feat: game lobby service
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@@ -0,0 +1,204 @@
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// Package blockmember implements the `lobby.membership.block` message
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// type. It transitions an active membership to `blocked` while the
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// game is still on a non-terminal status. Race name reservations are
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// preserved; the capability evaluator at game finish
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// resolves them alongside `removed` memberships.
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package blockmember
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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/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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)
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// blockableGameStatuses enumerates the game statuses in which an
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// active membership may be blocked. Block is allowed in both pre- and
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// post-start statuses (README §Membership Model status table records
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// `active → blocked` without a post-start qualifier). Terminal game
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// statuses are rejected because no further roster mutation makes
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// sense after `finished`/`cancelled` and `draft` carries no
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// memberships at all.
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var blockableGameStatuses = map[game.Status]struct{}{
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game.StatusEnrollmentOpen: {},
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game.StatusReadyToStart: {},
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game.StatusStarting: {},
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game.StatusStartFailed: {},
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game.StatusRunning: {},
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game.StatusPaused: {},
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}
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// Service executes the block-member 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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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 game record so the service can authorize the
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// actor against the owner and gate the operation by game status.
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Games ports.GameStore
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// Memberships persists the active → blocked transition.
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Memberships ports.MembershipStore
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// Clock supplies the wall-clock used for the RemovedAt stamp.
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// Defaults to time.Now when nil.
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Clock func() time.Time
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// Logger records structured service-level events. Defaults to
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// slog.Default when nil.
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Logger *slog.Logger
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// Telemetry records the `lobby.membership.changes` counter on each
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// successful block. Optional; nil disables 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 block member service: nil game store")
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case deps.Memberships == nil:
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return nil, errors.New("new block member service: nil membership store")
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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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clock: clock,
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logger: logger.With("service", "lobby.blockmember"),
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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 block one membership.
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type Input struct {
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// Actor identifies the caller.
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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 membership's GameID.
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GameID common.GameID
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// MembershipID identifies the target membership.
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MembershipID common.MembershipID
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}
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// Handle authorizes the actor, asserts the membership belongs to the
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// game and is currently active, transitions the membership to
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// `blocked`, and returns the post-transition record. The race name
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// reservation is intentionally preserved.
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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("block member: nil service")
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}
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if ctx == nil {
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return membership.Membership{}, errors.New("block member: 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("block member: actor: %w", err)
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}
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if err := input.GameID.Validate(); err != nil {
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return membership.Membership{}, fmt.Errorf("block member: %w", err)
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}
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if err := input.MembershipID.Validate(); err != nil {
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return membership.Membership{}, fmt.Errorf("block member: %w", err)
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}
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member, err := service.memberships.Get(ctx, input.MembershipID)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("block member: %w", err)
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}
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if member.GameID != input.GameID {
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return membership.Membership{}, fmt.Errorf(
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"block member: membership %q does not belong to game %q: %w",
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member.MembershipID, input.GameID, membership.ErrNotFound,
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)
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}
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gameRecord, err := service.games.Get(ctx, member.GameID)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("block member: %w", err)
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}
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if err := authorize(input.Actor, gameRecord); err != nil {
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return membership.Membership{}, err
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}
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if _, ok := blockableGameStatuses[gameRecord.Status]; !ok {
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return membership.Membership{}, fmt.Errorf(
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"block member: game status %q does not allow block: %w",
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gameRecord.Status, game.ErrConflict,
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)
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}
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if member.Status != membership.StatusActive {
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return membership.Membership{}, fmt.Errorf(
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"block member: status %q is not %q: %w",
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member.Status, membership.StatusActive, membership.ErrConflict,
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)
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}
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now := service.clock().UTC()
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if err := service.memberships.UpdateStatus(ctx, ports.UpdateMembershipStatusInput{
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MembershipID: member.MembershipID,
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ExpectedFrom: membership.StatusActive,
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To: membership.StatusBlocked,
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At: now,
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}); err != nil {
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return membership.Membership{}, fmt.Errorf("block member: %w", err)
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}
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updated, err := service.memberships.Get(ctx, member.MembershipID)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("block member: %w", err)
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}
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service.telemetry.RecordMembershipChange(ctx, "blocked")
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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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"membership_id", member.MembershipID.String(),
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"user_id", member.UserID,
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"actor_kind", string(input.Actor.Kind),
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.InfoContext(ctx, "member blocked", logArgs...)
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return updated, nil
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}
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// authorize enforces admin OR private-owner access to the record.
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func authorize(actor shared.Actor, record game.Game) error {
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if actor.IsAdmin() {
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return nil
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}
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if record.GameType == game.GameTypePrivate && actor.UserID == record.OwnerUserID {
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return nil
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}
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return fmt.Errorf("%w: actor is not authorized to block members of game %q",
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shared.ErrForbidden, record.GameID.String())
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}
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