diplomail (Stage A): add in-game personal mail subsystem
Phase 28 of ui/PLAN.md needs a persistent player-to-player mail channel; the existing `mail` package is a transactional email outbox and the `notification` catalog is one-way platform events. Stage A lands the schema (diplomail_messages / _recipients / _translations), a single-recipient personal send/read/delete service path, a `diplomail.message.received` push kind plumbed through the notification pipeline, and an unread-counts endpoint that drives the lobby badge. Admin / system mail, lifecycle hooks, paid-tier broadcast, multi-game broadcast, bulk purge and language detection / translation cache come in stages B–D. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# diplomail
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`diplomail` owns the diplomatic-mail subsystem of the Galaxy backend
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service. Messages live in the lobby-side domain (their storage and
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lifecycle are tied to a game), but they are surfaced inside the game UI
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— the lobby exposes only an unread-count badge per game.
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## Stages
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The package ships in four staged increments. Stage A is the surface
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described below; the remaining stages add admin / system mail,
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lifecycle hooks, paid-tier broadcast, multi-game broadcast, bulk
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purge, and the language-detection / translation cache.
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| Stage | Scope | Status |
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|-------|-------|--------|
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| A | Schema, personal single-recipient send / read / delete, unread badge, push event with body-language `und` | shipped |
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| B | Owner / admin sends + lifecycle hooks (paused, cancelled, kick) | planned |
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| C | Paid-tier personal broadcast + admin multi-game broadcast + bulk purge | planned |
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| D | Body-language detection (whatlanggo) + translation cache + async worker | planned |
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## Tables
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Three Postgres tables in the `backend` schema:
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- `diplomail_messages` — one row per send (personal, admin, or
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system). Captures `game_name` and IP at insert time so audit
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rendering survives renames and purges.
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- `diplomail_recipients` — one row per (message, recipient). Holds
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per-user `read_at`, `deleted_at`, `delivered_at`, `notified_at`
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state. Snapshot fields (`recipient_user_name`,
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`recipient_race_name`) are captured at insert time and survive
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membership revocation.
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- `diplomail_translations` — cached per (message, target_lang)
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rendering. One translation is reused across every recipient that
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asks for that language.
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## Permissions
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| Action | Caller | Pre-conditions |
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|--------|--------|----------------|
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| Send personal | user | active membership in game; recipient is active member |
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| Read message | the recipient | row exists in `diplomail_recipients(message_id, user_id)` |
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| Mark read | the recipient | row exists; idempotent if already marked |
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| Soft delete | the recipient | `read_at IS NOT NULL` (open-then-delete, item 10) |
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Stage B introduces the admin / owner send matrix and the strict
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soft-access rule for kicked players (post-kick read access restricted
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to `kind='admin'` rows). Stage C adds the paid-tier broadcast and the
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bulk-purge admin endpoint.
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## Content rules
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- Body is plain UTF-8 text. The server does **not** parse, sanitise,
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or escape HTML — the UI renders messages via `textContent`.
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- Body length is capped by `BACKEND_DIPLOMAIL_MAX_BODY_BYTES` (default
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4096). Subject length is capped by
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`BACKEND_DIPLOMAIL_MAX_SUBJECT_BYTES` (default 256). Both limits
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live in the service layer so they can be tuned without a schema
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migration.
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- `body_lang` is stored as the BCP 47 `und` (undetermined) sentinel
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until Stage D wires the auto-detector.
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## Push integration
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Every successful send emits a `diplomail.message.received` push
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intent through the existing notification pipeline. The catalog entry
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limits delivery to the push channel — email is intentionally absent;
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the inbox endpoint is the durable fallback for offline users. The
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payload includes the recipient's freshly recomputed unread count for
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the lobby badge and for the in-game header.
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## Lifecycle hooks (Stage B)
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The lobby module is the producer of system mail. Stage B will add a
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`DiplomailPublisher` collaborator on `lobby.Service` and call it on
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`paused` / `cancelled` transitions and on `BlockMembership` /
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`AdminBanMember`. The publisher constructs a
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`kind='admin', sender_kind='system'` message with a templated body;
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the recipient receives the durable copy in their inbox even after the
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membership is revoked.
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If a future stage adds inactivity-based player removal at the lobby
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sweeper, that path **must** call the same publisher so the kicked
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player has the explanation in their inbox.
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## Wiring
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`cmd/backend/main.go` constructs `*diplomail.Service` with three
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collaborators:
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- `*Store` over the shared Postgres pool;
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- `MembershipLookup` adapter that walks the lobby cache for the
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active `(game_id, user_id)` row and stitches in the immutable
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`accounts.user_name`;
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- `NotificationPublisher` adapter that translates each
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`DiplomailNotification` into a `notification.Intent` and routes it
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through `*notification.Service.Submit`.
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