feat: game lobby service
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@@ -0,0 +1,307 @@
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// Package approveapplication implements the `lobby.application.approve`
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// message type. It reserves the applicant's race name, transitions the
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// application from submitted to approved, creates the matching active
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// membership, opens the gap window when the new approved count equals
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// max_players, and publishes the lobby.membership.approved intent.
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package approveapplication
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import (
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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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"time"
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"galaxy/lobby/internal/domain/application"
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"galaxy/lobby/internal/domain/common"
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"galaxy/lobby/internal/domain/game"
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"galaxy/lobby/internal/domain/membership"
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"galaxy/lobby/internal/logging"
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"galaxy/lobby/internal/ports"
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"galaxy/lobby/internal/service/shared"
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"galaxy/lobby/internal/telemetry"
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"galaxy/notificationintent"
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)
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// Service executes the public-game application approval use case.
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type Service struct {
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games ports.GameStore
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memberships ports.MembershipStore
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applications ports.ApplicationStore
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directory ports.RaceNameDirectory
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gapStore ports.GapActivationStore
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intents ports.IntentPublisher
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ids ports.IDGenerator
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clock func() time.Time
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logger *slog.Logger
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telemetry *telemetry.Runtime
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}
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// Dependencies groups the collaborators used by Service.
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type Dependencies struct {
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// Games loads the target game record for status verification.
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Games ports.GameStore
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// Memberships persists the new active membership and supplies the
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// approved-count for the gap-window decision.
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Memberships ports.MembershipStore
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// Applications loads the target application and applies the
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// submitted → approved transition.
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Applications ports.ApplicationStore
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// Directory canonicalizes the race name and reserves it for the
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// applicant.
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Directory ports.RaceNameDirectory
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// GapStore records the gap-window activation timestamp when the
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// new approved count equals max_players.
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GapStore ports.GapActivationStore
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// Intents publishes the lobby.membership.approved intent.
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Intents ports.IntentPublisher
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// IDs mints the new opaque membership identifier.
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IDs ports.IDGenerator
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// Clock supplies the wall-clock used for DecidedAt, JoinedAt,
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// gap-activation time, and the notification's OccurredAt.
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Clock func() time.Time
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// Logger records structured service-level events.
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Logger *slog.Logger
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// Telemetry records the `lobby.application.outcomes` and
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// `lobby.membership.changes` counters. Optional; nil disables
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// metric emission.
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Telemetry *telemetry.Runtime
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}
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// NewService constructs one Service with deps.
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func NewService(deps Dependencies) (*Service, error) {
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switch {
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case deps.Games == nil:
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return nil, errors.New("new approve application service: nil game store")
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case deps.Memberships == nil:
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return nil, errors.New("new approve application service: nil membership store")
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case deps.Applications == nil:
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return nil, errors.New("new approve application service: nil application store")
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case deps.Directory == nil:
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return nil, errors.New("new approve application service: nil race name directory")
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case deps.GapStore == nil:
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return nil, errors.New("new approve application service: nil gap activation store")
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case deps.Intents == nil:
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return nil, errors.New("new approve application service: nil intent publisher")
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case deps.IDs == nil:
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return nil, errors.New("new approve application service: nil id generator")
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}
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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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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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return &Service{
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games: deps.Games,
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memberships: deps.Memberships,
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applications: deps.Applications,
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directory: deps.Directory,
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gapStore: deps.GapStore,
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intents: deps.Intents,
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ids: deps.IDs,
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clock: clock,
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logger: logger.With("service", "lobby.approveapplication"),
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telemetry: deps.Telemetry,
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}, nil
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}
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// Input stores the arguments required to approve one application.
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type Input struct {
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// Actor identifies the caller. Must be ActorKindAdmin per the
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// README message catalog.
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Actor shared.Actor
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// GameID identifies the game referenced by the request path; it
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// must match the loaded application's GameID.
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GameID common.GameID
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// ApplicationID identifies the target application.
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ApplicationID common.ApplicationID
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}
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// Handle authorizes the actor, validates the application + game state,
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// reserves the race name, transitions the application, persists the
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// membership, opens the gap window if appropriate, and publishes the
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// lobby.membership.approved intent on success.
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func (service *Service) Handle(ctx context.Context, input Input) (membership.Membership, error) {
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if service == nil {
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return membership.Membership{}, errors.New("approve application: nil service")
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}
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if ctx == nil {
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return membership.Membership{}, errors.New("approve application: nil context")
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}
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if err := input.Actor.Validate(); err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: actor: %w", err)
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}
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if !input.Actor.IsAdmin() {
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return membership.Membership{}, fmt.Errorf(
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"%w: only admin callers may approve applications",
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shared.ErrForbidden,
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)
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}
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if err := input.GameID.Validate(); err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if err := input.ApplicationID.Validate(); err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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app, err := service.applications.Get(ctx, input.ApplicationID)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if app.GameID != input.GameID {
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// Defensive: opaque ids must not leak across games.
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return membership.Membership{}, fmt.Errorf(
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"approve application: application %q does not belong to game %q: %w",
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app.ApplicationID, input.GameID, application.ErrNotFound,
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)
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}
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if app.Status != application.StatusSubmitted {
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return membership.Membership{}, fmt.Errorf(
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"approve application: status %q is not %q: %w",
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app.Status, application.StatusSubmitted, application.ErrConflict,
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)
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}
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gameRecord, err := service.games.Get(ctx, input.GameID)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if gameRecord.GameType != game.GameTypePublic {
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return membership.Membership{}, fmt.Errorf(
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"approve application: game %q is not public: %w",
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gameRecord.GameID, game.ErrConflict,
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)
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}
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if gameRecord.Status != game.StatusEnrollmentOpen {
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return membership.Membership{}, fmt.Errorf(
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"approve application: game %q is not in enrollment_open: %w",
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gameRecord.GameID, game.ErrConflict,
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)
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}
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cap := gameRecord.MaxPlayers + gameRecord.StartGapPlayers
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currentActive, err := shared.CountActiveMemberships(ctx, service.memberships, gameRecord.GameID)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if currentActive >= cap {
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return membership.Membership{}, fmt.Errorf(
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"approve application: roster full (%d active >= %d cap): %w",
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currentActive, cap, game.ErrConflict,
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)
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}
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canonical, err := service.directory.Canonicalize(app.RaceName)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if err := service.directory.Reserve(ctx, gameRecord.GameID.String(), app.ApplicantUserID, app.RaceName); err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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now := service.clock().UTC()
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updateErr := service.applications.UpdateStatus(ctx, ports.UpdateApplicationStatusInput{
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ApplicationID: app.ApplicationID,
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ExpectedFrom: application.StatusSubmitted,
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To: application.StatusApproved,
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At: now,
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})
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if updateErr != nil {
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// Concurrent mutation lost the CAS race. Release the
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// reservation we just made so it does not orphan; the user
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// may retry submission later under the same canonical key.
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if releaseErr := service.directory.ReleaseReservation(ctx, gameRecord.GameID.String(), app.ApplicantUserID, app.RaceName); releaseErr != nil {
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service.logger.WarnContext(ctx, "release reservation after approve cas failure",
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"application_id", app.ApplicationID.String(),
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"err", releaseErr.Error(),
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)
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}
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return membership.Membership{}, fmt.Errorf("approve application: %w", updateErr)
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}
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membershipID, err := service.ids.NewMembershipID()
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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memberRecord, err := membership.New(membership.NewMembershipInput{
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MembershipID: membershipID,
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GameID: gameRecord.GameID,
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UserID: app.ApplicantUserID,
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RaceName: app.RaceName,
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CanonicalKey: canonical,
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Now: now,
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})
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if err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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if err := service.memberships.Save(ctx, memberRecord); err != nil {
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return membership.Membership{}, fmt.Errorf("approve application: %w", err)
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}
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// Gap-window trigger: count after Save now includes the new
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// membership, so if it equals max_players we just crossed the
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// threshold. The worker reads gap_activated_at to time
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// out the gap; auto-transition to ready_to_start is its job.
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if currentActive+1 == gameRecord.MaxPlayers {
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if err := service.gapStore.MarkActivated(ctx, gameRecord.GameID, now); err != nil {
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service.logger.WarnContext(ctx, "mark gap activation",
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"game_id", gameRecord.GameID.String(),
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"err", err.Error(),
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)
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}
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}
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intent, err := notificationintent.NewLobbyMembershipApprovedIntent(
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notificationintent.Metadata{
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IdempotencyKey: "lobby.membership.approved:" + memberRecord.MembershipID.String(),
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OccurredAt: now,
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},
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memberRecord.UserID,
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notificationintent.LobbyMembershipApprovedPayload{
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GameID: gameRecord.GameID.String(),
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GameName: gameRecord.GameName,
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},
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)
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if err != nil {
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service.logger.ErrorContext(ctx, "build membership approved intent",
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"membership_id", memberRecord.MembershipID.String(),
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"err", err.Error(),
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)
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} else if _, publishErr := service.intents.Publish(ctx, intent); publishErr != nil {
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service.logger.WarnContext(ctx, "publish membership approved intent",
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"membership_id", memberRecord.MembershipID.String(),
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"err", publishErr.Error(),
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)
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}
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service.telemetry.RecordApplicationOutcome(ctx, "approved")
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service.telemetry.RecordMembershipChange(ctx, "activated")
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logArgs := []any{
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"game_id", gameRecord.GameID.String(),
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"game_status", string(gameRecord.Status),
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"application_id", app.ApplicationID.String(),
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"membership_id", memberRecord.MembershipID.String(),
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"user_id", memberRecord.UserID,
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"race_name", memberRecord.RaceName,
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"canonical_key", string(canonical),
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.InfoContext(ctx, "application approved", logArgs...)
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return memberRecord, nil
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}
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