feat: game lobby service
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@@ -0,0 +1,42 @@
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package application
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import (
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"errors"
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"fmt"
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)
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// ErrNotFound reports that an application record was requested but does
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// not exist in the store.
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var ErrNotFound = errors.New("application not found")
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// ErrConflict reports that an application mutation could not be applied.
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// It is returned for single-active-application violations and for
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// compare-and-swap mismatches on status transitions.
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var ErrConflict = errors.New("application conflict")
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// ErrInvalidTransition is the sentinel returned when Transition rejects a
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// `(from, to)` pair.
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var ErrInvalidTransition = errors.New("invalid application status transition")
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// InvalidTransitionError stores the rejected `(from, to)` pair and wraps
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// ErrInvalidTransition so callers can match it with errors.Is.
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type InvalidTransitionError struct {
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// From stores the source status that was attempted to leave.
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From Status
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// To stores the destination status that was attempted to enter.
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To Status
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}
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// Error reports a human-readable summary of the rejected pair.
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func (err *InvalidTransitionError) Error() string {
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return fmt.Sprintf(
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"invalid application status transition from %q to %q",
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err.From, err.To,
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)
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}
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// Unwrap returns ErrInvalidTransition so errors.Is recognizes the sentinel.
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func (err *InvalidTransitionError) Unwrap() error {
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return ErrInvalidTransition
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}
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@@ -0,0 +1,147 @@
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// Package application defines the application record domain model, status
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// machine, and sentinel errors owned by Game Lobby Service for public-game
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// enrollment requests.
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package application
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import (
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"fmt"
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"strings"
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"time"
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"galaxy/lobby/internal/domain/common"
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)
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// Application stores one durable application record owned by Game Lobby
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// Service. Applications are used exclusively by public games; private
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// games use the invite flow instead.
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type Application struct {
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// ApplicationID identifies the record.
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ApplicationID common.ApplicationID
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// GameID identifies the game this application belongs to.
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GameID common.GameID
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// ApplicantUserID stores the platform user id of the applicant.
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ApplicantUserID string
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// RaceName stores the desired in-game name submitted with the
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// application.
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RaceName string
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// Status stores the current lifecycle state.
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Status Status
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// CreatedAt stores when the record was created.
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CreatedAt time.Time
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// DecidedAt stores when the record transitioned out of submitted. It
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// is nil while the application is still submitted.
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DecidedAt *time.Time
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}
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// NewApplicationInput groups all fields required to create a submitted
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// application record.
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type NewApplicationInput struct {
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// ApplicationID identifies the new record.
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ApplicationID common.ApplicationID
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// GameID identifies the game the applicant is applying to.
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GameID common.GameID
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// ApplicantUserID stores the platform user id of the applicant.
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ApplicantUserID string
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// RaceName stores the desired in-game name submitted by the
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// applicant.
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RaceName string
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// Now stores the creation wall-clock used for CreatedAt.
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Now time.Time
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}
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// New validates input and returns a submitted Application record.
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// Validation errors are returned verbatim so callers can surface them as
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// invalid_request.
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func New(input NewApplicationInput) (Application, error) {
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if err := input.Validate(); err != nil {
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return Application{}, err
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}
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record := Application{
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ApplicationID: input.ApplicationID,
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GameID: input.GameID,
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ApplicantUserID: strings.TrimSpace(input.ApplicantUserID),
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RaceName: strings.TrimSpace(input.RaceName),
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Status: StatusSubmitted,
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CreatedAt: input.Now.UTC(),
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}
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if err := record.Validate(); err != nil {
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return Application{}, err
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}
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return record, nil
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}
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// Validate reports whether input satisfies the frozen application-record
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// invariants required to construct a submitted record.
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func (input NewApplicationInput) Validate() error {
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if err := input.ApplicationID.Validate(); err != nil {
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return fmt.Errorf("application id: %w", err)
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}
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if err := input.GameID.Validate(); err != nil {
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return fmt.Errorf("game id: %w", err)
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}
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if strings.TrimSpace(input.ApplicantUserID) == "" {
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return fmt.Errorf("applicant user id must not be empty")
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}
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if strings.TrimSpace(input.RaceName) == "" {
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return fmt.Errorf("race name must not be empty")
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}
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if input.Now.IsZero() {
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return fmt.Errorf("now must not be zero")
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}
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return nil
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}
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// Validate reports whether record satisfies the full invariants.
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// Every marshal and unmarshal round-trip calls Validate to guarantee that
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// the Redis store never exposes malformed records.
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func (record Application) Validate() error {
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if err := record.ApplicationID.Validate(); err != nil {
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return fmt.Errorf("application id: %w", err)
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}
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if err := record.GameID.Validate(); err != nil {
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return fmt.Errorf("game id: %w", err)
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}
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if strings.TrimSpace(record.ApplicantUserID) == "" {
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return fmt.Errorf("applicant user id must not be empty")
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}
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if strings.TrimSpace(record.RaceName) == "" {
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return fmt.Errorf("race name must not be empty")
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}
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if !record.Status.IsKnown() {
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return fmt.Errorf("status %q is unsupported", record.Status)
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}
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if record.CreatedAt.IsZero() {
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return fmt.Errorf("created at must not be zero")
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}
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if record.Status == StatusSubmitted {
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if record.DecidedAt != nil {
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return fmt.Errorf("decided at must be nil for submitted applications")
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}
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} else {
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if record.DecidedAt == nil {
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return fmt.Errorf("decided at must not be nil for %q applications", record.Status)
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}
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if record.DecidedAt.IsZero() {
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return fmt.Errorf("decided at must not be zero when present")
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}
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if record.DecidedAt.Before(record.CreatedAt) {
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return fmt.Errorf("decided at must not be before created at")
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}
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}
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return nil
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}
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@@ -0,0 +1,79 @@
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package application
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// Status identifies one lifecycle state of a Game Lobby application record.
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type Status string
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const (
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// StatusSubmitted reports that the application was created by the
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// applicant and awaits admin decision.
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StatusSubmitted Status = "submitted"
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// StatusApproved reports that the admin accepted the application and
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// a membership record was created for the applicant.
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StatusApproved Status = "approved"
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// StatusRejected reports that the admin declined the application.
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// The applicant may submit a new application while enrollment is open.
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StatusRejected Status = "rejected"
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)
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// IsKnown reports whether status belongs to the frozen application status
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// vocabulary.
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func (status Status) IsKnown() bool {
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switch status {
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case StatusSubmitted, StatusApproved, StatusRejected:
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return true
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default:
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return false
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}
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}
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// IsTerminal reports whether status can no longer accept lifecycle
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// transitions.
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func (status Status) IsTerminal() bool {
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switch status {
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case StatusApproved, StatusRejected:
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return true
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default:
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return false
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}
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}
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// transitionKey stores one `(from, to)` pair in the allowed-transitions
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// table.
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type transitionKey struct {
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from Status
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to Status
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}
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// allowedTransitions stores the set of permitted `(from, to)` status pairs.
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// It mirrors the state machine frozen in lobby/README.md Application
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// Lifecycle section.
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var allowedTransitions = map[transitionKey]struct{}{
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{StatusSubmitted, StatusApproved}: {},
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{StatusSubmitted, StatusRejected}: {},
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}
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// AllowedTransitions returns a copy of the `(from, to)` allowed-transitions
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// table used by Transition. The returned map is safe to mutate.
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func AllowedTransitions() map[Status][]Status {
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result := make(map[Status][]Status)
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for key := range allowedTransitions {
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result[key.from] = append(result[key.from], key.to)
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}
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return result
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}
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// Transition reports whether from may transition to next. The function
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// returns nil when the pair is permitted, and an *InvalidTransitionError
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// wrapping ErrInvalidTransition otherwise. It does not touch any store and
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// is safe to call from any layer.
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func Transition(from Status, next Status) error {
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if !from.IsKnown() || !next.IsKnown() {
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return &InvalidTransitionError{From: from, To: next}
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}
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if _, ok := allowedTransitions[transitionKey{from: from, to: next}]; !ok {
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return &InvalidTransitionError{From: from, To: next}
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}
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return nil
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}
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