feat: game lobby service

This commit is contained in:
Ilia Denisov
2026-04-25 23:20:55 +02:00
committed by GitHub
parent 32dc29359a
commit 48b0056b49
336 changed files with 57074 additions and 1418 deletions
@@ -0,0 +1,357 @@
// Package redeeminvite implements the `lobby.invite.redeem` message type. It
// validates the invitee against the private-game enrollment rules, reserves
// the chosen race name, transitions the invite from created to redeemed,
// creates the matching active membership, opens the gap window when the new
// approved count equals max_players, and publishes the
// `lobby.invite.redeemed` notification intent to the private-game owner.
package redeeminvite
import (
"context"
"errors"
"fmt"
"log/slog"
"time"
"galaxy/lobby/internal/domain/common"
"galaxy/lobby/internal/domain/game"
"galaxy/lobby/internal/domain/invite"
"galaxy/lobby/internal/domain/membership"
"galaxy/lobby/internal/logging"
"galaxy/lobby/internal/ports"
"galaxy/lobby/internal/service/shared"
"galaxy/lobby/internal/telemetry"
"galaxy/notificationintent"
)
// Service executes the private-game invite redemption use case.
type Service struct {
games ports.GameStore
invites ports.InviteStore
memberships ports.MembershipStore
directory ports.RaceNameDirectory
users ports.UserService
gapStore ports.GapActivationStore
intents ports.IntentPublisher
ids ports.IDGenerator
clock func() time.Time
logger *slog.Logger
telemetry *telemetry.Runtime
}
// Dependencies groups the collaborators used by Service.
type Dependencies struct {
// Games loads the target game record for status verification and the
// owner notification recipient.
Games ports.GameStore
// Invites loads the target invite and applies the
// created → redeemed transition.
Invites ports.InviteStore
// Memberships persists the new active membership and supplies the
// approved-count for the gap-window decision and capacity guard.
Memberships ports.MembershipStore
// Directory canonicalizes the race name and reserves it for the
// invitee.
Directory ports.RaceNameDirectory
// Users resolves the synchronous eligibility snapshot for both the
// inviter and the invitee. uses it to short-circuit
// redemption when either party has been permanently blocked or
// soft-deleted between invite creation and the redeem attempt.
Users ports.UserService
// GapStore records the gap-window activation timestamp when the new
// approved count equals max_players.
GapStore ports.GapActivationStore
// Intents publishes the lobby.invite.redeemed intent to the owner.
Intents ports.IntentPublisher
// IDs mints the new opaque membership identifier.
IDs ports.IDGenerator
// Clock supplies the wall-clock used for DecidedAt, JoinedAt,
// gap-activation time, and the notification's OccurredAt.
Clock func() time.Time
// Logger records structured service-level events.
Logger *slog.Logger
// Telemetry records the `lobby.invite.outcomes` and
// `lobby.membership.changes` counters. Optional; nil disables
// metric emission.
Telemetry *telemetry.Runtime
}
// NewService constructs one Service with deps.
func NewService(deps Dependencies) (*Service, error) {
switch {
case deps.Games == nil:
return nil, errors.New("new redeem invite service: nil game store")
case deps.Invites == nil:
return nil, errors.New("new redeem invite service: nil invite store")
case deps.Memberships == nil:
return nil, errors.New("new redeem invite service: nil membership store")
case deps.Directory == nil:
return nil, errors.New("new redeem invite service: nil race name directory")
case deps.Users == nil:
return nil, errors.New("new redeem invite service: nil user service")
case deps.GapStore == nil:
return nil, errors.New("new redeem invite service: nil gap activation store")
case deps.Intents == nil:
return nil, errors.New("new redeem invite service: nil intent publisher")
case deps.IDs == nil:
return nil, errors.New("new redeem invite service: nil id generator")
}
clock := deps.Clock
if clock == nil {
clock = time.Now
}
logger := deps.Logger
if logger == nil {
logger = slog.Default()
}
return &Service{
games: deps.Games,
invites: deps.Invites,
memberships: deps.Memberships,
directory: deps.Directory,
users: deps.Users,
gapStore: deps.GapStore,
intents: deps.Intents,
ids: deps.IDs,
clock: clock,
logger: logger.With("service", "lobby.redeeminvite"),
telemetry: deps.Telemetry,
}, nil
}
// Input stores the arguments required to redeem one invite.
type Input struct {
// Actor identifies the caller. Must be the invitee.
Actor shared.Actor
// GameID identifies the game referenced by the request path; it must
// match the loaded invite's GameID.
GameID common.GameID
// InviteID identifies the target invite.
InviteID common.InviteID
// RaceName stores the desired in-game name in original casing.
RaceName string
}
// Handle authorizes the invitee, validates the invite + game state, reserves
// the race name, transitions the invite, persists the active membership,
// opens the gap window if appropriate, and publishes the
// lobby.invite.redeemed intent on success.
func (service *Service) Handle(ctx context.Context, input Input) (membership.Membership, error) {
if service == nil {
return membership.Membership{}, errors.New("redeem invite: nil service")
}
if ctx == nil {
return membership.Membership{}, errors.New("redeem invite: nil context")
}
if err := input.Actor.Validate(); err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: actor: %w", err)
}
if !input.Actor.IsUser() {
return membership.Membership{}, fmt.Errorf(
"%w: only the invited user may redeem an invite",
shared.ErrForbidden,
)
}
if err := input.GameID.Validate(); err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
}
if err := input.InviteID.Validate(); err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
}
inv, err := service.invites.Get(ctx, input.InviteID)
if err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
}
if inv.GameID != input.GameID {
// Defensive: opaque ids must not leak across games.
return membership.Membership{}, fmt.Errorf(
"redeem invite: invite %q does not belong to game %q: %w",
inv.InviteID, input.GameID, invite.ErrNotFound,
)
}
if inv.InviteeUserID != input.Actor.UserID {
return membership.Membership{}, fmt.Errorf(
"%w: invite is addressed to a different user",
shared.ErrForbidden,
)
}
if inv.Status != invite.StatusCreated {
return membership.Membership{}, fmt.Errorf(
"redeem invite: status %q is not %q: %w",
inv.Status, invite.StatusCreated, invite.ErrConflict,
)
}
gameRecord, err := service.games.Get(ctx, input.GameID)
if err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
}
if gameRecord.GameType != game.GameTypePrivate {
return membership.Membership{}, fmt.Errorf(
"redeem invite: game %q is not private: %w",
gameRecord.GameID, game.ErrConflict,
)
}
if gameRecord.Status != game.StatusEnrollmentOpen {
return membership.Membership{}, fmt.Errorf(
"redeem invite: game %q is not in enrollment_open: %w",
gameRecord.GameID, game.ErrConflict,
)
}
// cascade guard: a permanent_block or DeleteUser on the
// inviter or the invitee makes the invite untusable. Return
// subject_not_found so the caller sees the same outcome as if the
// invite never existed, even when the user-lifecycle cascade has
// not yet flipped the invite to revoked.
if err := service.requireActiveParty(ctx, inv.InviterUserID, "inviter"); err != nil {
return membership.Membership{}, err
}
if err := service.requireActiveParty(ctx, input.Actor.UserID, "invitee"); err != nil {
return membership.Membership{}, err
}
cap := gameRecord.MaxPlayers + gameRecord.StartGapPlayers
currentActive, err := shared.CountActiveMemberships(ctx, service.memberships, gameRecord.GameID)
if err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
}
if currentActive >= cap {
return membership.Membership{}, fmt.Errorf(
"redeem invite: roster full (%d active >= %d cap): %w",
currentActive, cap, game.ErrConflict,
)
}
canonical, err := service.directory.Canonicalize(input.RaceName)
if err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
}
if err := service.directory.Reserve(ctx, gameRecord.GameID.String(), input.Actor.UserID, input.RaceName); err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
}
now := service.clock().UTC()
updateErr := service.invites.UpdateStatus(ctx, ports.UpdateInviteStatusInput{
InviteID: inv.InviteID,
ExpectedFrom: invite.StatusCreated,
To: invite.StatusRedeemed,
At: now,
RaceName: input.RaceName,
})
if updateErr != nil {
// Concurrent mutation lost the CAS race. Release the
// reservation we just made so it does not orphan; the user
// may retry redeem later under the same canonical key.
if releaseErr := service.directory.ReleaseReservation(ctx, gameRecord.GameID.String(), input.Actor.UserID, input.RaceName); releaseErr != nil {
service.logger.WarnContext(ctx, "release reservation after redeem cas failure",
"invite_id", inv.InviteID.String(),
"err", releaseErr.Error(),
)
}
return membership.Membership{}, fmt.Errorf("redeem invite: %w", updateErr)
}
membershipID, err := service.ids.NewMembershipID()
if err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
}
memberRecord, err := membership.New(membership.NewMembershipInput{
MembershipID: membershipID,
GameID: gameRecord.GameID,
UserID: input.Actor.UserID,
RaceName: input.RaceName,
CanonicalKey: canonical,
Now: now,
})
if err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
}
if err := service.memberships.Save(ctx, memberRecord); err != nil {
return membership.Membership{}, fmt.Errorf("redeem invite: %w", err)
}
// Gap-window trigger: count after Save now includes the new
// membership, so if it equals max_players we just crossed the
// threshold. The worker reads gap_activated_at to time
// out the gap; auto-transition to ready_to_start is its job.
if currentActive+1 == gameRecord.MaxPlayers {
if err := service.gapStore.MarkActivated(ctx, gameRecord.GameID, now); err != nil {
service.logger.WarnContext(ctx, "mark gap activation",
"game_id", gameRecord.GameID.String(),
"err", err.Error(),
)
}
}
intent, err := notificationintent.NewLobbyInviteRedeemedIntent(
notificationintent.Metadata{
IdempotencyKey: "lobby.invite.redeemed:" + inv.InviteID.String(),
OccurredAt: now,
},
gameRecord.OwnerUserID,
notificationintent.LobbyInviteRedeemedPayload{
GameID: gameRecord.GameID.String(),
GameName: gameRecord.GameName,
InviteeUserID: memberRecord.UserID,
InviteeName: memberRecord.RaceName,
},
)
if err != nil {
service.logger.ErrorContext(ctx, "build invite redeemed intent",
"invite_id", inv.InviteID.String(),
"err", err.Error(),
)
} else if _, publishErr := service.intents.Publish(ctx, intent); publishErr != nil {
service.logger.WarnContext(ctx, "publish invite redeemed intent",
"invite_id", inv.InviteID.String(),
"err", publishErr.Error(),
)
}
service.telemetry.RecordInviteOutcome(ctx, "redeemed")
service.telemetry.RecordMembershipChange(ctx, "activated")
logArgs := []any{
"game_id", gameRecord.GameID.String(),
"game_status", string(gameRecord.Status),
"invite_id", inv.InviteID.String(),
"membership_id", memberRecord.MembershipID.String(),
"user_id", memberRecord.UserID,
"race_name", memberRecord.RaceName,
"canonical_key", string(memberRecord.CanonicalKey),
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.InfoContext(ctx, "invite redeemed", logArgs...)
return memberRecord, nil
}
// requireActiveParty fetches the eligibility snapshot for userID and
// returns shared.ErrSubjectNotFound when the user no longer exists or
// has been permanently blocked. Transport failures wrap
// shared.ErrServiceUnavailable so the caller can map to HTTP 503.
func (service *Service) requireActiveParty(ctx context.Context, userID, role string) error {
eligibility, err := service.users.GetEligibility(ctx, userID)
if err != nil {
return fmt.Errorf("redeem invite: %w of %s: %w", shared.ErrServiceUnavailable, role, err)
}
if !eligibility.Exists || eligibility.PermanentBlocked {
return fmt.Errorf("redeem invite: %s no longer active: %w", role, shared.ErrSubjectNotFound)
}
return nil
}