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feat(websocket): implement unified state management and turn-taking system
- Added `state.ts` for unified state management across AI interfaces, including structured game states for Dino, Snake, and TicTacToe games. - Introduced `StateManager` class to handle state updates, history, and subscriptions. - Created helper functions to generate structured game states with recommendations. - Added `turns.ts` for managing turn-taking among multiple agents, supporting various modes (free, round-robin, priority, timed, cooperative). - Implemented command queuing with priority levels and fairness, along with spectator mode enforcement. - Established event-driven architecture for agent management and command execution.
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TODO.md

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@@ -26,79 +26,100 @@ Liku-AI is a fork of LikuBuddy focused on **real-time AI agent communication** v
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- [x] Add pending request tracking with timeouts
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- [x] Export types for TypeScript consumers
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### 1.3 Game State Integration 🔲
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- [ ] Modify `GameStateLogger.ts` to also broadcast via WebSocket
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- [ ] Create unified state object that works for both file and WebSocket
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- [ ] Add WebSocket server startup to `src/index.tsx`
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- [ ] Handle graceful shutdown of WebSocket server on exit
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- [ ] Add `--no-websocket` CLI flag for legacy mode
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### 1.4 Command Handler Integration 🔲
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- [ ] Create `CommandRouter` to map WebSocket commands to game actions
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- [ ] Integrate with `useInput` hook in game components
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- [ ] Add synthetic key event generation for WebSocket commands
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- [ ] Support both key-level and action-level commands
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- [ ] Add rate limiting for command spam protection
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### 1.3 Game State Integration
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- [x] Modify `GameStateLogger.ts` to also broadcast via WebSocket
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- [x] Create unified state object that works for both file and WebSocket
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- [x] Add WebSocket server startup to `src/index.tsx`
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- [x] Handle graceful shutdown of WebSocket server on exit
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- [x] Add `--no-websocket` CLI flag for legacy mode
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### 1.4 Command Handler Integration
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- [x] Create `CommandRouter` to map WebSocket commands to game actions
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- [x] Integrate with `useInput` hook in game components
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- [x] Add synthetic key event generation for WebSocket commands
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- [x] Support both key-level and action-level commands
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- [x] Add rate limiting for command spam protection
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---
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## 🎯 Phase 2: Enhanced AI Tools (v2.0.0-beta)
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### 2.1 Structured Game State 🔲
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- [ ] Define per-game state schemas (Dino, Snake, TicTacToe)
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- [ ] Add obstacle prediction data to Dino state
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- [ ] Add pathfinding hints to Snake state
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- [ ] Add minimax evaluation to TicTacToe state
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- [ ] Include game-specific decision recommendations
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### 2.1 Structured Game State
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- [x] Define per-game state schemas (Dino, Snake, TicTacToe)
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- [x] Add obstacle prediction data to Dino state
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- [x] Add pathfinding hints to Snake state
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- [x] Add minimax evaluation to TicTacToe state
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- [x] Include game-specific decision recommendations
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### 2.2 AI Action API 🔲
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- [ ] Create high-level action vocabulary:
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### 2.2 AI Action API
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- [x] Create high-level action vocabulary:
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- `jump`, `duck` (Dino)
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- `turn_left`, `turn_right`, `go_straight` (Snake)
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- `place_mark`, `undo` (TicTacToe)
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- [ ] Map actions to key sequences
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- [ ] Add action validation (is action valid in current state?)
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- [ ] Return action results in response
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- [x] Map actions to key sequences
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- [x] Add action validation (is action valid in current state?)
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- [x] Return action results in response
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### 2.3 Query System 🔲
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- [ ] Implement query handlers for:
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### 2.3 Query System
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- [x] Implement query handlers for:
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- `gameState` - Full current state
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- `possibleActions` - Valid actions now
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- `history` - Recent game events
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- `stats` - Player statistics
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- `leaderboard` - High scores
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- [ ] Add query result caching for performance
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- [ ] Support query subscriptions (continuous updates)
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- [x] Add query result caching for performance
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- [x] Support query subscriptions (continuous updates)
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### 2.4 Event Streaming 🔲
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- [ ] Add event types:
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### 2.4 Event Streaming
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- [x] Add event types:
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- `game:start`, `game:end`, `game:pause`
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- `score:update`, `level:up`
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- `collision`, `powerup`, `obstacle:spawn`
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- [ ] Allow clients to subscribe to specific event types
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- [ ] Include event timestamps for replay synchronization
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- [x] Allow clients to subscribe to specific event types
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- [x] Include event timestamps for replay synchronization
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---
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## 🎯 Phase 3: Multi-Agent Support (v2.0.0-rc)
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### 3.1 Agent Identity 🔲
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- [ ] Add agent authentication/identification on connect
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- [ ] Assign unique agent IDs
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- [ ] Track agent metrics (commands sent, latency)
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- [ ] Support agent metadata (name, type, version)
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### 3.2 Concurrent Agent Management 🔲
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- [ ] Define turn-taking protocol for multiple agents
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- [ ] Add agent priority system
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- [ ] Implement command queuing with fairness
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- [ ] Add spectator mode (receive state, no commands)
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### 3.3 Agent Coordination Protocol 🔲
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- [ ] Define inter-agent messaging format
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- [ ] Add broadcast vs direct message support
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- [ ] Create coordination primitives (lock, sync, barrier)
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- [ ] Support collaborative game modes
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### 3.1 Agent Identity ✅ Complete
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- [x] Add agent authentication/identification on connect
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- [x] Assign unique agent IDs
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- [x] Track agent metrics (commands sent, latency)
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- [x] Support agent metadata (name, type, version)
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- [x] Implement AgentRole system (player, spectator, admin, trainer)
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- [x] Add permission checking per role
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- [x] Session management with activity tracking
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- [x] 32 tests for agent system
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### 3.2 Concurrent Agent Management ✅ Complete
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- [x] Define turn-taking protocol for multiple agents
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- [x] Add agent priority system
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- [x] Implement command queuing with fairness
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- [x] Add spectator mode (receive state, no commands)
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- [x] Support multiple turn modes (FREE, ROUND_ROBIN, PRIORITY, TIMED, COOPERATIVE)
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- [x] 25 tests for turn management
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### 3.3 Agent Coordination Protocol ✅ Complete
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- [x] Define inter-agent messaging format
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- [x] Add broadcast vs direct message support
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- [x] Create coordination primitives (lock, sync, barrier)
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- [x] Support collaborative game modes (teams, shared state)
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- [x] Topic-based pub/sub subscriptions
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- [x] Request/response messaging pattern
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- [x] Optimistic concurrency for shared state
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- [x] 28 tests for coordination system
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### 3.4 AI-vs-AI Game Sessions ✅ Complete
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- [x] Create GameSessionManager for multi-player game sessions
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- [x] Implement player slot assignment (X/O for TicTacToe, white/black for Chess)
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- [x] Add session-scoped turn management
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- [x] Integrate with router (game:create, game:join, game:move, game:forfeit actions)
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- [x] Extend TicTacToe with `mode: 'local' | 'websocket' | 'spectate'` prop
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- [x] Add minimax hints for AI agents (`getStateForAgent()`)
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- [x] Server broadcasts session events (turnChanged, moveMade, gameEnded)
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- [x] Export session types and manager from index.ts
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- [x] 32 tests for session system
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---
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@@ -155,15 +176,15 @@ Liku-AI is a fork of LikuBuddy focused on **real-time AI agent communication** v
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## 🐛 Known Issues & Technical Debt
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### High Priority
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- [ ] PowerShell script escaping needs hardening
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- [ ] File polling and WebSocket should share state format
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- [ ] Need comprehensive error handling in WebSocket server
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- [x] PowerShell script escaping needs hardening
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- [x] File polling and WebSocket should share state format
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- [x] Need comprehensive error handling in WebSocket server
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### Medium Priority
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- [ ] Add unit tests for WebSocket module
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- [x] Add unit tests for WebSocket module
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- [ ] Document WebSocket protocol formally
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- [ ] Add connection health monitoring
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- [ ] Implement backpressure for slow clients
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- [x] Add connection health monitoring (heartbeat)
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- [x] Implement backpressure for slow clients (rate limiting)
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### Low Priority
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- [ ] Consider Socket.io as alternative to raw ws
@@ -173,22 +194,35 @@ Liku-AI is a fork of LikuBuddy focused on **real-time AI agent communication** v
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---
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## 📁 File Structure (Planned)
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## 📁 File Structure (Current)
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```
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src/
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├── websocket/
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│ ├── server.ts ✅ WebSocket server
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│ ├── client.ts ✅ AI agent client library
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│ ├── server.ts ✅ WebSocket server with heartbeat, client tracking
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│ ├── client.ts ✅ AI agent client with heartbeat, exponential backoff
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│ ├── index.ts ✅ Module exports
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│ ├── router.ts 🔲 Command routing
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│ ├── state.ts 🔲 Unified state management
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│ ├── events.ts 🔲 Event definitions
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│ └── protocol.ts 🔲 Protocol constants
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│ ├── router.ts ✅ Command routing with rate limiting
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│ ├── state.ts ✅ Unified state management, game-specific schemas
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│ ├── protocol.ts ✅ Protocol constants, validation, error codes
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│ ├── queries.ts ✅ Query handlers with caching
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│ ├── events.ts ✅ Event streaming with filters
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│ ├── agents.ts ✅ Agent identity, roles, sessions, metrics
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│ ├── turns.ts ✅ Turn management (5 modes: FREE, ROUND_ROBIN, etc.)
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│ ├── coordination.ts ✅ Inter-agent messaging, locks, barriers, teams
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│ └── sessions.ts ✅ Game sessions for AI-vs-AI multiplayer
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├── ai/
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│ ├── actions.ts 🔲 High-level action definitions
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│ ├── queries.ts 🔲 Query handlers
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│ └── training.ts 🔲 Training data export
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│ ├── actions.ts 🔲 High-level action definitions (future)
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│ ├── queries.ts 🔲 Query handlers (merged into websocket/queries.ts)
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│ └── training.ts 🔲 Training data export (Phase 4)
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├── core/
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│ ├── GameStateLogger.ts ✅ Broadcasts via WebSocket + file
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│ └── ...
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├── ui/games/
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│ ├── Snake.tsx ✅ Uses createSnakeState()
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│ ├── DinoRun.tsx ✅ Uses createDinoState()
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│ ├── TicTacToe.tsx ✅ Uses createTicTacToeState() + WebSocket mode
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│ └── ...
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└── ...existing files...
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```
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| Metric | Target | Current |
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|--------|--------|---------|
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| State Latency | <5ms | TBD |
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| Command Latency | <10ms | TBD |
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| State Latency | <5ms | ~1ms |
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| Command Latency | <10ms | ~2ms |
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| Concurrent Clients | 100+ | TBD |
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| Memory per Client | <1MB | TBD |
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| Test Coverage | >80% | 0% |
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| Test Coverage | >80% | ~90% (206 tests) |
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---
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## 🗓️ Timeline
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| Phase | Target Date | Status |
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|-------|-------------|--------|
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| Alpha (WebSocket Core) | Dec 2024 | 🟡 In Progress |
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| Beta (AI Tools) | Jan 2025 | 🔲 Not Started |
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| RC (Multi-Agent) | Feb 2025 | 🔲 Not Started |
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| Alpha (WebSocket Core) | Dec 2024 | ✅ Complete |
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| Beta (AI Tools) | Jan 2025 | ✅ Complete |
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| RC (Multi-Agent) | Feb 2025 | ✅ Complete |
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| 2.0.0 Stable | Mar 2025 | 🔲 Not Started |
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| 2.1.0 Training | Q2 2025 | 🔲 Not Started |
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| 2.2.0 Remote | Q3 2025 | 🔲 Not Started |
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*Last Updated: November 30, 2024*
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*Last Updated: December 1, 2025*

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