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# AI Agent Guidelines for MineSeeker
This document provides guidelines and context for AI coding agents working on the MineSeeker project.
## Project Overview
**MineSeeker** is a real-time multiplayer 1v1 minesweeper game built with Symfony (PHP) and React. Players compete to claim mines on a shared 16×16 grid, with the first to reach 26 mines winning.
### Tech Stack
- **Backend:** Symfony 7.2 (PHP 8.3)
- **Frontend:** React 18, Vite 6
- **Database:** PostgreSQL 17 with materialized views
- **Storage:** MinIO (S3-compatible)
- **Real-time:** Mercure (Server-Sent Events)
- **Styling:** SCSS, MUI (Material-UI), Emotion
- **Fonts:** @fontsource packages (web), Carlito-Bold.ttf (server-side images)
### Key Features
**Core Gameplay:**
- **Multiplayer-focused:** 1v1 competitive gameplay where players race to claim more mines than their opponent
- **Win condition:** First player to claim 26 out of 51 mines wins
- **Real-time updates:** WebSocket-like gameplay using Mercure (Server-Sent Events)
- **Game restoration:** Players can resume unfinished games from where they left off
- **Bonus points system:** Rewards skilled play (blind hits, chain combos, edge mines, endgame mines, safe cell reveals)
**User Features:**
- **Authentication:** Password + optional TOTP + optional WebAuthn passkeys
- **Anonymous play:** Guest players can play without creating an account
- **Profile statistics:** Detailed stats including wins, losses, draws, win rate, average score, total mines hit, and bonus points
- **Battle history:** View and replay past games move-by-move
**Sharing & Social:**
- **Battle reports:** Shareable public pages for each completed game (`/battle/{uuid}`)
- **OG image generation:** Automatic creation of 1200×630 PNG images for social media sharing (using PHP GD)
- **Open Graph tags:** Battle share pages include rich preview cards with player names, avatars, scores, and bonus points
---
## Architecture Overview
### Backend (Symfony)
```
src/
├── Controller/ # HTTP endpoints (game, profile, battle sharing)
├── Entity/ # Doctrine ORM entities
├── Repository/ # Database queries (uses QueryBuilder, not raw SQL)
├── Service/ # Business logic (BattleCardGenerator, WebAuthn, Email)
├── Dto/ # Data Transfer Objects (immutable, readonly)
├── Util/ # Game logic (TopicManager for Mercure)
└── Migrations/ # Database schema changes
```
**Important patterns:**
- Use Doctrine ORM QueryBuilder (not raw SQL) in repositories
- DTOs are `final readonly` classes with constructor property promotion
- Services use dependency injection via `config/services.yaml`
- Materialized views for performance (auto-refreshed via triggers)
### Frontend (React)
```
assets/
├── js/
│ ├── mine-seeker/ # Main game bundle (self-contained)
│ │ ├── MineSeeker.jsx # Root component, wraps GameProvider + QueryClientProvider
│ │ ├── components/ # Game-specific components
│ │ │ ├── GameBoard.jsx # Main game board grid
│ │ │ ├── GameTimer.jsx # Game timer display
│ │ │ ├── BonusBox.jsx # Bonus points indicator
│ │ │ ├── BonusStatsDialog.jsx # Bonus statistics modal
│ │ │ ├── CaptchaOverlay.jsx # Captcha challenge overlay
│ │ │ ├── ChallengeCountdown.jsx # Challenge timer
│ │ │ ├── OnlinePlayersDialog.jsx # Online players list
│ │ │ ├── WaitingOverlayContent.jsx # Waiting for opponent
│ │ │ ├── grid/ # Grid-related components (cells, mines)
│ │ │ ├── profile/ # In-game profile components (PlayerColumn)
│ │ │ ├── timer/ # Timer-related components
│ │ │ └── user/ # User-related components
│ │ ├── contexts/ # React Context API
│ │ │ ├── GameContext.jsx # Game state context
│ │ │ └── GameProvider.jsx # Context provider with state logic
│ │ ├── hooks/ # Custom React hooks
│ │ │ ├── useGameDataProvider.js # React Query data provider
│ │ │ ├── useGameRefs.jsx # Refs for DOM elements
│ │ │ ├── useGameState.jsx # Game state management
│ │ │ ├── useServerCommunication.jsx # Mercure SSE connection
│ │ │ └── useStepTimer.jsx # Step-by-step timer
│ │ └── utils/ # Game-specific utilities
│ │ └── constants.jsx # Game constants, colors, defaults
│ ├── components/ # Shared UI components
│ ├── utils/ # Shared utilities
│ ├── profile.jsx # Profile page entry
│ ├── passkey.jsx # Passkey management entry
│ └── contact.jsx # Contact form entry
├── css/
│ └── homepage/ # SCSS partials (imported by style.homepage.scss)
└── fonts/
└── Carlito-Bold.ttf # TTF font for PHP GD image generation
```
**Important patterns:**
- Vite aliases: `@mine-components`, `@mine-contexts`, `@mine-hooks`, `@mine-utils`, `@global-components`, `@global-utils`
- React Query only available inside `mine-seeker` bundle
- Avoid circular dependencies (e.g., don't import from `@global-components` inside `components/` directory)
- PropTypes required on all components
---
## Common Tasks
### Adding a New Feature
1. **Backend:**
- Create migration for schema changes
- Add/update entities and repositories
- Create DTOs for data transfer
- Add controller endpoints
- Update service configuration if needed
2. **Frontend:**
- Create components in appropriate bundle
- Add PropTypes to all components
- Use existing hooks and utilities
- Follow styled-components pattern for MUI customization
3. **Documentation:**
- Update relevant docs in `docs/` folder
- Add examples if introducing new patterns
### Database Changes
- Always create migrations: `bin/console make:migration`
- Use Doctrine QueryBuilder in repositories (not raw SQL)
- For PostgreSQL-specific features (materialized views, triggers), use raw SQL in migrations only
- Materialized views should auto-refresh via triggers
### Styling
- **Web fonts:** Use `@fontsource` packages (WOFF/WOFF2)
- **Server-side images:** Use TTF fonts in `assets/fonts/` (PHP GD requires TTF)
- **CSS:** Create SCSS partials in `assets/css/homepage/`, import in main file
- **Components:** Use Emotion styled-components or CSS classes
### File Headers
All PHP and JS/JSX files should have this header:
```php
<?php declare(strict_types=1);
/*
* This file is part of the SplendidBear Websites' projects.
*
* Copyright (c) 2026 @ www.splendidbear.org
*
* For the full copyright and license information, please view the LICENSE
* file that was distributed with this source code.
*/
```
```javascript
/**
* This file is part of the SplendidBear Websites' projects.
*
* Copyright (c) 2026 @ www.splendidbear.org
*
* For the full copyright and license information, please view the LICENSE
* file that was distributed with this source code.
*/
```
---
## Coding Standards
### PHP
- **PSR Standards:** Follow PSR-1, PSR-12 coding standards
- **Type declarations:** Use strict types (`declare(strict_types=1)`)
- **Property promotion:** Use constructor property promotion for DTOs and services
- **Readonly:** Use `readonly` for immutable properties
- **Final:** Mark DTOs as `final`
- **Doctrine:** Use QueryBuilder with `expr()` methods, not string concatenation
- **Null safety:** Use null coalescing `??` and null-safe operator `?->`
- **Formatting:** 4-space indentation, opening braces on same line for methods/classes
**Example DTO:**
```php
final readonly class ProfileGameDto implements JsonSerializable
{
public function __construct(
public ?int $id,
public string $redName,
public string $blueName,
public bool $bothRegistered,
) {}
}
```
### JavaScript/React
- **Components:** Functional components with hooks
- **PropTypes:** Required on all components
- **Imports:** Use aliases (`@global-components`, `@mine-hooks`, etc.)
- **State:** Use `useState`, `useEffect`, `useCallback`, `useMemo` appropriately
- **Avoid:** Circular dependencies, especially with barrel exports
**Example component:**
```javascript
import React, { useState } from 'react';
import { string, number } from 'prop-types';
export const MyComponent = ({ title, count }) => {
const [value, setValue] = useState(0);
return <div>{title}: {count + value}</div>;
};
MyComponent.propTypes = {
title: string.isRequired,
count: number.isRequired,
};
```
---
## Important Files & Locations
### Configuration
- `config/services.yaml` - Service definitions and parameters
- `vite.config.js` - Vite build config, aliases
- `.env` - Environment variables (not in git)
- `composer.json` - PHP dependencies
- `package.json` - Node dependencies
### Key Services
- `BattleCardGenerator` - Generates 1200×630 PNG OG images using PHP GD
- `TopicManager` - Mercure topic management and game logic
- `WebAuthnService` - Passkey authentication
- `Email services` - Various email senders in `src/Service/Email/`
### Important Entities
- `User` - Registered users
- `PlayedGame` - Game records with moves, grid, scores
- `RecentBattle` - Read-only entity from materialized view
- `UserStats` - Read-only entity from materialized view
### Documentation
- `docs/game-mechanics/BONUS_POINTS_SYSTEM.md` - Bonus points reference
- `docs/FONTS.md` - Font usage and management
- `AGENTS.md` - This file
- `CHANGELOG.md` - Project changelog
---
## Common Pitfalls
### ❌ Don't Do
- **Don't use raw SQL in repositories** (use Doctrine QueryBuilder)
- **Don't create circular imports** (e.g., importing `@global-components` from within `components/`)
- **Don't use system fonts directly** (bundle TTF in `assets/fonts/`)
- **Don't skip PropTypes** on React components
- **Don't use `var`** in JavaScript (use `const` or `let`)
- **Don't define variables after using them** (hoisting issues with `const`)
### ✅ Do
- **Use Doctrine QueryBuilder** with `expr()` methods
- **Import components directly** to avoid circular dependencies
- **Bundle fonts in project** for portability
- **Add PropTypes** to all components
- **Use `const` for immutable values**, `let` for mutable
- **Define variables before using them**
---
## Keeping Components in Sync
### Battle Report Display
The battle report/statistics appear in **two places** that must be kept synchronized:
#### 1. BattleDialog Component (React)
**File:** `assets/js/components/BattleDialog.jsx`
- React dialog component shown on profile page
- Uses Material-UI and styled-components
- Displays game stats, bonus points, winner information
#### 2. Battle Share Page (Twig)
**File:** `templates/Game/battle_share.html.twig`
- Public battle share page (accessible via `/battle/{uuid}`)
- Server-rendered HTML with SCSS styling
- Shows same information as BattleDialog
### Synchronization Rules
**When updating BattleDialog.jsx, also update battle_share.html.twig:**
✅ Adding new stats or fields
✅ Changing display logic (winner calculation, formatting)
✅ Modifying bonus points display
✅ Updating labels or text
**Keep in sync:**
- Game outcome logic (win/loss/draw/abandoned)
- Bonus points formatting
- Player name display
- Score display
- Stats and metadata shown
**Example:** If you add a new stat to BattleDialog showing "fastest mine claim time", you must also add it to battle_share.html.twig so both displays show the same information.
---
## Testing & Building
### Backend
```bash
# Run migrations
bin/console doctrine:migrations:migrate
# Clear cache
bin/console cache:clear
# Refresh materialized views
bin/console dbal:run-sql "REFRESH MATERIALIZED VIEW CONCURRENTLY recent_battles"
```
### Frontend
```bash
# Development build with watch
npm run dev
# Production build
npm run build
# After changing fonts
rm -rf var/og-cache/*
```
---
## Git Workflow
### Commit Messages
Follow conventional commits:
- `feat: add bonus points to battle cards`
- `fix: resolve circular dependency in BattleDialog`
- `refactor: use Doctrine QueryBuilder in RecentBattleRepository`
- `docs: add AGENTS.md for AI coding agents`
- `chore: update dependencies`
### Creating Pull Requests
When creating PRs, include:
1. **Summary** - What was changed and why
2. **Changes** - List of modified files/components
3. **Testing** - How to verify the changes
4. **Screenshots** - For UI changes
---
## Performance Considerations
### Database
- Use materialized views for expensive queries (profile stats, recent battles)
- Auto-refresh materialized views via triggers on source table changes
- Index frequently queried columns
- Use `COALESCE()` for nullable aggregates
### Frontend
- Lazy load large components
- Use React Query for data fetching and caching
- Avoid unnecessary re-renders (use `useMemo`, `useCallback`)
- Bundle code per entry point (profile, passkey, contact, game)
### Images
- Battle card images are cached in `var/og-cache/`
- Images regenerated when games change (via deterministic UUID)
- Use appropriate image sizes (1200×630 for OG images)
---
## Security
### Authentication
- Password + TOTP (optional) + WebAuthn passkeys (optional)
- Backup codes for TOTP recovery
- Session-based authentication with `IS_AUTHENTICATED_REMEMBERED`
### Data Access
- Controllers check `denyAccessUnlessGranted()`
- Materialized views filter by `user_id`
- Guest players use separate `Gamer` entity (no `User` account)
### Input Validation
- Symfony forms for user input
- File upload validation (size, MIME type)
- WebAuthn challenge validation
---
## Useful Commands
```bash
# Symfony
bin/console debug:container ServiceName # Inspect service configuration
bin/console debug:router # List all routes
bin/console make:migration # Create new migration
bin/console doctrine:migrations:list # List migrations
# Database
bin/console dbal:run-sql "SELECT * FROM ..." # Run SQL query
# Assets
npm run build # Build production assets
npm run dev # Build with watch mode
# Git
git log --oneline --graph # View commit history
git diff origin/main...HEAD # See changes since main
```
---
## Need Help?
- **Bonus Points:** See `docs/game-mechanics/BONUS_POINTS_SYSTEM.md`
- **Fonts:** See `docs/FONTS.md`
- **Symfony Docs:** https://symfony.com/doc/current/
- **React Docs:** https://react.dev/
- **Doctrine ORM:** https://www.doctrine-project.org/projects/doctrine-orm/en/current/
---
## Version History
- **2026-04-21:** Initial AGENTS.md created
- Document common patterns, pitfalls, and project structure
- Include coding standards and examples
---
**Happy coding! 🚀**