Twenty-one Playwright specs against the real binary serving the real bundle: a bot game with its rejections, an online game across two browser contexts, and the reconnect path. The server plays against the fixture dictionary, so nothing here downloads the upstream release. Every wait is on a state the server produced — the turn indicator, the required syllable, a word appearing in the chain — never a sleep. Moves are chosen by reading the same wordlist the server has rather than scripting a fixed sequence, because the bot is entitled to pick a different reply. Two things that do not work are recorded where the next person will look. Offline emulation does not cut a loopback socket, so a test that went offline kept playing happily. Routing the socket cuts it for real, but the close does not reliably reach the server, so the grace window never starts: those tests take the page away instead.
noitu
Trò chơi nối từ tiếng Việt trên web — chơi với máy hoặc đấu 1v1 trực tuyến.
A web implementation of the Vietnamese word-chain game nối từ: each player submits a meaningful word of at least 2 syllables whose first syllable matches the last syllable of the previous word. No word may be reused. Fail to answer in time and you lose.
ngôn ngữ → ngữ pháp → pháp luật → luật lệ → ...
Status
In development. See plans/260904-1125-noi-tu-web-game/plan.md
for the implementation plan and phase breakdown.
Architecture
The server is authoritative: the browser never holds the wordlist, so word validation cannot be bypassed, and the bot and player-vs-player paths share one rule implementation.
SvelteKit SPA ──WebSocket + Protobuf──► Go server ──► SQLite dictionary
| Component | Choice |
|---|---|
| Frontend | SvelteKit 2 / Svelte 5 (JavaScript), adapter-static |
| Transport | WebSocket, Protobuf binary frames (@bufbuild/protobuf ↔ protoc-gen-go) |
| Backend | Go, coder/websocket |
| Dictionary | SQLite via modernc.org/sqlite (CGo-free), read-only at runtime |
The wire contract
proto/noitu/v1/game.proto is the single source of truth for
every message crossing the WebSocket. buf generates the Go types into server/gen/ and the
JavaScript types into web/src/lib/proto/; both trees are committed, and neither side
hand-writes a message type.
The Go test suite emits binary fixtures into proto/testdata/, and the JavaScript suite
decodes those same bytes — so the two generated clients are checked against one artifact
rather than against each other's assumptions. Regenerate the fixtures with
cd server && go test ./internal/wsapi -update whenever the schema changes.
The frontend
web/ is a SvelteKit single-page app in JavaScript, built by adapter-static and served by
the Go binary. It renders what the server sent and decides nothing: the store is a projection
of ServerMessage, so validity, turn order and the result all come from one authority. The
only client-owned state is the theme, the personal best per difficulty, and the input box.
The word field is deliberately uncontrolled. Vietnamese diacritics are composed over several keystrokes by a Telex or VNI input method, and writing the value back on every keystroke cancels that composition and mangles the accent.
Every Vietnamese string lives in web/src/lib/i18n/vi.js, including the map from
RejectReason to a message. That is why ServerError.code is a UI key such as
room_not_found and never prose. A test walks the generated enums and fails when a value has
no message, so a schema change cannot quietly ship an untranslated screen.
The countdown is drawn against the server's clock, estimated from the Ping/Pong round
trip, and settles 300ms early so the ring never claims more time than the server allows.
Setup
Requires Go 1.25+, Node 20+, and optionally make. buf
is needed only to change the WebSocket schema — the generated code is committed, so
building and running the project does not require it.
make fetch-dict # one-time: downloads the ~179 MB upstream dictionary into data/
make dict # derives data/noitu.db (the game's wordlist) from it
make test # run all tests
make run # build and start the server
make fetch-dict is a one-time cost per machine. Neither database file is committed;
both are build artifacts. See data/ATTRIBUTION.md.
Running the server
make dict # once, after fetch-dict
make run # builds and starts on :8080
Configuration is environment-only; every variable has a working default.
| Variable | Default | Meaning |
|---|---|---|
NOITU_ADDR |
:8080 |
Listen address |
NOITU_DB_PATH |
data/noitu.db |
Derived dictionary, loaded read-only at startup |
NOITU_TURN_LIMIT |
20s |
Turn deadline, identical for bot and PvP games |
NOITU_GRACE |
30s |
How long a disconnected player's seat is held for a reconnect |
NOITU_ALLOWED_ORIGINS |
(unset) | Comma-separated origin allowlist. Unset means same-origin only |
NOITU_WEB_DIR |
(unset) | Built frontend to serve. Unset serves the API alone |
An invalid duration is logged and ignored rather than silently changing the rules of the game.
Endpoints: GET /ws (Protobuf over binary WebSocket frames), GET /healthz,
and — when NOITU_WEB_DIR is set — the frontend on everything else, with
unknown paths falling back to index.html because deep links are client routes.
Smoke-testing without a frontend
The whole game is playable over a raw WebSocket client. Frames are binary
protobuf, so a text tool like websocat cannot compose them by hand; the
practical path is a short Go client importing server/gen/noitu/v1, which is
exactly what server/internal/wsapi tests do in-process.
Send Hello{protocol_version: 1, nickname: "..."} first — every other message
is refused until the handshake completes — then StartBotGame and reply to each
TurnUpdate with a SubmitWord carrying the turn_seq you were given.
Running the frontend in dev
make run # the Go binary on :8080
make web-dev # Vite on :5173, proxying /ws to :8080
The client resolves its socket from its own origin in both environments, so there is no dev-only URL to get wrong.
Make targets
| Target | Does |
|---|---|
fetch-dict |
Download the upstream dictionary.db (~179 MB) into data/ |
dict |
Derive data/noitu.db from the upstream database |
server |
Build the Go server binary |
web |
Build the SvelteKit frontend to static assets |
web-dev |
Run the frontend dev server, proxying /ws to a local server |
proto |
Regenerate the Go and JS wire types from proto/ (needs buf) |
proto-check |
Lint the schema and verify the committed generated code is in sync |
test |
Run Go and JavaScript tests |
run |
Build and run the server locally |
verify-dict |
Re-check the downloaded dictionary against its pinned SHA-256 |
Without make
make is not installed everywhere (notably Windows). Every target is a thin wrapper:
# fetch-dict
curl -L -C - -o data/dictionary.db https://github.com/minhqnd/dictionary/releases/download/v2.0.0/dictionary.db
# dict
cd server && go run ./cmd/build-dictionary --in ../data/dictionary.db --out ../data/noitu.db
# test
cd server && go vet ./... && go test ./... -race
# server
cd server && CGO_ENABLED=0 go build -o ../noitu-server ./cmd/noitu-server
# web
cd web && npm ci && npm run build
# test-web (npm test builds first, then checks the bundle carries no wordlist)
cd web && npm run check && npm test
# proto (only when proto/noitu/v1/game.proto changes)
cd web && npm ci
buf generate && buf lint
License
This project is distributed under two licenses, applying to different artifacts.
See NOTICE for the full statement.
| Artifact | License |
|---|---|
All source code (server/, web/, proto/) |
Apache-2.0 |
Dictionary data (data/noitu.db) |
CC BY-SA 4.0 |
The dictionary is derived from minhqnd/dictionary
(data licensed CC BY-SA 4.0), which itself aggregates Wiktionary and other Vietnamese
dictionary sources. CC BY-SA is a share-alike license: any redistribution of the derived
database — including inside a container image — must carry the same license, the attribution,
and the record of modifications recorded in data/ATTRIBUTION.md.
The database is loaded at runtime from a file and is never embedded or linked into the Go binary, keeping the two licensing regimes on separate artifacts.