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
+187
View File
@@ -0,0 +1,187 @@
// Package startgame implements the `lobby.game.start` message type. It
// validates the actor authorization, transitions the game from
// `ready_to_start` to `starting` via a CAS update, and publishes the
// start job to Runtime Manager. The remainder of the start sequence
// (Runtime Manager result + Game Master registration) lives in the
// runtimejobresult worker.
package startgame
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 start-game use case.
type Service struct {
games ports.GameStore
runtimeManager ports.RuntimeManager
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
// RuntimeManager publishes the start job after the CAS succeeds.
RuntimeManager ports.RuntimeManager
// 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 start. 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 start game service: nil game store")
case deps.RuntimeManager == nil:
return nil, errors.New("new start game service: nil runtime manager")
}
clock := deps.Clock
if clock == nil {
clock = time.Now
}
logger := deps.Logger
if logger == nil {
logger = slog.Default()
}
return &Service{
games: deps.Games,
runtimeManager: deps.RuntimeManager,
clock: clock,
logger: logger.With("service", "lobby.startgame"),
telemetry: deps.Telemetry,
}, nil
}
// Input stores the arguments required to 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 game is in `ready_to_start`,
// transitions it to `starting`, and publishes the start job to Runtime
// Manager. The CAS guarantees that two concurrent start commands cannot
// both succeed.
//
// On Runtime Manager publish failure the game record stays in
// `starting`; the caller is informed through the returned error. The
// next start attempt will be rejected with game.ErrConflict because the
// status is no longer `ready_to_start`. The runtimejobresult worker
// resolves the situation when (or if) a job result later arrives;
// otherwise an admin must intervene through tooling. This
// trade-off is documented in the decision record.
func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) {
if service == nil {
return game.Game{}, errors.New("start game: nil service")
}
if ctx == nil {
return game.Game{}, errors.New("start game: nil context")
}
if err := input.Actor.Validate(); err != nil {
return game.Game{}, fmt.Errorf("start game: actor: %w", err)
}
if err := input.GameID.Validate(); err != nil {
return game.Game{}, fmt.Errorf("start game: %w", err)
}
record, err := service.games.Get(ctx, input.GameID)
if err != nil {
return game.Game{}, fmt.Errorf("start game: %w", err)
}
if err := authorize(input.Actor, record); err != nil {
return game.Game{}, err
}
if record.Status != game.StatusReadyToStart {
return game.Game{}, fmt.Errorf(
"start game: status %q is not %q: %w",
record.Status, game.StatusReadyToStart, game.ErrConflict,
)
}
at := service.clock().UTC()
if err := service.games.UpdateStatus(ctx, ports.UpdateStatusInput{
GameID: input.GameID,
ExpectedFrom: game.StatusReadyToStart,
To: game.StatusStarting,
Trigger: game.TriggerCommand,
At: at,
}); err != nil {
return game.Game{}, fmt.Errorf("start game: %w", err)
}
service.telemetry.RecordGameTransition(ctx,
string(game.StatusReadyToStart),
string(game.StatusStarting),
string(game.TriggerCommand),
)
if err := service.runtimeManager.PublishStartJob(ctx, input.GameID.String()); err != nil {
// Status is already `starting` and the domain forbids a direct
// rollback to `ready_to_start`. We surface the publish error to
// the caller; the game stays in `starting` until either a
// runtime job result arrives (worker handles the outcome) or an
// admin intervenes manually.
service.logger.ErrorContext(ctx, "publish runtime start job",
"game_id", input.GameID.String(),
"err", err.Error(),
)
return game.Game{}, fmt.Errorf("start game: %w", errors.Join(shared.ErrServiceUnavailable, err))
}
updated, err := service.games.Get(ctx, input.GameID)
if err != nil {
return game.Game{}, fmt.Errorf("start game: %w", err)
}
logArgs := []any{
"game_id", updated.GameID.String(),
"from_status", string(game.StatusReadyToStart),
"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 start job published", 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 start game %q",
shared.ErrForbidden, record.GameID.String())
}
@@ -0,0 +1,209 @@
package startgame_test
import (
"context"
"errors"
"io"
"log/slog"
"testing"
"time"
"galaxy/lobby/internal/adapters/gamestub"
"galaxy/lobby/internal/adapters/runtimemanagerstub"
"galaxy/lobby/internal/domain/common"
"galaxy/lobby/internal/domain/game"
"galaxy/lobby/internal/ports"
"galaxy/lobby/internal/service/shared"
"galaxy/lobby/internal/service/startgame"
"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 newReadyGame(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-1"),
GameName: "test 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.StatusReadyToStart
return record, now
}
type fixture struct {
games *gamestub.Store
runtime *runtimemanagerstub.Publisher
service *startgame.Service
now time.Time
}
func newFixture(t *testing.T, record game.Game, now time.Time) *fixture {
t.Helper()
games := gamestub.NewStore()
require.NoError(t, games.Save(context.Background(), record))
runtime := runtimemanagerstub.NewPublisher()
service, err := startgame.NewService(startgame.Dependencies{
Games: games,
RuntimeManager: runtime,
Clock: fixedClock(now.Add(time.Hour)),
Logger: silentLogger(),
})
require.NoError(t, err)
return &fixture{games: games, runtime: runtime, service: service, now: now}
}
func TestNewServiceRejectsMissingDeps(t *testing.T) {
_, err := startgame.NewService(startgame.Dependencies{
RuntimeManager: runtimemanagerstub.NewPublisher(),
})
require.Error(t, err)
_, err = startgame.NewService(startgame.Dependencies{
Games: gamestub.NewStore(),
})
require.Error(t, err)
}
func TestStartGamePublicAdminHappyPath(t *testing.T) {
record, now := newReadyGame(t, game.GameTypePublic, "")
f := newFixture(t, record, now)
updated, err := f.service.Handle(context.Background(), startgame.Input{
Actor: shared.NewAdminActor(),
GameID: record.GameID,
})
require.NoError(t, err)
assert.Equal(t, game.StatusStarting, updated.Status)
assert.Equal(t, []string{record.GameID.String()}, f.runtime.StartJobs())
assert.Empty(t, f.runtime.StopJobs())
}
func TestStartGamePrivateOwnerHappyPath(t *testing.T) {
record, now := newReadyGame(t, game.GameTypePrivate, "user-owner")
f := newFixture(t, record, now)
updated, err := f.service.Handle(context.Background(), startgame.Input{
Actor: shared.NewUserActor("user-owner"),
GameID: record.GameID,
})
require.NoError(t, err)
assert.Equal(t, game.StatusStarting, updated.Status)
assert.Equal(t, []string{record.GameID.String()}, f.runtime.StartJobs())
}
func TestStartGameRejectsNonOwnerUser(t *testing.T) {
record, now := newReadyGame(t, game.GameTypePrivate, "user-owner")
f := newFixture(t, record, now)
_, err := f.service.Handle(context.Background(), startgame.Input{
Actor: shared.NewUserActor("user-other"),
GameID: record.GameID,
})
require.ErrorIs(t, err, shared.ErrForbidden)
assert.Empty(t, f.runtime.StartJobs(), "no start job published on forbidden")
stored, err := f.games.Get(context.Background(), record.GameID)
require.NoError(t, err)
assert.Equal(t, game.StatusReadyToStart, stored.Status, "status must remain ready_to_start")
}
func TestStartGameRejectsPublicUserActor(t *testing.T) {
record, now := newReadyGame(t, game.GameTypePublic, "")
f := newFixture(t, record, now)
_, err := f.service.Handle(context.Background(), startgame.Input{
Actor: shared.NewUserActor("user-1"),
GameID: record.GameID,
})
require.ErrorIs(t, err, shared.ErrForbidden)
}
func TestStartGameRejectsWrongStatus(t *testing.T) {
record, now := newReadyGame(t, game.GameTypePublic, "")
record.Status = game.StatusEnrollmentOpen
f := newFixture(t, record, now)
_, err := f.service.Handle(context.Background(), startgame.Input{
Actor: shared.NewAdminActor(),
GameID: record.GameID,
})
require.ErrorIs(t, err, game.ErrConflict)
assert.Empty(t, f.runtime.StartJobs())
}
func TestStartGameRejectsCASLossOnRecentTransition(t *testing.T) {
record, now := newReadyGame(t, game.GameTypePublic, "")
f := newFixture(t, record, now)
// Concurrent start: simulate someone moved status to starting.
require.NoError(t, f.games.UpdateStatus(context.Background(), ports.UpdateStatusInput{
GameID: record.GameID,
ExpectedFrom: game.StatusReadyToStart,
To: game.StatusStarting,
Trigger: game.TriggerCommand,
At: now.Add(time.Minute),
}))
_, err := f.service.Handle(context.Background(), startgame.Input{
Actor: shared.NewAdminActor(),
GameID: record.GameID,
})
require.ErrorIs(t, err, game.ErrConflict)
assert.Empty(t, f.runtime.StartJobs())
}
func TestStartGamePublishFailureSurfacesUnavailable(t *testing.T) {
record, now := newReadyGame(t, game.GameTypePublic, "")
f := newFixture(t, record, now)
f.runtime.SetStartError(errors.New("redis down"))
_, err := f.service.Handle(context.Background(), startgame.Input{
Actor: shared.NewAdminActor(),
GameID: record.GameID,
})
require.Error(t, err)
assert.ErrorIs(t, err, shared.ErrServiceUnavailable)
stored, err := f.games.Get(context.Background(), record.GameID)
require.NoError(t, err)
assert.Equal(t, game.StatusStarting, stored.Status,
"status remains starting; runtime worker resolves orphan via job result")
}
func TestStartGameRejectsMissingRecord(t *testing.T) {
games := gamestub.NewStore()
runtime := runtimemanagerstub.NewPublisher()
service, err := startgame.NewService(startgame.Dependencies{
Games: games,
RuntimeManager: runtime,
Clock: fixedClock(time.Now().UTC()),
Logger: silentLogger(),
})
require.NoError(t, err)
_, err = service.Handle(context.Background(), startgame.Input{
Actor: shared.NewAdminActor(),
GameID: common.GameID("game-missing"),
})
require.ErrorIs(t, err, game.ErrNotFound)
}