Unit of Work Dependency Matrix - Nokia Snake Game

Work-unit dependencies

Unit of Work Dependency Matrix - Nokia Snake Game

Overview

Unit Type: Single monolithic web application
Dependency Scope: Internal component dependencies within single unit
Build Type: Single build with Vite bundler
Deployment: Single deployment unit

Dependency Matrix

Unit-Level Dependencies

Unit Depends On Dependency Type Description
Nokia Snake Game None N/A Single monolithic unit, no external unit dependencies

Component Dependencies Within Unit

Core Dependencies

Component Depends On Dependency Type Description
Game Engine State Management Runtime Requires state for game logic
Game Engine Input Handler Runtime Processes user input
Game Engine Score/Game State Runtime Updates scores and game progress
Rendering Game Engine Runtime Renders game state from engine
Rendering State Management Runtime Observes state changes for rendering
Rendering UI Component Runtime Renders UI elements
Input Handler State Management Runtime Updates state based on input
Input Handler Event Bus Runtime Publishes input events
State Management None N/A Central hub, no dependencies
UI Component State Management Runtime Observes state for UI updates
UI Component Score/Game State Runtime Displays scores and progress
UI Component Event Bus Runtime Publishes UI events
Score/Game State State Management Runtime Reads/writes to state store

Service Dependencies

Service Depends On Dependency Type Description
Game Orchestration All Components Runtime Orchestrates all components
Score Service State Management Runtime Manages scores in state
Score Service Event Bus Runtime Listens for score events
Event Bus None N/A Standalone event system
Plugin Manager Event Bus Runtime Uses event system for plugins
Plugin Manager Configuration Compile-time Plugin configuration

Plugin Dependencies

Plugin Depends On Dependency Type Description
Power-up Manager Game Engine Runtime Extends game engine with power-ups
Power-up Manager Rendering Runtime Adds visual effects for power-ups
Power-up Manager Event Bus Runtime Listens for power-up events
Audio Manager Rendering Runtime Plays sound effects during rendering
Audio Manager Event Bus Runtime Listens for audio events
Analytics Plugin Score/Game State Runtime Tracks game statistics
Analytics Plugin Event Bus Runtime Listens for analytics events

Dependency Graph (Within Single Unit)

graph TD
    subgraph "Monolithic Unit: Nokia Snake Game"
        SM[State Management]
        
        subgraph "Core Components"
            GE[Game Engine]
            R[Rendering]
            IH[Input Handler]
            UI[UI Component]
            SS[Score/Game State]
        end
        
        subgraph "Services"
            GOS[Game Orchestration]
            SCS[Score Service]
            EB[Event Bus]
            PM[Plugin Manager]
        end
        
        subgraph "Plugins"
            PU[Power-up Manager]
            AM[Audio Manager]
            AN[Analytics]
        end
        
        %% Core Dependencies
        GE --> SM
        GE --> IH
        GE --> SS
        
        R --> GE
        R --> SM
        R --> UI
        
        IH --> SM
        IH --> EB
        
        UI --> SM
        UI --> SS
        UI --> EB
        
        SS --> SM
        
        %% Service Dependencies
        GOS --> GE
        GOS --> R
        GOS --> IH
        GOS --> SM
        GOS --> UI
        GOS --> SS
        GOS --> SCS
        GOS --> EB
        
        SCS --> SM
        SCS --> EB
        
        EB --> PM
        
        PM --> PU
        PM --> AM
        PM --> AN
        
        %% Plugin Dependencies
        PU --> GE
        PU --> R
        PU --> EB
        
        AM --> R
        AM --> EB
        
        AN --> SS
        AN --> EB
    end
    
    style SM fill:#F3E5F5,stroke:#7B1FA2
    style GE fill:#E3F2FD,stroke:#1565C0
    style R fill:#E8F5E8,stroke:#2E7D32
    style IH fill:#FFF3E0,stroke:#EF6C00
    style UI fill:#E0F2F1,stroke:#00695C
    style SS fill:#FFF8E1,stroke:#F57F17
    
    style GOS fill:#FFEBEE,stroke:#C62828
    style SCS fill:#E8EAF6,stroke:#283593
    style EB fill:#F1F8E9,stroke:#558B2F
    style PM fill:#FFF3E0,stroke:#EF6C00
    
    style PU fill:#E3F2FD,stroke:#1565C0
    style AM fill:#E8F5E8,stroke:#2E7D32
    style AN fill:#FFF3E0,stroke:#EF6C00

Dependency Types

Compile-Time Dependencies

  1. Build Dependencies: Vite, npm packages, development tools
  2. Type Dependencies: Type definitions, interfaces
  3. Configuration Dependencies: Build configuration, environment variables

Runtime Dependencies

  1. Component Dependencies: Component interactions during game execution
  2. Service Dependencies: Service orchestration and coordination
  3. Plugin Dependencies: Plugin loading and execution
  4. Event Dependencies: Event publishing and subscription

External Dependencies

  1. Browser APIs: WebGL, Canvas, localStorage, Keyboard events
  2. Third-party Libraries: Vite (build tool), testing libraries
  3. Hosting Services: Static file hosting (Netlify, Vercel, etc.)

Circular Dependencies

Identified Potential Circular Dependencies

  1. Game Engine ↔ Rendering: Game Engine provides state, Rendering displays it (OK - one-way data flow)
  2. State Management ↔ All Components: Central hub pattern (OK - designed as mediator)
  3. Event Bus ↔ All Components: Event system (OK - decoupled communication)

Prevention Strategies

  1. Unidirectional Data Flow: State Management → Components → Rendering
  2. Event Decoupling: Components publish events, don't call each other directly
  3. Dependency Injection: Components receive dependencies, don't create them
  4. Interface Segregation: Depend on interfaces, not implementations

Build Dependencies

Package.json Dependencies

{
  "dependencies": {
    // Runtime dependencies
  },
  "devDependencies": {
    "vite": "^5.0.0",           // Build tool
    "@vitejs/plugin-basic-ssl": "^1.0.0", // HTTPS for local dev
    // Testing dependencies
    "@playwright/test": "^1.40.0", // End-to-end testing
    // Development tools
    "typescript": "^5.3.0",     // Type checking (optional)
    "eslint": "^8.55.0",        // Code linting
    "prettier": "^3.1.0"        // Code formatting
  }
}

Build Configuration Dependencies

  1. Vite Configuration: vite.config.js
  2. TypeScript Configuration: tsconfig.json (if using TypeScript)
  3. ESLint Configuration: .eslintrc.js
  4. Prettier Configuration: .prettierrc
  5. Environment Configuration: .env, .env.production

Development Dependencies

Development Workflow Dependencies

  1. Code Editor: VS Code with appropriate extensions
  2. Version Control: Git with standard workflow
  3. Package Manager: npm or yarn
  4. Development Server: Vite dev server with HMR
  5. Testing Environment: Playwright test runner

Tooling Dependencies

  1. Build Tool: Vite for development and production builds
  2. Testing Tool: Playwright for end-to-end testing
  3. Linting Tool: ESLint for code quality
  4. Formatting Tool: Prettier for consistent code style
  5. Type Checking: TypeScript (optional)

Deployment Dependencies

Hosting Dependencies

  1. Static Hosting: Any service that serves static files
  2. CDN: Optional for asset delivery
  3. Domain: Custom domain (optional)
  4. SSL Certificate: HTTPS support

Monitoring Dependencies

  1. Error Tracking: Basic error logging (console)
  2. Analytics: Optional analytics service
  3. Performance Monitoring: Browser dev tools

Security Dependencies

SECURITY Baseline Dependencies

  1. HTTP Headers: Configured in Vite or hosting service
  2. Input Validation: Built into Input Handler component
  3. Exception Handling: Global error handlers
  4. Data Sanitization: Built into components

External Security Dependencies

  1. Content Security Policy: Configured in deployment
  2. HTTPS: Provided by hosting service
  3. Dependency Scanning: npm audit, dependabot

Testing Dependencies

End-to-End Testing Dependencies

  1. Test Framework: Playwright
  2. Test Runner: Playwright test runner
  3. Assertion Library: Playwright assertions
  4. Browser Automation: Playwright browser automation
  5. Test Reporting: Playwright HTML reports

Test Environment Dependencies

  1. Browser Binaries: Playwright installs browsers
  2. Test Data: Game state fixtures
  3. Test Configuration: Playwright configuration
  4. CI/CD Integration: GitHub Actions, etc.

Risk Assessment

Dependency Risks

  1. Single Point of Failure: All components in one unit
  2. Build Tool Risk: Vite compatibility issues
  3. Browser Compatibility: WebGL support across browsers
  4. Third-party Updates: Breaking changes in dependencies

Risk Mitigation

  1. Modular Design: Components loosely coupled within unit
  2. Tooling Standards: Use stable versions, lock files
  3. Feature Detection: Check WebGL support, provide fallbacks
  4. Dependency Management: Regular updates, testing

Dependency Management Strategy

Version Management

  1. Lock Files: package-lock.json for reproducible builds
  2. Semantic Versioning: Follow semver for dependencies
  3. Regular Updates: Scheduled dependency updates
  4. Security Updates: Immediate security patch application

Build Optimization

  1. Tree Shaking: Remove unused code
  2. Code Splitting: Optional for large codebase
  3. Asset Optimization: Image compression, etc.
  4. Bundle Analysis: Analyze bundle size and composition

Development Workflow

  1. Local Development: Vite dev server with HMR
  2. Testing: Playwright tests run locally and in CI
  3. Code Quality: ESLint, Prettier, TypeScript
  4. Build Process: Vite build for production