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 +1,156 @@
// Package retrystartgame implements the `lobby.game.retry_start` message
// type. It transitions a `start_failed` game back to `ready_to_start` so
// the admin or owner can issue a fresh start command. Membership and
// race name reservations are not touched; the rebuilt start sequence
// runs against the same roster.
package retrystartgame
import (
"context"
"errors"
"fmt"
"log/slog"
"time"
"galaxy/lobby/internal/domain/common"
"galaxy/lobby/internal/domain/game"
"galaxy/lobby/internal/logging"
"galaxy/lobby/internal/ports"
"galaxy/lobby/internal/service/shared"
"galaxy/lobby/internal/telemetry"
)
// Service executes the retry-start use case.
type Service struct {
games ports.GameStore
clock func() time.Time
logger *slog.Logger
telemetry *telemetry.Runtime
}
// Dependencies groups the collaborators used by Service.
type Dependencies struct {
// Games mediates the CAS status transition and the result read.
Games ports.GameStore
// Clock supplies the wall-clock used for UpdatedAt. Defaults to
// time.Now when nil.
Clock func() time.Time
// Logger records structured service-level events. Defaults to
// slog.Default when nil.
Logger *slog.Logger
// Telemetry records the `lobby.game.transitions` counter on each
// successful retry. Optional; nil disables metric emission.
Telemetry *telemetry.Runtime
}
// NewService constructs one Service with deps.
func NewService(deps Dependencies) (*Service, error) {
if deps.Games == nil {
return nil, errors.New("new retry start game service: nil game store")
}
clock := deps.Clock
if clock == nil {
clock = time.Now
}
logger := deps.Logger
if logger == nil {
logger = slog.Default()
}
return &Service{
games: deps.Games,
clock: clock,
logger: logger.With("service", "lobby.retrystartgame"),
telemetry: deps.Telemetry,
}, nil
}
// Input stores the arguments required to retry-start one game.
type Input struct {
// Actor identifies the caller.
Actor shared.Actor
// GameID identifies the target game record.
GameID common.GameID
}
// Handle authorizes the actor, asserts the source status is
// `start_failed`, transitions the record to `ready_to_start`, and
// returns the post-transition snapshot.
func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) {
if service == nil {
return game.Game{}, errors.New("retry start game: nil service")
}
if ctx == nil {
return game.Game{}, errors.New("retry start game: nil context")
}
if err := input.Actor.Validate(); err != nil {
return game.Game{}, fmt.Errorf("retry start game: actor: %w", err)
}
if err := input.GameID.Validate(); err != nil {
return game.Game{}, fmt.Errorf("retry start game: %w", err)
}
record, err := service.games.Get(ctx, input.GameID)
if err != nil {
return game.Game{}, fmt.Errorf("retry start game: %w", err)
}
if err := authorize(input.Actor, record); err != nil {
return game.Game{}, err
}
if record.Status != game.StatusStartFailed {
return game.Game{}, fmt.Errorf(
"retry start game: status %q is not %q: %w",
record.Status, game.StatusStartFailed, game.ErrConflict,
)
}
at := service.clock().UTC()
if err := service.games.UpdateStatus(ctx, ports.UpdateStatusInput{
GameID: input.GameID,
ExpectedFrom: game.StatusStartFailed,
To: game.StatusReadyToStart,
Trigger: game.TriggerCommand,
At: at,
}); err != nil {
return game.Game{}, fmt.Errorf("retry start game: %w", err)
}
service.telemetry.RecordGameTransition(ctx,
string(game.StatusStartFailed),
string(game.StatusReadyToStart),
string(game.TriggerCommand),
)
updated, err := service.games.Get(ctx, input.GameID)
if err != nil {
return game.Game{}, fmt.Errorf("retry start game: %w", err)
}
logArgs := []any{
"game_id", updated.GameID.String(),
"from_status", string(game.StatusStartFailed),
"to_status", string(updated.Status),
"trigger", string(game.TriggerCommand),
"actor_kind", string(input.Actor.Kind),
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.InfoContext(ctx, "game retry start requested", logArgs...)
return updated, nil
}
// authorize enforces admin OR private-owner access to the record.
func authorize(actor shared.Actor, record game.Game) error {
if actor.IsAdmin() {
return nil
}
if record.GameType == game.GameTypePrivate && actor.UserID == record.OwnerUserID {
return nil
}
return fmt.Errorf("%w: actor is not authorized to retry start game %q",
shared.ErrForbidden, record.GameID.String())
}
@@ -0,0 +1,132 @@
package retrystartgame_test
import (
"context"
"io"
"log/slog"
"testing"
"time"
"galaxy/lobby/internal/adapters/gamestub"
"galaxy/lobby/internal/domain/common"
"galaxy/lobby/internal/domain/game"
"galaxy/lobby/internal/service/retrystartgame"
"galaxy/lobby/internal/service/shared"
"github.com/stretchr/testify/assert"
"github.com/stretchr/testify/require"
)
func silentLogger() *slog.Logger {
return slog.New(slog.NewTextHandler(io.Discard, nil))
}
func fixedClock(at time.Time) func() time.Time {
return func() time.Time { return at }
}
func newFailedGame(t *testing.T, gameType game.GameType, ownerID string) (game.Game, time.Time) {
t.Helper()
now := time.Date(2026, 4, 25, 12, 0, 0, 0, time.UTC)
record, err := game.New(game.NewGameInput{
GameID: common.GameID("game-r"),
GameName: "test retry game",
GameType: gameType,
OwnerUserID: ownerID,
MinPlayers: 4,
MaxPlayers: 8,
StartGapHours: 12,
StartGapPlayers: 2,
EnrollmentEndsAt: now.Add(24 * time.Hour),
TurnSchedule: "0 18 * * *",
TargetEngineVersion: "v1.0.0",
Now: now,
})
require.NoError(t, err)
record.Status = game.StatusStartFailed
return record, now
}
func newService(t *testing.T, games *gamestub.Store, at time.Time) *retrystartgame.Service {
t.Helper()
service, err := retrystartgame.NewService(retrystartgame.Dependencies{
Games: games,
Clock: fixedClock(at),
Logger: silentLogger(),
})
require.NoError(t, err)
return service
}
func TestNewServiceRejectsMissingDeps(t *testing.T) {
_, err := retrystartgame.NewService(retrystartgame.Dependencies{})
require.Error(t, err)
}
func TestRetryStartGameAdminHappyPath(t *testing.T) {
record, now := newFailedGame(t, game.GameTypePublic, "")
games := gamestub.NewStore()
require.NoError(t, games.Save(context.Background(), record))
service := newService(t, games, now.Add(time.Hour))
updated, err := service.Handle(context.Background(), retrystartgame.Input{
Actor: shared.NewAdminActor(),
GameID: record.GameID,
})
require.NoError(t, err)
assert.Equal(t, game.StatusReadyToStart, updated.Status)
}
func TestRetryStartGamePrivateOwnerHappyPath(t *testing.T) {
record, now := newFailedGame(t, game.GameTypePrivate, "user-owner")
games := gamestub.NewStore()
require.NoError(t, games.Save(context.Background(), record))
service := newService(t, games, now.Add(time.Hour))
updated, err := service.Handle(context.Background(), retrystartgame.Input{
Actor: shared.NewUserActor("user-owner"),
GameID: record.GameID,
})
require.NoError(t, err)
assert.Equal(t, game.StatusReadyToStart, updated.Status)
}
func TestRetryStartGameRejectsNonOwnerUser(t *testing.T) {
record, now := newFailedGame(t, game.GameTypePrivate, "user-owner")
games := gamestub.NewStore()
require.NoError(t, games.Save(context.Background(), record))
service := newService(t, games, now.Add(time.Hour))
_, err := service.Handle(context.Background(), retrystartgame.Input{
Actor: shared.NewUserActor("user-other"),
GameID: record.GameID,
})
require.ErrorIs(t, err, shared.ErrForbidden)
}
func TestRetryStartGameRejectsWrongStatus(t *testing.T) {
record, now := newFailedGame(t, game.GameTypePublic, "")
record.Status = game.StatusRunning
startedAt := now.Add(30 * time.Minute)
record.StartedAt = &startedAt
games := gamestub.NewStore()
require.NoError(t, games.Save(context.Background(), record))
service := newService(t, games, now.Add(time.Hour))
_, err := service.Handle(context.Background(), retrystartgame.Input{
Actor: shared.NewAdminActor(),
GameID: record.GameID,
})
require.ErrorIs(t, err, game.ErrConflict)
}
func TestRetryStartGameRejectsMissingRecord(t *testing.T) {
games := gamestub.NewStore()
service := newService(t, games, time.Now().UTC())
_, err := service.Handle(context.Background(), retrystartgame.Input{
Actor: shared.NewAdminActor(),
GameID: common.GameID("game-missing"),
})
require.ErrorIs(t, err, game.ErrNotFound)
}