feat: game lobby service
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@@ -0,0 +1,357 @@
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// Package redeeminvite implements the `lobby.invite.redeem` message type. It
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// validates the invitee against the private-game enrollment rules, reserves
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// the chosen race name, transitions the invite from created to redeemed,
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// creates the matching active membership, opens the gap window when the new
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// approved count equals max_players, and publishes the
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// `lobby.invite.redeemed` notification intent to the private-game owner.
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package redeeminvite
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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/invite"
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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 private-game invite redemption use case.
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type Service struct {
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games ports.GameStore
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invites ports.InviteStore
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memberships ports.MembershipStore
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directory ports.RaceNameDirectory
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users ports.UserService
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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 and the
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// owner notification recipient.
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Games ports.GameStore
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// Invites loads the target invite and applies the
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// created → redeemed transition.
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Invites ports.InviteStore
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// Memberships persists the new active membership and supplies the
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// approved-count for the gap-window decision and capacity guard.
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Memberships ports.MembershipStore
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// Directory canonicalizes the race name and reserves it for the
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// invitee.
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Directory ports.RaceNameDirectory
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// Users resolves the synchronous eligibility snapshot for both the
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// inviter and the invitee. uses it to short-circuit
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// redemption when either party has been permanently blocked or
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// soft-deleted between invite creation and the redeem attempt.
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Users ports.UserService
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// GapStore records the gap-window activation timestamp when the new
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// approved count equals max_players.
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GapStore ports.GapActivationStore
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// Intents publishes the lobby.invite.redeemed intent to the owner.
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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.invite.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 redeem invite service: nil game store")
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case deps.Invites == nil:
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return nil, errors.New("new redeem invite service: nil invite store")
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case deps.Memberships == nil:
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return nil, errors.New("new redeem invite service: nil membership store")
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case deps.Directory == nil:
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return nil, errors.New("new redeem invite service: nil race name directory")
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case deps.Users == nil:
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return nil, errors.New("new redeem invite service: nil user service")
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case deps.GapStore == nil:
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return nil, errors.New("new redeem invite service: nil gap activation store")
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case deps.Intents == nil:
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return nil, errors.New("new redeem invite service: nil intent publisher")
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case deps.IDs == nil:
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return nil, errors.New("new redeem invite 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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invites: deps.Invites,
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memberships: deps.Memberships,
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directory: deps.Directory,
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users: deps.Users,
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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.redeeminvite"),
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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 redeem one invite.
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type Input struct {
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// Actor identifies the caller. Must be the invitee.
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Actor shared.Actor
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// GameID identifies the game referenced by the request path; it must
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// match the loaded invite's GameID.
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GameID common.GameID
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// InviteID identifies the target invite.
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InviteID common.InviteID
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// RaceName stores the desired in-game name in original casing.
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RaceName string
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}
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// Handle authorizes the invitee, validates the invite + game state, reserves
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// the race name, transitions the invite, persists the active membership,
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// opens the gap window if appropriate, and publishes the
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// lobby.invite.redeemed 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("redeem invite: nil service")
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}
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if ctx == nil {
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return membership.Membership{}, errors.New("redeem invite: 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("redeem invite: actor: %w", err)
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}
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if !input.Actor.IsUser() {
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return membership.Membership{}, fmt.Errorf(
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"%w: only the invited user may redeem an invite",
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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("redeem invite: %w", err)
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}
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if err := input.InviteID.Validate(); err != nil {
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return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
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}
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inv, err := service.invites.Get(ctx, input.InviteID)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
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}
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if inv.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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"redeem invite: invite %q does not belong to game %q: %w",
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inv.InviteID, input.GameID, invite.ErrNotFound,
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)
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}
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if inv.InviteeUserID != input.Actor.UserID {
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return membership.Membership{}, fmt.Errorf(
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"%w: invite is addressed to a different user",
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shared.ErrForbidden,
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)
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}
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if inv.Status != invite.StatusCreated {
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return membership.Membership{}, fmt.Errorf(
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"redeem invite: status %q is not %q: %w",
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inv.Status, invite.StatusCreated, invite.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("redeem invite: %w", err)
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}
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if gameRecord.GameType != game.GameTypePrivate {
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return membership.Membership{}, fmt.Errorf(
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"redeem invite: game %q is not private: %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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"redeem invite: 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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// cascade guard: a permanent_block or DeleteUser on the
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// inviter or the invitee makes the invite untusable. Return
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// subject_not_found so the caller sees the same outcome as if the
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// invite never existed, even when the user-lifecycle cascade has
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// not yet flipped the invite to revoked.
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if err := service.requireActiveParty(ctx, inv.InviterUserID, "inviter"); err != nil {
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return membership.Membership{}, err
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}
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if err := service.requireActiveParty(ctx, input.Actor.UserID, "invitee"); err != nil {
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return membership.Membership{}, err
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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("redeem invite: %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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"redeem invite: 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(input.RaceName)
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if err != nil {
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return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
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}
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if err := service.directory.Reserve(ctx, gameRecord.GameID.String(), input.Actor.UserID, input.RaceName); err != nil {
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return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
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}
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now := service.clock().UTC()
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updateErr := service.invites.UpdateStatus(ctx, ports.UpdateInviteStatusInput{
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InviteID: inv.InviteID,
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ExpectedFrom: invite.StatusCreated,
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To: invite.StatusRedeemed,
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At: now,
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RaceName: input.RaceName,
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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 redeem later under the same canonical key.
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if releaseErr := service.directory.ReleaseReservation(ctx, gameRecord.GameID.String(), input.Actor.UserID, input.RaceName); releaseErr != nil {
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service.logger.WarnContext(ctx, "release reservation after redeem cas failure",
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"invite_id", inv.InviteID.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("redeem invite: %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("redeem invite: %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: input.Actor.UserID,
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RaceName: input.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("redeem invite: %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("redeem invite: %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.NewLobbyInviteRedeemedIntent(
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notificationintent.Metadata{
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IdempotencyKey: "lobby.invite.redeemed:" + inv.InviteID.String(),
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OccurredAt: now,
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},
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gameRecord.OwnerUserID,
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notificationintent.LobbyInviteRedeemedPayload{
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GameID: gameRecord.GameID.String(),
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GameName: gameRecord.GameName,
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InviteeUserID: memberRecord.UserID,
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InviteeName: memberRecord.RaceName,
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},
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)
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if err != nil {
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service.logger.ErrorContext(ctx, "build invite redeemed intent",
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"invite_id", inv.InviteID.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 invite redeemed intent",
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"invite_id", inv.InviteID.String(),
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"err", publishErr.Error(),
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)
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}
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service.telemetry.RecordInviteOutcome(ctx, "redeemed")
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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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"invite_id", inv.InviteID.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(memberRecord.CanonicalKey),
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.InfoContext(ctx, "invite redeemed", logArgs...)
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return memberRecord, nil
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}
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// requireActiveParty fetches the eligibility snapshot for userID and
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// returns shared.ErrSubjectNotFound when the user no longer exists or
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// has been permanently blocked. Transport failures wrap
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// shared.ErrServiceUnavailable so the caller can map to HTTP 503.
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func (service *Service) requireActiveParty(ctx context.Context, userID, role string) error {
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eligibility, err := service.users.GetEligibility(ctx, userID)
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if err != nil {
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return fmt.Errorf("redeem invite: %w of %s: %w", shared.ErrServiceUnavailable, role, err)
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}
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if !eligibility.Exists || eligibility.PermanentBlocked {
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return fmt.Errorf("redeem invite: %s no longer active: %w", role, shared.ErrSubjectNotFound)
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}
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return nil
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}
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