feat: game lobby service
This commit is contained in:
@@ -0,0 +1,187 @@
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// Package startgame implements the `lobby.game.start` message type. It
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// validates the actor authorization, transitions the game from
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// `ready_to_start` to `starting` via a CAS update, and publishes the
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// start job to Runtime Manager. The remainder of the start sequence
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// (Runtime Manager result + Game Master registration) lives in the
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// runtimejobresult worker.
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package startgame
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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/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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)
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// Service executes the start-game use case.
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type Service struct {
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games ports.GameStore
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runtimeManager ports.RuntimeManager
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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 mediates the CAS status transition and the result read.
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Games ports.GameStore
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// RuntimeManager publishes the start job after the CAS succeeds.
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RuntimeManager ports.RuntimeManager
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// Clock supplies the wall-clock used for UpdatedAt. Defaults to
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// time.Now when nil.
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Clock func() time.Time
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// Logger records structured service-level events. Defaults to
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// slog.Default when nil.
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Logger *slog.Logger
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// Telemetry records the `lobby.game.transitions` counter on each
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// successful start. Optional; nil disables 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 start game service: nil game store")
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case deps.RuntimeManager == nil:
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return nil, errors.New("new start game service: nil runtime manager")
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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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runtimeManager: deps.RuntimeManager,
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clock: clock,
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logger: logger.With("service", "lobby.startgame"),
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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 start one game.
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type Input struct {
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// Actor identifies the caller.
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Actor shared.Actor
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// GameID identifies the target game record.
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GameID common.GameID
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}
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// Handle authorizes the actor, asserts the game is in `ready_to_start`,
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// transitions it to `starting`, and publishes the start job to Runtime
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// Manager. The CAS guarantees that two concurrent start commands cannot
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// both succeed.
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//
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// On Runtime Manager publish failure the game record stays in
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// `starting`; the caller is informed through the returned error. The
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// next start attempt will be rejected with game.ErrConflict because the
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// status is no longer `ready_to_start`. The runtimejobresult worker
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// resolves the situation when (or if) a job result later arrives;
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// otherwise an admin must intervene through tooling. This
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// trade-off is documented in the decision record.
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func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) {
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if service == nil {
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return game.Game{}, errors.New("start game: nil service")
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}
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if ctx == nil {
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return game.Game{}, errors.New("start game: nil context")
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}
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if err := input.Actor.Validate(); err != nil {
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return game.Game{}, fmt.Errorf("start game: actor: %w", err)
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}
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if err := input.GameID.Validate(); err != nil {
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return game.Game{}, fmt.Errorf("start game: %w", err)
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}
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record, err := service.games.Get(ctx, input.GameID)
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if err != nil {
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return game.Game{}, fmt.Errorf("start game: %w", err)
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}
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if err := authorize(input.Actor, record); err != nil {
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return game.Game{}, err
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}
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if record.Status != game.StatusReadyToStart {
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return game.Game{}, fmt.Errorf(
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"start game: status %q is not %q: %w",
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record.Status, game.StatusReadyToStart, game.ErrConflict,
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)
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}
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at := service.clock().UTC()
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if err := service.games.UpdateStatus(ctx, ports.UpdateStatusInput{
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GameID: input.GameID,
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ExpectedFrom: game.StatusReadyToStart,
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To: game.StatusStarting,
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Trigger: game.TriggerCommand,
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At: at,
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}); err != nil {
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return game.Game{}, fmt.Errorf("start game: %w", err)
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}
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service.telemetry.RecordGameTransition(ctx,
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string(game.StatusReadyToStart),
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string(game.StatusStarting),
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string(game.TriggerCommand),
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)
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if err := service.runtimeManager.PublishStartJob(ctx, input.GameID.String()); err != nil {
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// Status is already `starting` and the domain forbids a direct
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// rollback to `ready_to_start`. We surface the publish error to
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// the caller; the game stays in `starting` until either a
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// runtime job result arrives (worker handles the outcome) or an
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// admin intervenes manually.
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service.logger.ErrorContext(ctx, "publish runtime start job",
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"game_id", input.GameID.String(),
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"err", err.Error(),
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)
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return game.Game{}, fmt.Errorf("start game: %w", errors.Join(shared.ErrServiceUnavailable, err))
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}
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updated, err := service.games.Get(ctx, input.GameID)
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if err != nil {
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return game.Game{}, fmt.Errorf("start game: %w", err)
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}
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logArgs := []any{
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"game_id", updated.GameID.String(),
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"from_status", string(game.StatusReadyToStart),
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"to_status", string(updated.Status),
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"trigger", string(game.TriggerCommand),
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"actor_kind", string(input.Actor.Kind),
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.InfoContext(ctx, "game start job published", logArgs...)
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return updated, nil
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}
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// authorize enforces admin OR private-owner access to the record.
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func authorize(actor shared.Actor, record game.Game) error {
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if actor.IsAdmin() {
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return nil
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}
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if record.GameType == game.GameTypePrivate && actor.UserID == record.OwnerUserID {
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return nil
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}
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return fmt.Errorf("%w: actor is not authorized to start game %q",
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shared.ErrForbidden, record.GameID.String())
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}
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@@ -0,0 +1,209 @@
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package startgame_test
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import (
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"context"
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"errors"
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"io"
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"log/slog"
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"testing"
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"time"
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"galaxy/lobby/internal/adapters/gamestub"
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"galaxy/lobby/internal/adapters/runtimemanagerstub"
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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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"galaxy/lobby/internal/service/startgame"
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"github.com/stretchr/testify/assert"
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"github.com/stretchr/testify/require"
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)
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func silentLogger() *slog.Logger {
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return slog.New(slog.NewTextHandler(io.Discard, nil))
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}
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func fixedClock(at time.Time) func() time.Time {
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return func() time.Time { return at }
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}
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func newReadyGame(t *testing.T, gameType game.GameType, ownerID string) (game.Game, time.Time) {
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t.Helper()
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now := time.Date(2026, 4, 25, 12, 0, 0, 0, time.UTC)
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record, err := game.New(game.NewGameInput{
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GameID: common.GameID("game-1"),
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GameName: "test game",
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GameType: gameType,
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OwnerUserID: ownerID,
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MinPlayers: 4,
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MaxPlayers: 8,
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StartGapHours: 12,
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StartGapPlayers: 2,
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EnrollmentEndsAt: now.Add(24 * time.Hour),
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TurnSchedule: "0 18 * * *",
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TargetEngineVersion: "v1.0.0",
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Now: now,
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})
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require.NoError(t, err)
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record.Status = game.StatusReadyToStart
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return record, now
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}
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type fixture struct {
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games *gamestub.Store
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runtime *runtimemanagerstub.Publisher
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service *startgame.Service
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now time.Time
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}
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func newFixture(t *testing.T, record game.Game, now time.Time) *fixture {
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t.Helper()
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games := gamestub.NewStore()
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require.NoError(t, games.Save(context.Background(), record))
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runtime := runtimemanagerstub.NewPublisher()
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service, err := startgame.NewService(startgame.Dependencies{
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Games: games,
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RuntimeManager: runtime,
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Clock: fixedClock(now.Add(time.Hour)),
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Logger: silentLogger(),
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})
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require.NoError(t, err)
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return &fixture{games: games, runtime: runtime, service: service, now: now}
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}
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func TestNewServiceRejectsMissingDeps(t *testing.T) {
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_, err := startgame.NewService(startgame.Dependencies{
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RuntimeManager: runtimemanagerstub.NewPublisher(),
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})
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require.Error(t, err)
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_, err = startgame.NewService(startgame.Dependencies{
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Games: gamestub.NewStore(),
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})
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require.Error(t, err)
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}
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func TestStartGamePublicAdminHappyPath(t *testing.T) {
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record, now := newReadyGame(t, game.GameTypePublic, "")
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f := newFixture(t, record, now)
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updated, err := f.service.Handle(context.Background(), startgame.Input{
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Actor: shared.NewAdminActor(),
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GameID: record.GameID,
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})
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require.NoError(t, err)
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assert.Equal(t, game.StatusStarting, updated.Status)
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assert.Equal(t, []string{record.GameID.String()}, f.runtime.StartJobs())
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assert.Empty(t, f.runtime.StopJobs())
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}
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func TestStartGamePrivateOwnerHappyPath(t *testing.T) {
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record, now := newReadyGame(t, game.GameTypePrivate, "user-owner")
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f := newFixture(t, record, now)
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updated, err := f.service.Handle(context.Background(), startgame.Input{
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Actor: shared.NewUserActor("user-owner"),
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GameID: record.GameID,
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})
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require.NoError(t, err)
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assert.Equal(t, game.StatusStarting, updated.Status)
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assert.Equal(t, []string{record.GameID.String()}, f.runtime.StartJobs())
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}
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func TestStartGameRejectsNonOwnerUser(t *testing.T) {
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record, now := newReadyGame(t, game.GameTypePrivate, "user-owner")
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f := newFixture(t, record, now)
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_, err := f.service.Handle(context.Background(), startgame.Input{
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Actor: shared.NewUserActor("user-other"),
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GameID: record.GameID,
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})
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require.ErrorIs(t, err, shared.ErrForbidden)
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assert.Empty(t, f.runtime.StartJobs(), "no start job published on forbidden")
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stored, err := f.games.Get(context.Background(), record.GameID)
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require.NoError(t, err)
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assert.Equal(t, game.StatusReadyToStart, stored.Status, "status must remain ready_to_start")
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}
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func TestStartGameRejectsPublicUserActor(t *testing.T) {
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record, now := newReadyGame(t, game.GameTypePublic, "")
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f := newFixture(t, record, now)
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_, err := f.service.Handle(context.Background(), startgame.Input{
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Actor: shared.NewUserActor("user-1"),
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GameID: record.GameID,
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})
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require.ErrorIs(t, err, shared.ErrForbidden)
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}
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func TestStartGameRejectsWrongStatus(t *testing.T) {
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record, now := newReadyGame(t, game.GameTypePublic, "")
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record.Status = game.StatusEnrollmentOpen
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f := newFixture(t, record, now)
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_, err := f.service.Handle(context.Background(), startgame.Input{
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Actor: shared.NewAdminActor(),
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GameID: record.GameID,
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})
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require.ErrorIs(t, err, game.ErrConflict)
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assert.Empty(t, f.runtime.StartJobs())
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}
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func TestStartGameRejectsCASLossOnRecentTransition(t *testing.T) {
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record, now := newReadyGame(t, game.GameTypePublic, "")
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f := newFixture(t, record, now)
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// Concurrent start: simulate someone moved status to starting.
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require.NoError(t, f.games.UpdateStatus(context.Background(), ports.UpdateStatusInput{
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GameID: record.GameID,
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ExpectedFrom: game.StatusReadyToStart,
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To: game.StatusStarting,
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Trigger: game.TriggerCommand,
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At: now.Add(time.Minute),
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}))
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_, err := f.service.Handle(context.Background(), startgame.Input{
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Actor: shared.NewAdminActor(),
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GameID: record.GameID,
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})
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require.ErrorIs(t, err, game.ErrConflict)
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assert.Empty(t, f.runtime.StartJobs())
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}
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func TestStartGamePublishFailureSurfacesUnavailable(t *testing.T) {
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record, now := newReadyGame(t, game.GameTypePublic, "")
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f := newFixture(t, record, now)
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f.runtime.SetStartError(errors.New("redis down"))
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_, err := f.service.Handle(context.Background(), startgame.Input{
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Actor: shared.NewAdminActor(),
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GameID: record.GameID,
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})
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require.Error(t, err)
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assert.ErrorIs(t, err, shared.ErrServiceUnavailable)
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stored, err := f.games.Get(context.Background(), record.GameID)
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require.NoError(t, err)
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assert.Equal(t, game.StatusStarting, stored.Status,
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"status remains starting; runtime worker resolves orphan via job result")
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}
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func TestStartGameRejectsMissingRecord(t *testing.T) {
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games := gamestub.NewStore()
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runtime := runtimemanagerstub.NewPublisher()
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service, err := startgame.NewService(startgame.Dependencies{
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Games: games,
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RuntimeManager: runtime,
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Clock: fixedClock(time.Now().UTC()),
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Logger: silentLogger(),
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})
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require.NoError(t, err)
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_, err = service.Handle(context.Background(), startgame.Input{
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Actor: shared.NewAdminActor(),
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GameID: common.GameID("game-missing"),
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})
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require.ErrorIs(t, err, game.ErrNotFound)
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}
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