7.6 KiB
MVP release and acceptance guide
This guide is the reproducible handoff for the ESP32-C6 Battleship MVP. It does not replace the locked rules in MVP.md, the HTTP contract in API_CONTRACT.md, or the resource limits in RESOURCE_BUDGET.md.
Release prerequisites
- Target environment:
esp32-c6-devkitm-1fromplatformio.ini. - ESP32-C6FH4, revision v0.2, 4 MB flash; no PSRAM is assumed.
- PlatformIO Core 6.1.19,
espressif327.0.1, ESP-IDF 6.0.1, andesp_littlefs1.20.4. - USB serial device: normally
/dev/ttyACM0; confirm withpio device listbefore an upload. - No firmware-embedded Wi-Fi credentials are required. On first boot, join the
open
Battleship-opennetwork and openhttp://192.168.4.1/setupif the captive portal does not appear.
Build and upload
From the repository root, run the automated release checks:
make -C test/host run
pio run -e esp32-c6-devkitm-1 -t buildfs
pio run -e esp32-c6-devkitm-1
Confirm the build remains within the limits in RESOURCE_BUDGET.md, then
connect only the intended board and upload the browser assets before firmware:
pio run -e esp32-c6-devkitm-1 -t uploadfs --upload-port /dev/ttyACM0
pio run -e esp32-c6-devkitm-1 -t upload --upload-port /dev/ttyACM0
Replace /dev/ttyACM0 when pio device list identifies another device. Do
not use erase targets for this release procedure.
After boot, obtain the DHCP address from the router or serial log, then open
http://<device-address>/. The web application and API must be used only on
the local network. The API health check is:
curl http://<device-address>/api/health
The response includes free/minimum heap, largest free block, connection count, rejected input count, Wi-Fi state, and reset reason. It must not contain Wi-Fi credentials or session tokens.
Network configuration and local-security limitation
The /setup screen and /api/network/* routes are intentionally unauthenticated
so a new device can be configured through either the fallback AP or its regular
local address. Any client that can reach the device can change or delete the
saved Wi-Fi configuration. The open AP and plain local HTTP do not protect a
submitted password from a nearby network observer. Configure the board only on
a network you trust, and do not use this feature for credentials that require
strong confidentiality.
MVP acceptance checklist
Record the observed result, device address, browser/device model, and any
deviation for every item. A PASS requires all thirteen checks.
| MVP criterion | Required physical check |
|---|---|
| 1 | Cold boot, Wi-Fi join, and Russian interface load from LittleFS. |
| 2 | Two phones complete a human-versus-human game. |
| 3 | One phone completes a human-versus-ESP32 game, including delayed bot turns. |
| 4–6 | Verify fleet rules, rejected duplicate/out-of-turn shots, and role-safe views. |
| 7 | Connect at least two spectators during a game; confirm controls stay unavailable. Repeat to the eight-spectator target. |
| 8 | Interrupt WebSocket connectivity; confirm two-second HTTP fallback and WebSocket recovery. |
| 9 | Refresh each player and a spectator; confirm token-based role/state recovery. |
| 10–11 | Finish, inspect winner and statistics, rematch, then confirm fresh fleets and preserved cumulative totals. |
| 12 | Check narrow-phone and tablet portrait/landscape views, including tabs and side-by-side boards. |
| 13 | Complete 20 representative consecutive games with no reset, hang, or material heap decline. |
For the final load run, keep two players and eight spectators connected and
sample /api/health before, during, and after the run. The final report must
compare minimum free heap, largest free block, reset reason, and observed
state/delivery latency with the hard limits in RESOURCE_BUDGET.md.
Recovery and incident handling
- A player refreshes the page to resume with the token stored in browser
localStorage; a reboot intentionally invalidates all tokens and resets game/statistics state. - If WebSocket is unavailable, leave the page open: the browser uses HTTP state polling and retries WebSocket at 1, 2, 5, then 10 seconds.
- If the board has a new DHCP address, use the router/serial information and open the new local URL. No fixed IP or external service is required.
- For a saved network that does not become operational, the serial log records
the profile outcome, Wi-Fi disconnect reason, the 30-second timeout, AP
startup result, and STA/AP addresses.
fallback AP activemeans thatBattleship-openshould be available; connect to it and openhttp://192.168.4.1/setup. These diagnostics never include the password. - A corrupt or unsupported saved record is left intact for diagnosis but is
ignored for that boot; the board starts
Battleship-open. Do not erase NVS or flash as an initial recovery step. - If LittleFS assets fail to load, repeat
uploadfsfor the confirmed target port before reflashing firmware. Do not format LittleFS automatically. - Capture
/api/health, reset reason, and the exact source revision before reporting a failure. Never capture or publish tokens or Wi-Fi credentials.
Network recovery qualification
This target-board checklist is required before declaring the Wi-Fi recovery milestone complete. It is deliberately manual: radio association, DHCP, AP visibility, and memory stability cannot be proven by a host build.
Before each case, record /api/health where the device is reachable. Record
the gameId and version of an active game before a network transition and
again after clients reconnect. Do not include credentials, session tokens, or
private network names in the record.
| Case | Required observation |
|---|---|
| Saved network cold boot | The board obtains a DHCP address and serves the application without configuration. |
| Missing/deleted, malformed, or unavailable profile | Battleship-open is visible no later than 30 seconds after boot or loss of connectivity; /setup works at http://192.168.4.1/setup. |
| Incorrect password, hidden network, or DHCP unavailable | The previous saved profile remains intact; the fallback AP and configuration page remain usable. |
| External-network loss during an active game | After fallback begins, reconnect clients through the AP and verify the same gameId and a current state snapshot. |
| Successful replacement | Keep the fallback connection until the success confirmation, then reconnect through the new DHCP address without rebooting and verify the game remains in RAM. |
| Repeated transition run | Complete 20 external-network-loss/fallback/recovery cycles. Compare health snapshots for reset reason, minimum free heap, largest free block, and response responsiveness. |
During a failed saved-network attempt, serial output must show the disconnect
reason and either a successful STA address or the 30-second fallback timeout.
For fallback, confirm the AP address and fallback AP active; report DNS or
HTTP startup failures as failures of this checklist. The firmware must never
erase NVS, LittleFS, or flash while performing these checks.
Release record template
Complete this only after all physical checks pass:
Source revision:
PlatformIO / ESP-IDF / esp_littlefs:
Firmware bytes / LittleFS bytes:
RAM bytes / minimum heap / largest free block:
Largest state payload / maximum observed delivery latency:
Reset reason before and after run:
20-game result:
2-player + 8-spectator result:
MVP criteria 1–13: PASS / FAIL with evidence:
Release decision: PASS
Post-MVP work begins only after this record is complete and Milestone 017 is
marked DONE.