feat: gamemaster
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@@ -0,0 +1,280 @@
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// Package membership implements the in-process membership cache that
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// authorises every hot-path call (commandexecute, orderput, reportget)
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// owned by Game Master.
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//
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// The cache is a per-game TTL projection of Lobby's
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// `/api/v1/internal/games/{game_id}/memberships` view. Lobby invokes the
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// invalidation hook (`POST /api/v1/internal/games/{game_id}/memberships/invalidate`)
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// post-commit on every roster mutation; the TTL is the safety net for any
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// missed invalidation. Cache rules and trade-offs are documented in
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// `gamemaster/README.md §Hot Path → Membership cache and invalidation` and
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// `gamemaster/docs/stage16-membership-cache-and-invalidation.md`.
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package membership
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import (
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"container/list"
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"context"
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"errors"
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"fmt"
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"log/slog"
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"sync"
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"time"
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"galaxy/gamemaster/internal/logging"
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"galaxy/gamemaster/internal/ports"
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"galaxy/gamemaster/internal/telemetry"
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)
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// Result labels used with `telemetry.Runtime.RecordMembershipCacheResult`.
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const (
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resultHit = "hit"
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resultMiss = "miss"
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resultInvalidate = "invalidate"
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)
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// Dependencies groups the collaborators required by Cache.
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type Dependencies struct {
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// Lobby loads the per-game membership projection on cache miss.
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Lobby ports.LobbyClient
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// Telemetry records `gamemaster.membership_cache.hits` outcomes.
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Telemetry *telemetry.Runtime
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// Logger records structured cache events. Defaults to
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// `slog.Default()` when nil.
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Logger *slog.Logger
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// Clock supplies the wall-clock used for entry freshness. Defaults
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// to `time.Now` when nil.
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Clock func() time.Time
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// TTL bounds the freshness of one cached entry; expired entries are
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// re-fetched from Lobby. Must be positive.
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TTL time.Duration
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// MaxGames bounds the cache size in number of games. The
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// least-recently-used entry is evicted when an insert overflows the
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// bound. Must be positive.
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MaxGames int
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}
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// Cache stores the per-game membership projection used by hot-path
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// services. The zero value is not usable; construct with NewCache.
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type Cache struct {
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lobby ports.LobbyClient
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telemetry *telemetry.Runtime
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logger *slog.Logger
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clock func() time.Time
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ttl time.Duration
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maxGames int
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mu sync.Mutex
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entries map[string]*list.Element // gameID → element holding *cacheEntry
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lru *list.List // *cacheEntry, MRU at front
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inflight map[string]*flight // gameID → in-flight Lobby fetch
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}
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// cacheEntry stores one per-game membership projection.
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type cacheEntry struct {
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gameID string
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members map[string]string // user_id → status ("active"|"removed"|"blocked")
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loadedAt time.Time
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}
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// flight coordinates concurrent misses on the same gameID so only one
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// Lobby fetch is issued. Joiners wait on `done`; the leader populates
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// `members` (or `err`) before closing the channel.
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type flight struct {
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done chan struct{}
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members map[string]string
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err error
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}
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// NewCache constructs a Cache from deps. Returns a Go-level error when a
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// required dependency is missing or a numeric bound is non-positive.
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func NewCache(deps Dependencies) (*Cache, error) {
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switch {
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case deps.Lobby == nil:
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return nil, errors.New("new membership cache: nil lobby client")
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case deps.Telemetry == nil:
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return nil, errors.New("new membership cache: nil telemetry runtime")
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case deps.TTL <= 0:
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return nil, fmt.Errorf("new membership cache: ttl must be positive, got %s", deps.TTL)
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case deps.MaxGames <= 0:
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return nil, fmt.Errorf("new membership cache: max games must be positive, got %d", deps.MaxGames)
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}
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logger := deps.Logger
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if logger == nil {
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logger = slog.Default()
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}
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logger = logger.With("component", "gamemaster.membership_cache")
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clock := deps.Clock
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if clock == nil {
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clock = time.Now
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}
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return &Cache{
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lobby: deps.Lobby,
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telemetry: deps.Telemetry,
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logger: logger,
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clock: clock,
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ttl: deps.TTL,
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maxGames: deps.MaxGames,
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entries: make(map[string]*list.Element),
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lru: list.New(),
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inflight: make(map[string]*flight),
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}, nil
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}
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// Resolve returns the membership status of userID inside gameID. The
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// returned status is the raw Lobby vocabulary (`"active"`, `"removed"`,
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// `"blocked"`) and is empty when the user is not present in the roster at
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// all; callers must compare against `"active"` to authorise a hot-path
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// call.
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//
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// Resolve fetches from Lobby on cache miss, on TTL expiry, or after an
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// Invalidate. Concurrent misses on the same gameID share a single Lobby
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// call. A failed Lobby fetch surfaces as ErrLobbyUnavailable and is not
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// cached.
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func (cache *Cache) Resolve(ctx context.Context, gameID, userID string) (string, error) {
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if cache == nil {
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return "", errors.New("membership cache: nil receiver")
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}
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if ctx == nil {
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return "", errors.New("membership cache: nil context")
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}
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if entry, ok := cache.lookupFresh(gameID); ok {
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cache.telemetry.RecordMembershipCacheResult(ctx, resultHit)
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return entry.members[userID], nil
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}
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members, err := cache.fetch(ctx, gameID)
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cache.telemetry.RecordMembershipCacheResult(ctx, resultMiss)
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if err != nil {
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logArgs := []any{
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"game_id", gameID,
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"err", err.Error(),
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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cache.logger.WarnContext(ctx, "lobby fetch failed", logArgs...)
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return "", err
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}
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return members[userID], nil
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}
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// Invalidate purges the cache entry for gameID, if any. Subsequent
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// Resolve calls fetch from Lobby. Safe to call from the invalidation
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// hook handler (Stage 19) at any time.
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func (cache *Cache) Invalidate(gameID string) {
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if cache == nil {
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return
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}
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cache.mu.Lock()
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if element, ok := cache.entries[gameID]; ok {
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cache.lru.Remove(element)
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delete(cache.entries, gameID)
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}
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cache.mu.Unlock()
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cache.telemetry.RecordMembershipCacheResult(context.Background(), resultInvalidate)
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}
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// lookupFresh returns the cached entry for gameID when it exists and is
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// still fresh. The MRU position is updated under the lock.
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func (cache *Cache) lookupFresh(gameID string) (*cacheEntry, bool) {
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cache.mu.Lock()
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defer cache.mu.Unlock()
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element, ok := cache.entries[gameID]
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if !ok {
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return nil, false
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}
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entry := element.Value.(*cacheEntry)
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if cache.clock().Sub(entry.loadedAt) >= cache.ttl {
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return nil, false
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}
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cache.lru.MoveToFront(element)
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return entry, true
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}
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// fetch loads the membership projection from Lobby, deduplicating
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// concurrent misses on the same gameID through the inflight map. The
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// successful result is cached; failures are not.
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func (cache *Cache) fetch(ctx context.Context, gameID string) (map[string]string, error) {
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cache.mu.Lock()
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if existing, ok := cache.inflight[gameID]; ok {
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cache.mu.Unlock()
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select {
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case <-existing.done:
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if existing.err != nil {
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return nil, existing.err
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}
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return existing.members, nil
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case <-ctx.Done():
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return nil, ctx.Err()
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}
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}
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current := &flight{done: make(chan struct{})}
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cache.inflight[gameID] = current
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cache.mu.Unlock()
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members, err := cache.loadFromLobby(ctx, gameID)
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cache.mu.Lock()
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delete(cache.inflight, gameID)
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if err == nil {
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cache.installLocked(gameID, members)
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}
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cache.mu.Unlock()
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if err != nil {
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current.err = err
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} else {
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current.members = members
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}
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close(current.done)
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if err != nil {
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return nil, err
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}
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return members, nil
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}
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// loadFromLobby calls the LobbyClient and projects the raw response to
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// the user_id → status map the cache stores.
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func (cache *Cache) loadFromLobby(ctx context.Context, gameID string) (map[string]string, error) {
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records, err := cache.lobby.GetMemberships(ctx, gameID)
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if err != nil {
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return nil, fmt.Errorf("%w: %w", ErrLobbyUnavailable, err)
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}
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members := make(map[string]string, len(records))
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for _, record := range records {
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members[record.UserID] = record.Status
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}
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return members, nil
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}
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// installLocked stores members under gameID, evicting the least-recently
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// -used entry if the cache is at capacity. Caller must hold cache.mu.
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func (cache *Cache) installLocked(gameID string, members map[string]string) {
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now := cache.clock()
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if element, ok := cache.entries[gameID]; ok {
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entry := element.Value.(*cacheEntry)
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entry.members = members
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entry.loadedAt = now
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cache.lru.MoveToFront(element)
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return
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}
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entry := &cacheEntry{gameID: gameID, members: members, loadedAt: now}
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cache.entries[gameID] = cache.lru.PushFront(entry)
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for cache.lru.Len() > cache.maxGames {
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oldest := cache.lru.Back()
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if oldest == nil {
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break
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}
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evicted := oldest.Value.(*cacheEntry)
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cache.lru.Remove(oldest)
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delete(cache.entries, evicted.gameID)
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}
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}
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