diplomail (Stage C): paid-tier broadcast + multi-game + cleanup
Closes out the producer-side of the diplomail surface. Paid-tier players can fan out one personal message to the rest of the active roster (gated on entitlement_snapshots.is_paid). Site admins gain a multi-game broadcast (POST /admin/mail/broadcast with `selected` / `all_running` scopes) and the bulk-purge endpoint that wipes diplomail rows tied to games finished more than N years ago. An admin listing (GET /admin/mail/messages) rounds out the observability surface. EntitlementReader and GameLookup are new narrow deps wired from `*user.Service` and `*lobby.Service` in cmd/backend/main; the lobby service grows a one-off `ListFinishedGamesBefore` helper for the cleanup path (the cache evicts terminal-state games so the cache walk is not enough). Stage D will swap LangUndetermined for an actual body-language detector and add the translation cache. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -15,16 +15,61 @@ import (
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// Store and Memberships are required. Logger and Now default to
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// zap.NewNop / time.Now when nil. Notification falls back to a no-op
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// publisher so unit tests can construct a Service with only the
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// required collaborators populated.
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// required collaborators populated. Entitlements and Games are
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// optional — they are used by Stage C surfaces (paid-tier player
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// broadcast, multi-game admin broadcast, bulk cleanup). Wiring may
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// pass nil for tests that do not exercise those paths.
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type Deps struct {
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Store *Store
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Memberships MembershipLookup
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Notification NotificationPublisher
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Entitlements EntitlementReader
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Games GameLookup
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Config config.DiplomailConfig
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Logger *zap.Logger
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Now func() time.Time
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}
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// EntitlementReader is the read-only surface diplomail uses to gate
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// the paid-tier player broadcast. The canonical implementation in
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// `cmd/backend/main` reads
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// `*user.Service.GetEntitlementSnapshot(userID).IsPaid`.
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type EntitlementReader interface {
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IsPaidTier(ctx context.Context, userID uuid.UUID) (bool, error)
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}
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// GameLookup exposes the slim view of `games` the multi-game admin
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// broadcast and bulk-cleanup paths consume. The canonical
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// implementation walks the lobby cache plus an explicit store call
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// for finished-game pruning.
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type GameLookup interface {
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// ListRunningGames returns every game whose `status` is one of
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// the still-active values (running, paused, starting, …). The
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// admin `all_running` broadcast scope iterates over the result.
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ListRunningGames(ctx context.Context) ([]GameSnapshot, error)
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// ListFinishedGamesBefore returns every game whose `finished_at`
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// is older than `cutoff`. The bulk-purge admin endpoint reads
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// this to compose the cascade-delete IN list.
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ListFinishedGamesBefore(ctx context.Context, cutoff time.Time) ([]GameSnapshot, error)
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// GetGame returns one game snapshot identified by id, or
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// ErrNotFound. Used by the multi-game broadcast to verify the
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// caller-supplied id list before enqueuing fan-out work.
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GetGame(ctx context.Context, gameID uuid.UUID) (GameSnapshot, error)
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}
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// GameSnapshot is the trim view of `games` consumed by the multi-game
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// admin broadcast and the cleanup paths. The struct intentionally
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// avoids the full `lobby.GameRecord` so the diplomail package stays
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// decoupled from the lobby domain.
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type GameSnapshot struct {
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GameID uuid.UUID
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GameName string
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Status string
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FinishedAt *time.Time
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}
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// ActiveMembership is the slim view of a single (user, game) roster
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// row the diplomail package needs at send time: it confirms the
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// participant is active in the game and captures the snapshot fields
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