With all the rage of ChatGPT going around, I gave it a test to see how would it do as a code reviewer.

To test, I gave it the code of my DominoParty game at: https://github.com/obaqueiro/dominoparty/blob/master/backend/app/app.ts .

I asked it to analyze it and give me the top errors, it replied the following:

There are no obvious errors in the code. However, there are some potential issues and areas for improvement.
The code does not check for errors when calling Redis functions. For example, in the onPlayerConnect function, the code assumes that the get call will always return a value, but it does not check for errors or handle the case where no value is returned.
The code does not handle disconnections or clean up after players leave a game room. If a player disconnects, the server will continue to treat that player as being in the game room, even though they are no longer connected. This can lead to inconsistencies in the game state and potentially cause errors.
The code uses a global redis variable to store the Redis client instance. This could cause problems if multiple instances of the game server are running concurrently, as they would all be sharing the same Redis client. It would be better to create a new Redis client instance for each game server instance.
The code does not use any authentication or authorization mechanisms to prevent unauthorized access to the game server. It is possible for anyone who knows the server's address and port to connect to it and potentially manipulate the game state.
The code does not validate the data received from clients. This means that it is possible for malicious clients to send invalid or malformed data to the server, potentially causing errors or security vulnerabilities.
Overall, the code works as intended, but it could benefit from improved error handling, better handling of player disconnections, better management of the Redis client, and improved security.

Then I asked it to tell me how to fix the firs terror, to which it responded:

// When a player connects a room, add the player to the room and notify other playersonPlayerConnect(roomName: string, socket: Socket) {console.log(Player ${socket.id} connecting to room:  + roomName);let roomData: {boardData: any, players: any} = {boardData:{}, players:[]};
// get room data from DB
this.redis.get(roomName, (err, data) => {
  if (err) {
    // handle the error
    console.error(`Error getting room data for ${roomName}: ${err}`);
    return;
  }

  if (data) {
    let room = JSON.parse(data);

    // construct response payload with room data
    roomData = {
      boardData: room.boardData,
      players: room.players || []
    };

    // notify other players of player joining the room
    if (room.players) {
      let availablePlayers: string[] = [];
      room.players.forEach(player => {
        if (this.io.sockets.connected[player]) {
          availablePlayers.push(player);
          this.io.sockets.connected[player].emit('message', { event: 'playerConnected' });

It basically inserted the if(err) condition.  Pretty neat.