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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package diplomail
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import (
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"context"
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"time"
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"galaxy/backend/internal/config"
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"github.com/google/uuid"
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"go.uber.org/zap"
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)
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// Deps aggregates every collaborator the diplomail Service depends on.
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//
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// Store and Memberships are required. Logger and Now default to
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// zap.NewNop / time.Now when nil. Notification falls back to a no-op
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// publisher so unit tests can construct a Service with only the
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// required collaborators populated.
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type Deps struct {
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Store *Store
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Memberships MembershipLookup
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Notification NotificationPublisher
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Config config.DiplomailConfig
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Logger *zap.Logger
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Now func() time.Time
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}
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// ActiveMembership is the slim view of a single (user, game) roster
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// row the diplomail package needs at send time: it confirms the
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// participant is active in the game and captures the snapshot fields
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// (`game_name`, `user_name`, `race_name`) that we persist on each new
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// message / recipient row.
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type ActiveMembership struct {
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UserID uuid.UUID
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GameID uuid.UUID
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GameName string
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UserName string
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RaceName string
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}
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// MembershipLookup is the read-only surface diplomail uses to verify
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// "is this user an active member of this game" and to snapshot the
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// roster metadata. The canonical implementation in `cmd/backend/main`
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// adapts the `*lobby.Service` membership cache to this interface.
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//
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// Implementations must return ErrNotFound (the diplomail sentinel)
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// when the user is not an active member of the game; the service
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// boundary maps that to 403 forbidden.
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type MembershipLookup interface {
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GetActiveMembership(ctx context.Context, gameID, userID uuid.UUID) (ActiveMembership, error)
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}
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// NotificationPublisher is the outbound surface diplomail uses to
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// emit the `diplomail.message.received` push event. The canonical
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// implementation in `cmd/backend/main` adapts the notification.Service
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// the same way it adapts `lobby.NotificationPublisher`; tests pass
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// the no-op publisher below to avoid wiring the dispatcher.
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type NotificationPublisher interface {
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PublishDiplomailEvent(ctx context.Context, ev DiplomailNotification) error
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}
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// DiplomailNotification is the open shape carried by a per-recipient
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// push intent. The struct lives in the diplomail package so the
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// producer vocabulary stays here; the publisher adapter translates it
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// into a `notification.Intent` at the wiring boundary.
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type DiplomailNotification struct {
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Kind string
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IdempotencyKey string
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Recipient uuid.UUID
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Payload map[string]any
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}
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// NewNoopNotificationPublisher returns a publisher that logs every
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// call at debug level and returns nil. Used by unit tests and as the
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// fallback inside NewService when callers leave Deps.Notification nil.
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func NewNoopNotificationPublisher(logger *zap.Logger) NotificationPublisher {
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if logger == nil {
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logger = zap.NewNop()
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}
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return &noopNotificationPublisher{logger: logger.Named("diplomail.notify.noop")}
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}
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type noopNotificationPublisher struct {
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logger *zap.Logger
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}
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func (p *noopNotificationPublisher) PublishDiplomailEvent(_ context.Context, ev DiplomailNotification) error {
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p.logger.Debug("noop notification",
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zap.String("kind", ev.Kind),
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zap.String("idempotency_key", ev.IdempotencyKey),
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zap.String("recipient", ev.Recipient.String()),
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)
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return nil
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}
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