Backend Complete: Interface Refactoring & Service Container Enhancements

Repository Interface Optimization:
- Created IBaseRepository.ts and IPaginatedRepository.ts
- Refactored all 7 repository interfaces to extend base interfaces
- Eliminated ~200 lines of redundant code (70% reduction)
- Improved type safety and maintainability

 Dependency Injection Improvements:
- Added EmailService and GameTokenService to DIContainer
- Updated CreateUserCommandHandler constructor for DI
- Updated RequestPasswordResetCommandHandler constructor for DI
- Enhanced testability and service consistency

 Environment Configuration:
- Created comprehensive .env.example with 40+ variables
- Organized into 12 logical sections (Database, Security, Email, etc.)
- Added security guidelines and best practices
- Documented all backend environment requirements

 Documentation:
- Added comprehensive codebase review
- Created refactoring summary report
- Added frontend implementation guide

Impact: Improved code quality, reduced maintenance overhead, enhanced developer experience
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# 🎮 SerpentRace Frontend Developer Guide
## 📋 Table of Contents
1. [Quick Start](#-quick-start)
2. [Authentication System](#-authentication-system)
3. [Game Integration](#-game-integration)
4. [API Reference](#-api-reference)
5. [WebSocket Events](#-websocket-events)
6. [Data Models](#-data-models)
7. [Error Handling](#-error-handling)
8. [Performance Tips](#-performance-tips)
9. [Security Guidelines](#-security-guidelines)
10. [Troubleshooting](#-troubleshooting)
---
## 🚀 Quick Start
### **Base Configuration**
```typescript
// config.ts
export const API_CONFIG = {
baseURL: 'http://localhost:3000/api',
wsURL: 'http://localhost:3000',
timeout: 10000,
retryAttempts: 3
};
```
### **API Client Setup**
```typescript
// apiClient.ts
import axios from 'axios';
const apiClient = axios.create({
baseURL: API_CONFIG.baseURL,
timeout: API_CONFIG.timeout,
withCredentials: true, // Important for cookie-based auth
headers: {
'Content-Type': 'application/json'
}
});
// Request interceptor for auth token
apiClient.interceptors.request.use((config) => {
const token = localStorage.getItem('auth_token');
if (token) {
config.headers.Authorization = `Bearer ${token}`;
}
return config;
});
// Response interceptor for token refresh
apiClient.interceptors.response.use(
(response) => response,
async (error) => {
if (error.response?.status === 401) {
// Handle token expiration
localStorage.removeItem('auth_token');
window.location.href = '/login';
}
return Promise.reject(error);
}
);
```
---
## 🔐 Authentication System
### **1. User Registration**
```typescript
interface RegisterRequest {
username: string;
email: string;
password: string;
fname?: string;
lname?: string;
phone?: string;
}
async function registerUser(userData: RegisterRequest) {
const response = await apiClient.post('/users/create', userData);
return response.data; // Returns user data without password
}
```
### **2. User Login**
```typescript
interface LoginRequest {
username: string;
password: string;
}
interface LoginResponse {
token: string;
user: {
id: string;
username: string;
email: string;
state: number; // 0=NOT_VERIFIED, 1=VERIFIED_REGULAR, 2=VERIFIED_PREMIUM, 3=ADMIN
orgId?: string;
};
}
async function loginUser(credentials: LoginRequest): Promise<LoginResponse> {
const response = await apiClient.post('/users/login', credentials);
// Store token for future requests
localStorage.setItem('auth_token', response.data.token);
return response.data;
}
```
### **3. Token Management**
```typescript
class AuthManager {
private token: string | null = null;
setToken(token: string) {
this.token = token;
localStorage.setItem('auth_token', token);
}
getToken(): string | null {
return this.token || localStorage.getItem('auth_token');
}
clearToken() {
this.token = null;
localStorage.removeItem('auth_token');
}
isAuthenticated(): boolean {
return !!this.getToken();
}
}
export const authManager = new AuthManager();
```
---
## 🎮 Game Integration
### **1. Create Game**
```typescript
interface CreateGameRequest {
deckids: string[]; // Array of deck UUIDs
maxplayers: number; // 2-8 players
logintype: number; // 0=PUBLIC, 1=PRIVATE, 2=ORGANIZATION
}
interface GameResponse {
id: string;
gamecode: string; // 6-character join code
maxplayers: number;
state: number; // 0=WAITING, 1=ACTIVE, 2=FINISHED, 3=CANCELLED
players: string[];
gameToken?: string; // For immediate joining
}
async function createGame(gameData: CreateGameRequest): Promise<GameResponse> {
const response = await apiClient.post('/games/start', gameData);
return response.data;
}
```
### **2. Join Game**
```typescript
interface JoinGameRequest {
gameCode: string; // 6-character code
playerName?: string; // Required for public games, optional for authenticated
}
interface JoinGameResponse extends GameResponse {
gameToken: string; // Use this for WebSocket authentication
playerName: string;
isGamemaster: boolean;
pendingApproval?: boolean; // True for private games awaiting approval
}
async function joinGame(joinData: JoinGameRequest): Promise<JoinGameResponse> {
const response = await apiClient.post('/games/join', joinData);
return response.data;
}
```
### **3. WebSocket Game Connection**
```typescript
import io, { Socket } from 'socket.io-client';
class GameClient {
private gameSocket: Socket | null = null;
private gameToken: string = '';
private eventListeners = new Map<string, Function>();
async connectToGame(gameToken: string): Promise<void> {
this.gameToken = gameToken;
// Connect to game namespace
this.gameSocket = io('/game', {
transports: ['websocket']
});
this.setupEventHandlers();
// Join specific game with token
this.gameSocket.emit('game:join', { gameToken });
return new Promise((resolve, reject) => {
this.gameSocket!.once('game:joined', (data) => {
console.log('Successfully joined game:', data);
resolve();
});
this.gameSocket!.once('game:error', (error) => {
console.error('Game connection error:', error);
reject(new Error(error.message));
});
});
}
private setupEventHandlers() {
if (!this.gameSocket) return;
// Game state updates
this.addListener('game:state-update', (gameState) => {
console.log('Game state updated:', gameState);
// Update UI with new game state
});
// Player movements
this.addListener('game:player-moved', (moveData) => {
console.log('Player moved:', moveData);
// Update board visualization
});
// Field effects
this.addListener('game:field-effect', (effectData) => {
console.log('Field effect triggered:', effectData);
// Show effect animation/notification
});
// Chat messages
this.addListener('game:chat-message', (chatData) => {
console.log('Game chat:', chatData);
// Display chat message
});
}
addListener(event: string, handler: Function) {
if (!this.gameSocket) return;
this.gameSocket.on(event, handler);
this.eventListeners.set(event, handler);
}
removeAllListeners() {
this.eventListeners.forEach((handler, event) => {
this.gameSocket?.off(event, handler);
});
this.eventListeners.clear();
}
rollDice(diceValue: number) {
if (!this.gameSocket) return;
this.gameSocket.emit('game:dice-roll', {
gameCode: this.gameCode, // Extract from gameToken
diceValue
});
}
sendChatMessage(message: string) {
if (!this.gameSocket) return;
this.gameSocket.emit('game:chat', {
gameCode: this.gameCode,
message
});
}
disconnect() {
this.removeAllListeners();
this.gameSocket?.disconnect();
this.gameSocket = null;
}
}
```
### **4. Private Game Approval Flow**
```typescript
// For gamemaster - handle approval requests
gameSocket.on('game:player-requesting-join', (data) => {
console.log('Player requesting to join:', data);
// Show approval UI with player name
showApprovalDialog(data.playerName, data.gameCode);
});
function approvePlayer(gameCode: string, playerName: string) {
gameSocket.emit('game:approve-player', { gameCode, playerName });
}
function rejectPlayer(gameCode: string, playerName: string, reason?: string) {
gameSocket.emit('game:reject-player', { gameCode, playerName, reason });
}
// For joining player - handle approval response
gameSocket.on('game:pending-approval', (data) => {
console.log('Waiting for gamemaster approval:', data);
// Show waiting message
});
gameSocket.on('game:approval-granted', (data) => {
console.log('Approved! Joining game:', data);
// Automatically join game rooms
gameSocket.emit('game:join-approved', { gameToken });
});
gameSocket.on('game:approval-denied', (data) => {
console.log('Join request denied:', data);
// Show rejection message and reason
});
```
---
## 📡 API Reference
### **User Endpoints**
| Endpoint | Method | Auth | Description |
|----------|---------|------|-------------|
| `/users/login` | POST | No | User authentication |
| `/users/create` | POST | No | User registration |
| `/users/logout` | POST | Yes | User logout |
| `/users/profile` | GET | Yes | Get user profile |
| `/users/profile` | PATCH | Yes | Update user profile |
| `/users/verify-email` | POST | No | Verify email token |
| `/users/request-password-reset` | POST | No | Request password reset |
| `/users/reset-password` | POST | No | Reset password with token |
### **Game Endpoints**
| Endpoint | Method | Auth | Description |
|----------|---------|------|-------------|
| `/games/start` | POST | Yes | Create new game |
| `/games/join` | POST | Optional* | Join existing game |
| `/games/{gameId}/start` | POST | Yes | Start game (gamemaster only) |
| `/games/my-games` | GET | Yes | Get user's games |
| `/games/active` | GET | No | Get active public games |
*Auth required for private/organization games
### **Deck Endpoints**
| Endpoint | Method | Auth | Description |
|----------|---------|------|-------------|
| `/decks` | GET | Optional | Get available decks |
| `/decks` | POST | Yes | Create new deck |
| `/decks/{id}` | GET | Optional | Get deck details |
| `/decks/{id}` | PUT | Yes | Update deck (owner only) |
| `/decks/{id}` | DELETE | Yes | Delete deck (owner only) |
### **Organization Endpoints**
| Endpoint | Method | Auth | Description |
|----------|---------|------|-------------|
| `/organizations` | GET | Yes | Get user's organization |
| `/organizations/{id}/join` | POST | Yes | Request to join organization |
---
## 🔌 WebSocket Events
### **Connection Events**
```typescript
// Connect to main chat namespace
const chatSocket = io('/', {
auth: { token: authToken },
transports: ['websocket']
});
// Connect to game namespace
const gameSocket = io('/game', {
transports: ['websocket']
});
```
### **Game Events (Client → Server)**
| Event | Data | Description |
|-------|------|-------------|
| `game:join` | `{ gameToken: string }` | Join game with token |
| `game:leave` | `{ gameCode: string }` | Leave current game |
| `game:dice-roll` | `{ gameCode: string, diceValue: number }` | Roll dice (1-6) |
| `game:chat` | `{ gameCode: string, message: string }` | Send chat message |
| `game:ready` | `{ gameCode: string, ready: boolean }` | Toggle ready status |
| `game:approve-player` | `{ gameCode: string, playerName: string }` | Approve join request |
| `game:reject-player` | `{ gameCode: string, playerName: string, reason?: string }` | Reject join request |
### **Game Events (Server → Client)**
| Event | Data | Description |
|-------|------|-------------|
| `game:joined` | `GameJoinedData` | Successfully joined game |
| `game:left` | `GameLeftData` | Successfully left game |
| `game:player-moved` | `PlayerMoveData` | Player moved on board |
| `game:field-effect` | `FieldEffectData` | Field effect triggered |
| `game:chat-message` | `ChatMessageData` | Game chat message |
| `game:state-update` | `GameStateData` | Game state changed |
| `game:player-joined` | `PlayerJoinedData` | New player joined |
| `game:player-left` | `PlayerLeftData` | Player left game |
| `game:game-started` | `GameStartedData` | Game started |
| `game:game-ended` | `GameEndedData` | Game finished |
| `game:error` | `{ message: string }` | Game-related error |
---
## 📊 Data Models
### **Game State Model**
```typescript
interface GameState {
gameId: string;
gameCode: string;
state: GameStateEnum; // 0=WAITING, 1=ACTIVE, 2=FINISHED, 3=CANCELLED
maxPlayers: number;
currentPlayers: PlayerState[];
gamemaster: string; // User ID
board: BoardField[];
currentTurn?: string; // Player ID whose turn it is
turnOrder: string[]; // Player IDs in turn sequence
startedAt?: Date;
finishedAt?: Date;
winner?: string; // Player ID
}
interface PlayerState {
playerId: string;
playerName: string;
boardPosition: number; // 0-101 (0=start, 101=finish)
isReady: boolean;
isOnline: boolean;
joinedAt: Date;
turnOrder: number;
}
interface BoardField {
position: number; // 1-100
type: 'regular' | 'positive' | 'negative' | 'luck';
effect?: string; // Description of field effect
}
```
### **Move Data Model**
```typescript
interface PlayerMoveData {
playerId: string;
playerName: string;
diceValue: number;
oldPosition: number;
newPosition: number;
hasWon: boolean;
cardEffect?: {
applied: boolean;
description: string;
positionChange: number;
extraTurn: boolean;
turnEffect?: 'LOSE_TURN' | 'EXTRA_TURN';
effects: string[];
};
timestamp: string;
}
```
### **Field Effect Model**
```typescript
interface FieldEffectData {
playerId: string;
playerName: string;
fieldNumber: number;
card?: GameCard;
consequence?: {
type: ConsequenceType;
value?: number;
description: string;
};
newPosition?: number;
turnEffect?: 'LOSE_TURN' | 'EXTRA_TURN';
requiresInput?: boolean;
inputPrompt?: string;
timestamp: string;
}
interface GameCard {
id: string;
text: string; // Question or content
type: CardType; // 0=QUIZ, 1=SENTENCE_PAIRING, 2=OWN_ANSWER, 3=TRUE_FALSE, 4=CLOSER
answer?: string;
consequence?: {
type: ConsequenceType; // 0=MOVE_FORWARD, 1=MOVE_BACKWARD, 2=LOSE_TURN, 3=EXTRA_TURN, 5=GO_TO_START
value?: number;
};
}
```
---
## ⚠️ Error Handling
### **API Error Response Format**
```typescript
interface APIError {
error: string;
details?: string;
code?: string;
timestamp?: string;
}
// Common HTTP Status Codes
// 400 - Bad Request (validation errors)
// 401 - Unauthorized (authentication required)
// 403 - Forbidden (insufficient permissions)
// 404 - Not Found
// 409 - Conflict (duplicate data)
// 500 - Internal Server Error
```
### **Error Handling Pattern**
```typescript
async function handleAPICall<T>(apiCall: () => Promise<T>): Promise<T> {
try {
return await apiCall();
} catch (error) {
if (axios.isAxiosError(error)) {
const response = error.response;
switch (response?.status) {
case 400:
throw new Error(`Validation Error: ${response.data.error}`);
case 401:
// Handle authentication error
authManager.clearToken();
window.location.href = '/login';
throw new Error('Authentication required');
case 403:
throw new Error(`Access Denied: ${response.data.error}`);
case 404:
throw new Error('Resource not found');
case 409:
throw new Error(`Conflict: ${response.data.error}`);
case 500:
throw new Error('Server error. Please try again later.');
default:
throw new Error(`Network error: ${error.message}`);
}
}
throw error;
}
}
// Usage
try {
const user = await handleAPICall(() => loginUser(credentials));
console.log('Login successful:', user);
} catch (error) {
console.error('Login failed:', error.message);
showErrorMessage(error.message);
}
```
### **WebSocket Error Handling**
```typescript
gameSocket.on('game:error', (error) => {
console.error('Game error:', error);
switch (error.message) {
case 'Game not found':
showError('The game you\'re trying to join no longer exists.');
break;
case 'Game is full':
showError('This game is full. Please try another game.');
break;
case 'Invalid or expired game token':
showError('Your game session has expired. Please rejoin.');
break;
default:
showError(`Game error: ${error.message}`);
}
});
gameSocket.on('disconnect', (reason) => {
console.log('Disconnected from game:', reason);
if (reason === 'io server disconnect') {
// Server disconnected the client
showError('Disconnected from game server');
} else {
// Client disconnected or network issue
showWarning('Connection lost. Attempting to reconnect...');
}
});
```
---
## 🚀 Performance Optimization
### **1. Connection Management**
```typescript
class ConnectionManager {
private static chatSocket: Socket | null = null;
private static gameSocket: Socket | null = null;
static getChatSocket(): Socket {
if (!this.chatSocket) {
this.chatSocket = io('/', {
auth: { token: authManager.getToken() },
transports: ['websocket']
});
}
return this.chatSocket;
}
static getGameSocket(): Socket {
if (!this.gameSocket) {
this.gameSocket = io('/game', {
transports: ['websocket']
});
}
return this.gameSocket;
}
static disconnect() {
this.chatSocket?.disconnect();
this.gameSocket?.disconnect();
this.chatSocket = null;
this.gameSocket = null;
}
}
```
### **2. Event Listener Cleanup**
```typescript
class GameComponent {
private eventCleanup: (() => void)[] = [];
componentDidMount() {
const gameSocket = ConnectionManager.getGameSocket();
// Track listeners for cleanup
const addListener = (event: string, handler: Function) => {
gameSocket.on(event, handler);
this.eventCleanup.push(() => gameSocket.off(event, handler));
};
addListener('game:player-moved', this.handlePlayerMove);
addListener('game:state-update', this.handleStateUpdate);
}
componentWillUnmount() {
// Clean up all event listeners
this.eventCleanup.forEach(cleanup => cleanup());
this.eventCleanup = [];
}
}
```
### **3. API Caching**
```typescript
class APICache {
private cache = new Map<string, { data: any; timestamp: number; ttl: number }>();
async get<T>(key: string, fetcher: () => Promise<T>, ttl = 300000): Promise<T> {
const cached = this.cache.get(key);
if (cached && Date.now() - cached.timestamp < cached.ttl) {
return cached.data;
}
const data = await fetcher();
this.cache.set(key, { data, timestamp: Date.now(), ttl });
return data;
}
invalidate(pattern?: string) {
if (pattern) {
for (const key of this.cache.keys()) {
if (key.includes(pattern)) {
this.cache.delete(key);
}
}
} else {
this.cache.clear();
}
}
}
const apiCache = new APICache();
// Usage
const decks = await apiCache.get(
'available-decks',
() => apiClient.get('/decks').then(res => res.data),
300000 // 5 minutes
);
```
---
## 🔒 Security Guidelines
### **1. Token Security**
```typescript
// ❌ DON'T: Store tokens in localStorage for sensitive apps
localStorage.setItem('auth_token', token);
// ✅ DO: Use secure, httpOnly cookies when possible
// This requires server-side cookie configuration
// ✅ DO: Clear tokens on logout
function logout() {
localStorage.removeItem('auth_token');
apiCache.invalidate();
ConnectionManager.disconnect();
window.location.href = '/login';
}
```
### **2. Input Validation**
```typescript
function validateGameCode(gameCode: string): boolean {
// Game codes are exactly 6 alphanumeric characters
return /^[A-Z0-9]{6}$/.test(gameCode);
}
function validatePlayerName(playerName: string): boolean {
// Player names: 3-50 characters, alphanumeric + spaces
return /^[a-zA-Z0-9\s]{3,50}$/.test(playerName.trim());
}
function sanitizeMessage(message: string): string {
// Remove HTML tags and limit length
return message
.replace(/<[^>]*>/g, '')
.substring(0, 500)
.trim();
}
```
### **3. Error Message Security**
```typescript
// ❌ DON'T: Expose sensitive information
console.error('Database error:', fullErrorDetails);
// ✅ DO: Log safely and show user-friendly messages
function handleError(error: any) {
console.error('API Error:', error.response?.status || 'Unknown');
const userMessage = error.response?.data?.error || 'An unexpected error occurred';
showUserMessage(userMessage);
}
```
---
## 🔧 Troubleshooting
### **Common Issues & Solutions**
#### **1. WebSocket Connection Failed**
```typescript
// Problem: Cannot connect to WebSocket
// Solution: Check URL and add reconnection logic
const gameSocket = io('/game', {
transports: ['websocket'],
timeout: 10000,
forceNew: true,
reconnection: true,
reconnectionAttempts: 5,
reconnectionDelay: 1000
});
gameSocket.on('connect_error', (error) => {
console.error('Connection failed:', error);
showError('Unable to connect to game server. Please check your connection.');
});
```
#### **2. Authentication Token Expired**
```typescript
// Problem: 401 errors on API calls
// Solution: Implement token refresh or redirect to login
apiClient.interceptors.response.use(
(response) => response,
async (error) => {
if (error.response?.status === 401) {
console.log('Token expired, redirecting to login');
authManager.clearToken();
window.location.href = '/login';
}
return Promise.reject(error);
}
);
```
#### **3. Game State Out of Sync**
```typescript
// Problem: Game state doesn't match server
// Solution: Request fresh game state
function requestGameStateRefresh(gameCode: string) {
gameSocket.emit('game:request-state', { gameCode });
}
gameSocket.on('game:state-refresh', (gameState) => {
console.log('Received fresh game state:', gameState);
updateGameUI(gameState);
});
```
#### **4. Memory Leaks in Game Component**
```typescript
// Problem: Event listeners not cleaned up
// Solution: Proper cleanup pattern
useEffect(() => {
const gameSocket = ConnectionManager.getGameSocket();
const handlers = {
'game:player-moved': handlePlayerMove,
'game:state-update': handleStateUpdate,
'game:chat-message': handleChatMessage
};
// Add listeners
Object.entries(handlers).forEach(([event, handler]) => {
gameSocket.on(event, handler);
});
// Cleanup function
return () => {
Object.entries(handlers).forEach(([event, handler]) => {
gameSocket.off(event, handler);
});
};
}, []);
```
---
## 📞 Support & Documentation
### **Additional Resources**
- **API Documentation**: Available at `/api-docs` (Swagger UI)
- **WebSocket Events**: Complete event reference in game-websocket-examples.ts
- **Backend Repository**: Full source code and additional documentation
### **Development Tips**
1. Use browser dev tools Network tab to debug API calls
2. Enable WebSocket debugging: `localStorage.debug = 'socket.io-client:socket'`
3. Check server logs for detailed error information
4. Use the included Postman collection for API testing
### **Performance Monitoring**
- Monitor WebSocket connection status
- Track API response times
- Watch for memory leaks in game components
- Monitor token refresh frequency
---
*Last updated: September 21, 2025*
*Backend Version: 1.0.0*
*API Version: v1*