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After the score is determined the ImageAddedEvent with the corresponding score and link to the uploaded image is emitted.
This process repeats for the configured amount of rounds. After all rounds were played the GameOverEvent is emitted which contains the high score and links to all submitted images with the side effect of deleting the game and the saved events.
Authentication is required for playing the game. The registration requires EMail authentication. All requests to the HTTP and Websocket API of the game are protected by validating the access token which is transmitted in form of a signed JWT.
The refresh token which is used for refreshing the access token is an HTTP-Only Cookie. That makes it possible to store the access token only in memory on the client.
These measures protect against common CSRF and XSS attacks. The API has a middleware for request rate limiting and players are only able to start one game at the time so they have to wait until the previous game is finished before they can start a new one to protect against denial of service attacks.
The game itself also has more security mechanisms build-in regarding the game logic. Only lobby-leaders are allowed to start the game.
The lobby-leader is the player who created the lobby, when he leaves the player who joined first becomes the next lobby-leader and so on.
The players who are able to join the game are locked once the lobby is consumed, so players can not join a random game.
Players can only submit their pictures within the start and the end of a round. This is ensured by a state machine. More on that in challenges.
In single player games or gameservers which only run on one instance, the question where to store the gamestate does not arise. We however wanted that a player could connect to any server instance behind a load balancer and is still able to connect to any game properly.
That is why the game state in the application had to be distributed. Since it is just a game and not a serious business application we do not require any specific delivery guarantees or consistency model for our distributed game state.
If one in hundred games crashes due to an irrecoverable inconsistency in the game state we can live with that. What we are concerned about is performance.
Latency can significantly impact the gaming experience. That is why one important aspect was low latency. The storage medium should also be able to horizontally scale out in the form of a cluster and it should support some kind of publish and subscribe mechanism which we can leverage to distribute events across the instances.
With those requirements the choice fell on redis since it is an in-memory key-value store which focuses on performance and it offers a publish and subscribe mechanism.
Redis also supports scaling out with Redis-Cluster. So we were settled on Redis. But there was another elephant in the room. In which way do we save the state on the redis?
The game loop emits events which are distributed using build-in redis and publish and subscribe mechanism, which we extended to also save all events in order in a redis sorted set.
So all the events of a game are saved in a sorted set per game. The maximum events per game can not get very large since there is a maximum amount of rounds which can be played.
So having the game state itself saved in the redis and editing it with every event within a lock seems very expensive compared to just accumulating it from the events in the sorted set, which can be retrieved without any lock in a read only operation, whenever it is needed.
That is why we settled on pure event sourcing for the game state. So for example whenever a player tries to submit a picture all the events of the game are retrieved from the sorted set and accumulated to the current game state using the state pattern.
If the current state is RoundStarted and the player submits for this specific round and the player has not submitted for this round yet the submission is accepted and the picture is rated which leads to the following ImageAddedEvent.
So the state is important for validating client events. Although event sourcing significantly reduced the amount of locks we need within the game logic there is still logic that can lead to race conditions and therefore the need of locks.
For example while players are submitting a picture we need a mechanism that protects against a player submitting a picture twice which could be possible within the time frame of the AWS API calls which are used for giving a score to the picture since the ImageAddedEvent is emitted after this process was successful.
This is a common race condition which can be prevented by putting a lock around the logic from retrieving the state to emitting the event.