feat: game lobby service
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@@ -0,0 +1,263 @@
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// Package enrollmentautomation implements the periodic worker that
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// transitions games from `enrollment_open` to `ready_to_start` along the
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// three automatic paths frozen in lobby/README.md §Enrollment Rules:
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// deadline, gap window time exhaustion, and gap window roster
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// exhaustion. The same enrollment-close pipeline that
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// service/manualreadytostart calls is reused via shared.CloseEnrollment
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// so manual and automatic closes stay aligned.
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package enrollmentautomation
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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/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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// Dependencies groups the collaborators consumed by Worker. The struct
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// mirrors the shape used by Lobby services: each store / publisher port
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// is supplied explicitly so wiring stays a single concrete-adapter site.
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type Dependencies struct {
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// Games is scanned once per tick for records in
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// game.StatusEnrollmentOpen.
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Games ports.GameStore
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// Memberships supplies the active-membership count used to evaluate
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// the deadline and gap-roster preconditions.
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Memberships ports.MembershipStore
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// Invites is forwarded to shared.CloseEnrollment for the cascading
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// expiry of created invites on close.
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Invites ports.InviteStore
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// Intents publishes lobby.invite.expired notifications produced by
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// the cascading expiry.
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Intents ports.IntentPublisher
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// GapStore exposes the gap-window activation timestamp recorded by
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// approveapplication and redeeminvite. It must implement the Get
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// accessor introduced in the
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GapStore ports.GapActivationStore
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// Interval controls the tick cadence. It must be positive.
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Interval time.Duration
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// Clock supplies the wall-clock used for the per-tick "now"
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// reference and for the close timestamp. Defaults to time.Now when
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// nil.
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Clock func() time.Time
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// Logger receives structured worker-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.enrollment_automation.checks`
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// counter per inspected game per tick and forwards into
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// shared.CloseEnrollment for the `lobby.game.transitions` and
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// `lobby.invite.outcomes` counters. Optional; nil disables metric
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// emission.
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Telemetry *telemetry.Runtime
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}
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// Worker drives the periodic enrollment-automation loop.
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type Worker struct {
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games ports.GameStore
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memberships ports.MembershipStore
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invites ports.InviteStore
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intents ports.IntentPublisher
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gapStore ports.GapActivationStore
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interval time.Duration
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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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// NewWorker constructs one Worker from deps.
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func NewWorker(deps Dependencies) (*Worker, error) {
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if deps.Games == nil {
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return nil, errors.New("new enrollment automation worker: nil game store")
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}
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if deps.Memberships == nil {
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return nil, errors.New("new enrollment automation worker: nil membership store")
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}
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if deps.Invites == nil {
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return nil, errors.New("new enrollment automation worker: nil invite store")
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}
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if deps.Intents == nil {
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return nil, errors.New("new enrollment automation worker: nil intent publisher")
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}
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if deps.GapStore == nil {
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return nil, errors.New("new enrollment automation worker: nil gap activation store")
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}
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if deps.Interval <= 0 {
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return nil, fmt.Errorf("new enrollment automation worker: interval must be positive, got %s", deps.Interval)
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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 &Worker{
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games: deps.Games,
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memberships: deps.Memberships,
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invites: deps.Invites,
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intents: deps.Intents,
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gapStore: deps.GapStore,
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interval: deps.Interval,
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clock: clock,
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logger: logger.With("worker", "lobby.enrollmentautomation"),
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telemetry: deps.Telemetry,
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}, nil
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}
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// Run drives the periodic ticker. It returns when ctx is cancelled. A
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// failure inside one tick does not terminate the loop — every tick logs
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// its outcome and the worker stays alive so subsequent ticks can pick up
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// once the underlying issue clears.
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func (worker *Worker) Run(ctx context.Context) error {
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if worker == nil {
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return errors.New("run enrollment automation worker: nil worker")
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}
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if ctx == nil {
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return errors.New("run enrollment automation worker: nil context")
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}
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if err := ctx.Err(); err != nil {
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return err
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}
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worker.logger.Info("enrollment automation worker started", "interval", worker.interval.String())
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defer worker.logger.Info("enrollment automation worker stopped")
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ticker := time.NewTicker(worker.interval)
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defer ticker.Stop()
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for {
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select {
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case <-ctx.Done():
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return ctx.Err()
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case <-ticker.C:
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worker.Tick(ctx)
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}
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}
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}
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// Shutdown is a no-op: the worker holds no resources beyond its own
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// goroutine, which Run releases on context cancellation.
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func (worker *Worker) Shutdown(ctx context.Context) error {
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if ctx == nil {
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return errors.New("shutdown enrollment automation worker: nil context")
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}
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return nil
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}
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// Tick performs one automation pass over every enrollment_open game. It
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// is exported so tests may drive the loop deterministically without a
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// real ticker. Tick never returns an error; per-game failures are logged
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// and the iteration continues so a single bad record does not block the
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// rest of the roster.
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func (worker *Worker) Tick(ctx context.Context) {
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if worker == nil || ctx == nil {
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return
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}
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now := worker.clock().UTC()
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games, err := worker.games.GetByStatus(ctx, game.StatusEnrollmentOpen)
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if err != nil {
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worker.logger.WarnContext(ctx, "list enrollment_open games",
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"err", err.Error(),
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)
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return
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}
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for _, record := range games {
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worker.evaluate(ctx, record, now)
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}
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}
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// evaluate inspects one game record and, when one of the three
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// auto-close preconditions holds, performs the enrollment close.
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// Per-record failures are logged and absorbed; they do not propagate to
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// the caller because that would terminate the worker.
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func (worker *Worker) evaluate(ctx context.Context, record game.Game, now time.Time) {
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approvedCount, err := shared.CountActiveMemberships(ctx, worker.memberships, record.GameID)
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if err != nil {
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worker.logger.WarnContext(ctx, "count active memberships",
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"game_id", record.GameID.String(),
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"err", err.Error(),
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)
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return
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}
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gapActivatedAt, gapActive, err := worker.gapStore.Get(ctx, record.GameID)
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if err != nil {
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worker.logger.WarnContext(ctx, "read gap activation",
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"game_id", record.GameID.String(),
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"err", err.Error(),
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)
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gapActive = false
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}
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gapPlayersExhausted := gapActive && approvedCount >= record.MaxPlayers+record.StartGapPlayers
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gapTimeExhausted := gapActive && !now.Before(gapActivatedAt.Add(time.Duration(record.StartGapHours)*time.Hour))
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deadlineReady := !now.Before(record.EnrollmentEndsAt) && approvedCount >= record.MinPlayers
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var trigger game.Trigger
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switch {
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case gapPlayersExhausted, gapTimeExhausted:
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trigger = game.TriggerGap
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case deadlineReady:
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trigger = game.TriggerDeadline
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default:
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worker.telemetry.RecordEnrollmentAutomationCheck(ctx, "no_op")
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return
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}
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updated, err := shared.CloseEnrollment(ctx, shared.CloseEnrollmentDeps{
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Games: worker.games,
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Invites: worker.invites,
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Intents: worker.intents,
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Logger: worker.logger,
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Telemetry: worker.telemetry,
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}, record.GameID, trigger, now)
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if err != nil {
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if errors.Is(err, game.ErrConflict) {
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worker.telemetry.RecordEnrollmentAutomationCheck(ctx, "no_op")
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worker.logger.InfoContext(ctx, "skipped game closed by another path",
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"game_id", record.GameID.String(),
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"trigger", string(trigger),
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)
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return
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}
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worker.logger.WarnContext(ctx, "close enrollment",
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"game_id", record.GameID.String(),
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"trigger", string(trigger),
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"err", err.Error(),
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)
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return
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}
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worker.telemetry.RecordEnrollmentAutomationCheck(ctx, "transitioned")
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logArgs := []any{
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"game_id", updated.GameID.String(),
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"from_status", string(game.StatusEnrollmentOpen),
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"to_status", string(updated.Status),
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"trigger", string(trigger),
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"approved_count", approvedCount,
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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worker.logger.InfoContext(ctx, "game moved to ready_to_start", logArgs...)
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}
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