArchitecture`, `BackendCommand`, `ViewStateUpdate`, `SerializationCap` |