diplomail (Stage C): paid-tier broadcast + multi-game + cleanup
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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>
This commit is contained in:
Ilia Denisov
2026-05-15 19:02:46 +02:00
parent b3f24cc440
commit 362f92e520
14 changed files with 1423 additions and 4 deletions
+18
View File
@@ -117,6 +117,24 @@ func (c *Cache) GetGame(gameID uuid.UUID) (GameRecord, bool) {
return g, ok
}
// ListGames returns a snapshot copy of every cached game. Terminal-
// state games (finished, cancelled) are evicted from the cache on
// `PutGame`, so the result reflects the live roster of running /
// paused / draft / starting / etc. games. The slice is freshly
// allocated and safe for the caller to mutate.
func (c *Cache) ListGames() []GameRecord {
if c == nil {
return nil
}
c.mu.RLock()
defer c.mu.RUnlock()
out := make([]GameRecord, 0, len(c.games))
for _, g := range c.games {
out = append(out, g)
}
return out
}
// PutGame stores game in the cache when its status is cacheable;
// terminal statuses (finished, cancelled) cause the entry to be evicted.
func (c *Cache) PutGame(game GameRecord) {
+35
View File
@@ -234,6 +234,41 @@ func (s *Service) ListMyGames(ctx context.Context, userID uuid.UUID) ([]GameReco
return s.deps.Store.ListMyGames(ctx, userID)
}
// ListFinishedGamesBefore returns every game whose status is
// `finished` or `cancelled` and whose `finished_at` is strictly older
// than cutoff. The result walks the store through the admin-paged
// query with a 200-row batch size; the caller is expected to invoke
// this from rare admin workflows (diplomail bulk cleanup) rather
// than hot-path reads.
func (s *Service) ListFinishedGamesBefore(ctx context.Context, cutoff time.Time) ([]GameRecord, error) {
const pageSize = 200
page := 1
var out []GameRecord
for {
batch, _, err := s.deps.Store.ListAdminGames(ctx, page, pageSize)
if err != nil {
return nil, fmt.Errorf("lobby: list finished games before %s: %w", cutoff, err)
}
if len(batch) == 0 {
break
}
for _, g := range batch {
if g.Status != GameStatusFinished && g.Status != GameStatusCancelled {
continue
}
if g.FinishedAt == nil || !g.FinishedAt.Before(cutoff) {
continue
}
out = append(out, g)
}
if len(batch) < pageSize {
break
}
page++
}
return out, nil
}
// DeleteGame removes the game and every referencing row (memberships,
// applications, invites, runtime_records, player_mappings) via the
// `ON DELETE CASCADE` constraints declared in `00001_init.sql`.