feat: game lobby service
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@@ -0,0 +1,270 @@
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// Package listgames implements the `lobby.games.list` message type. It
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// returns the public game list per `lobby/README.md` §«User-Facing Lists»
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// — public records in `enrollment_open`, `ready_to_start`, `running`,
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// or `finished` — and additionally surfaces every private game the
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// caller currently belongs to (membership in any status, except games
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// in `draft` or `cancelled`). Admin actors bypass the visibility filter
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// and see every record regardless of game type or status, which is the
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// surface used by the internal-port `adminListGames` route.
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package listgames
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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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"sort"
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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/ports"
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"galaxy/lobby/internal/service/shared"
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)
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// publicVisibleStatuses lists the user-visible public-game statuses
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// allowed in the public list per README §«Public game list».
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var publicVisibleStatuses = []game.Status{
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game.StatusEnrollmentOpen,
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game.StatusReadyToStart,
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game.StatusRunning,
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game.StatusFinished,
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}
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// adminAllStatuses enumerates every status used by the admin variant to
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// produce an unrestricted list (see `lobby/api/internal-openapi.yaml`
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// `adminListGames`).
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var adminAllStatuses = []game.Status{
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game.StatusDraft,
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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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game.StatusFinished,
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game.StatusCancelled,
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}
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// privateMembershipExcludedStatuses lists the statuses removed from the
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// user-visible private list. Draft games are owner-only (handled by
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// `getgame`); cancelled games drop off the user-facing list entirely.
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var privateMembershipExcludedStatuses = map[game.Status]struct{}{
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game.StatusDraft: {},
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game.StatusCancelled: {},
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}
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// Service executes the list-games 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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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 supplies the per-status indexes that drive both the public
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// list and the unrestricted admin list.
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Games ports.GameStore
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// Memberships is consulted only for user actors to enumerate the
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// private games the caller belongs to.
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Memberships ports.MembershipStore
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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 list games service: nil game store")
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case deps.Memberships == nil:
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return nil, errors.New("new list games service: nil membership 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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logger: logger.With("service", "lobby.listgames"),
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}, nil
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}
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// Input stores the arguments required to list games for one caller.
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type Input struct {
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// Actor identifies the caller. Admin actors receive the
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// unrestricted list; user actors receive the public list plus
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// their own private games.
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Actor shared.Actor
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// Page stores the pagination request derived from page_size and
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// page_token by the transport layer.
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Page shared.Page
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}
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// Output stores the page returned by Handle.
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type Output struct {
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// Items stores the records included in the current page.
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Items []game.Game
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// NextPageToken stores the opaque continuation token. It is empty
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// when the current page is the last one.
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NextPageToken string
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}
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// Handle assembles the candidate set, sorts it deterministically, and
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// returns the requested page together with the next-page token.
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func (service *Service) Handle(ctx context.Context, input Input) (Output, error) {
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if service == nil {
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return Output{}, errors.New("list games: nil service")
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}
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if ctx == nil {
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return Output{}, errors.New("list games: nil context")
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}
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if err := input.Actor.Validate(); err != nil {
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return Output{}, fmt.Errorf("list games: actor: %w", err)
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}
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candidates, err := service.collect(ctx, input.Actor)
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if err != nil {
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return Output{}, fmt.Errorf("list games: %w", err)
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}
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sortRecords(candidates)
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start, end, nextOffset, hasMore := shared.Window(len(candidates), input.Page)
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out := Output{Items: append([]game.Game(nil), candidates[start:end]...)}
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if hasMore {
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out.NextPageToken = shared.EncodeToken(nextOffset)
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}
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return out, nil
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}
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// collect builds the deduplicated candidate set per actor class.
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func (service *Service) collect(ctx context.Context, actor shared.Actor) ([]game.Game, error) {
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if actor.IsAdmin() {
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return service.collectAdmin(ctx)
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}
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return service.collectUser(ctx, actor.UserID)
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}
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func (service *Service) collectAdmin(ctx context.Context) ([]game.Game, error) {
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seen := make(map[common.GameID]struct{})
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candidates := make([]game.Game, 0)
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for _, status := range adminAllStatuses {
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records, err := service.games.GetByStatus(ctx, status)
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if err != nil {
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return nil, err
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}
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for _, record := range records {
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if _, dup := seen[record.GameID]; dup {
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continue
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}
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seen[record.GameID] = struct{}{}
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candidates = append(candidates, record)
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}
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}
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return candidates, nil
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}
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func (service *Service) collectUser(ctx context.Context, userID string) ([]game.Game, error) {
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seen := make(map[common.GameID]struct{})
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candidates := make([]game.Game, 0)
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for _, status := range publicVisibleStatuses {
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records, err := service.games.GetByStatus(ctx, status)
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if err != nil {
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return nil, err
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}
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for _, record := range records {
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if record.GameType != game.GameTypePublic {
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continue
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}
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if _, dup := seen[record.GameID]; dup {
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continue
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}
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seen[record.GameID] = struct{}{}
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candidates = append(candidates, record)
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}
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}
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memberships, err := service.memberships.GetByUser(ctx, userID)
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if err != nil {
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return nil, err
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}
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for _, mb := range memberships {
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if _, dup := seen[mb.GameID]; dup {
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continue
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}
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record, err := service.games.Get(ctx, mb.GameID)
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if err != nil {
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if errors.Is(err, game.ErrNotFound) {
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service.logger.WarnContext(ctx, "membership references missing game",
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"user_id", userID,
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"game_id", mb.GameID.String(),
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)
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continue
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}
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return nil, err
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}
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if record.GameType != game.GameTypePrivate {
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continue
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}
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if _, excluded := privateMembershipExcludedStatuses[record.Status]; excluded {
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continue
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}
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seen[record.GameID] = struct{}{}
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candidates = append(candidates, record)
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}
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return candidates, nil
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}
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// statusGroup returns the bucket index used to order records per
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// README §«Public game list»: enrollment_open and ready_to_start come
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// first, then running, then finished. Other statuses surface only on
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// the admin or user-private paths and are appended afterwards in a
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// stable order so `next_page_token` is deterministic.
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func statusGroup(status game.Status) int {
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switch status {
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case game.StatusEnrollmentOpen, game.StatusReadyToStart:
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return 0
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case game.StatusRunning:
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return 1
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case game.StatusFinished:
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return 2
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case game.StatusPaused:
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return 3
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case game.StatusStarting:
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return 4
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case game.StatusStartFailed:
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return 5
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case game.StatusDraft:
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return 6
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case game.StatusCancelled:
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return 7
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default:
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return 8
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}
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}
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// sortRecords sorts the candidate set per the documented ordering. The
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// secondary key is CreatedAt descending («most recent first within each
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// group»), and the tertiary key is GameID ascending for stable output
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// when two records share the same group and CreatedAt.
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func sortRecords(items []game.Game) {
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sort.Slice(items, func(i, j int) bool {
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gi, gj := statusGroup(items[i].Status), statusGroup(items[j].Status)
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if gi != gj {
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return gi < gj
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}
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if !items[i].CreatedAt.Equal(items[j].CreatedAt) {
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return items[i].CreatedAt.After(items[j].CreatedAt)
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}
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return items[i].GameID < items[j].GameID
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})
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}
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