feat: game lobby service
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@@ -0,0 +1,196 @@
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// Package getgame implements the `lobby.game.get` message type. It loads
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// one game record and enforces the visibility rules frozen in
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// `lobby/README.md` §«User-Facing Lists»:
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//
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// - admin actors see every record without filtering;
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// - public non-draft games are visible to any authenticated user;
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// - public draft games are visible to admin only;
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// - private draft games are visible to the owner only;
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// - private non-draft games are visible to the owner, to users with an
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// active membership in the game, or to users with a non-expired
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// invite (`invite.StatusCreated`).
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//
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// The service returns the full domain record so the transport layer can
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// serialize the denormalized runtime snapshot already attached to it
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// (`game.Game.RuntimeSnapshot` / `RuntimeBinding`); no extra fan-out
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// to Game Master is required.
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package getgame
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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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"galaxy/lobby/internal/domain/common"
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"galaxy/lobby/internal/domain/game"
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"galaxy/lobby/internal/domain/invite"
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"galaxy/lobby/internal/domain/membership"
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"galaxy/lobby/internal/ports"
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"galaxy/lobby/internal/service/shared"
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)
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// Service executes the get-game 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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invites ports.InviteStore
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logger *slog.Logger
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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 returns the game record and provides the source of truth for
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// game type, owner, and status used by the visibility filter.
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Games ports.GameStore
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// Memberships is consulted only for user actors against private
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// non-draft games to confirm the actor holds an active membership in
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// the requested game.
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Memberships ports.MembershipStore
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// Invites is consulted only for user actors against private non-draft
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// games to confirm the actor holds an invite in `created` status.
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Invites ports.InviteStore
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// Logger records structured diagnostics. Defaults to slog.Default
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// when nil.
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Logger *slog.Logger
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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 get game service: nil game store")
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case deps.Memberships == nil:
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return nil, errors.New("new get game service: nil membership store")
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case deps.Invites == nil:
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return nil, errors.New("new get game service: nil invite store")
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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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invites: deps.Invites,
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logger: logger.With("service", "lobby.getgame"),
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}, nil
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}
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// Input stores the arguments required to load one game record.
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type Input struct {
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// Actor identifies the caller. Admin actors bypass the visibility
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// filter; user actors are subject to the README §«User-Facing Lists»
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// rules.
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Actor shared.Actor
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// GameID identifies the target game record.
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GameID common.GameID
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}
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// Handle authorizes the actor, loads the record, and applies the
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// visibility filter. It returns game.ErrNotFound when no record exists
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// for input.GameID, and shared.ErrForbidden when the actor is not
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// allowed to see the record.
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func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) {
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if service == nil {
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return game.Game{}, errors.New("get game: nil service")
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}
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if ctx == nil {
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return game.Game{}, errors.New("get game: nil context")
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}
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if err := input.Actor.Validate(); err != nil {
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return game.Game{}, fmt.Errorf("get game: actor: %w", err)
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}
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if err := input.GameID.Validate(); err != nil {
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return game.Game{}, fmt.Errorf("get game: %w", err)
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}
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record, err := service.games.Get(ctx, input.GameID)
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if err != nil {
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return game.Game{}, fmt.Errorf("get game: %w", err)
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}
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if input.Actor.IsAdmin() {
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return record, nil
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}
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allowed, err := service.userCanSee(ctx, input.Actor.UserID, record)
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if err != nil {
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return game.Game{}, fmt.Errorf("get game: %w", err)
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}
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if !allowed {
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return game.Game{}, fmt.Errorf(
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"%w: actor is not authorized to view game %q",
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shared.ErrForbidden, record.GameID.String(),
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)
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}
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return record, nil
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}
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// userCanSee returns true when the user-actor identified by userID is
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// permitted to see the supplied record per README §«User-Facing Lists».
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func (service *Service) userCanSee(
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ctx context.Context,
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userID string,
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record game.Game,
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) (bool, error) {
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switch record.GameType {
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case game.GameTypePublic:
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return record.Status != game.StatusDraft, nil
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case game.GameTypePrivate:
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if record.OwnerUserID == userID {
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return true, nil
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}
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if record.Status == game.StatusDraft {
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return false, nil
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}
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hasMembership, err := service.userHasActiveMembership(ctx, userID, record.GameID)
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if err != nil {
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return false, err
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}
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if hasMembership {
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return true, nil
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}
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return service.userHasOpenInvite(ctx, userID, record.GameID)
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default:
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return false, nil
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}
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}
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func (service *Service) userHasActiveMembership(
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ctx context.Context,
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userID string,
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gameID common.GameID,
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) (bool, error) {
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records, err := service.memberships.GetByUser(ctx, userID)
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if err != nil {
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return false, err
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}
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for _, record := range records {
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if record.GameID == gameID && record.Status == membership.StatusActive {
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return true, nil
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}
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}
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return false, nil
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}
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func (service *Service) userHasOpenInvite(
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ctx context.Context,
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userID string,
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gameID common.GameID,
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) (bool, error) {
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records, err := service.invites.GetByUser(ctx, userID)
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if err != nil {
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return false, err
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}
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for _, record := range records {
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if record.GameID == gameID && record.Status == invite.StatusCreated {
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return true, nil
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}
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}
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return false, nil
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}
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