diplomail (Stage B): admin/owner sends + lifecycle hooks
Item 7 of the spec wants game-state and membership-state changes to land as durable inbox entries the affected players can re-read after the fact — push alone times out of the 5-minute ring buffer. Stage B adds the admin-kind send matrix (owner-driven via /user, site-admin driven via /admin) plus the lobby lifecycle hooks: paused / cancelled emit a broadcast system mail to active members, kick / ban emit a single-recipient system mail to the affected user (which they keep read access to even after the membership row is revoked, per item 8). Migration relaxes diplomail_messages_kind_sender_chk so an owner sending kind=admin keeps sender_kind=player; the new LifecyclePublisher dep on lobby.Service is wired through a thin adapter in cmd/backend/main, mirroring how lobby's notification publisher is plumbed today. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -10,6 +10,7 @@ import (
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"galaxy/cronutil"
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"github.com/google/uuid"
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"go.uber.org/zap"
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)
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// CreateGameInput is the parameter struct for Service.CreateGame.
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@@ -441,9 +442,43 @@ func (s *Service) transition(ctx context.Context, callerUserID *uuid.UUID, calle
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return updated, fmt.Errorf("post-commit %s: %w", rule.Reason, err)
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}
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}
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s.emitGameLifecycleMail(ctx, updated, callerIsAdmin, rule)
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return updated, nil
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}
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// emitGameLifecycleMail asks the diplomail publisher to drop a
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// system-mail entry whenever a state change is user-visible. Only
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// the `paused` and `cancelled` transitions emit mail today (the spec
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// names them explicitly); `running`/`finished`/etc. are signalled by
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// other channels and do not need a durable inbox entry.
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func (s *Service) emitGameLifecycleMail(ctx context.Context, game GameRecord, callerIsAdmin bool, rule transitionRule) {
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var kind string
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switch rule.To {
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case GameStatusPaused:
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kind = LifecycleKindGamePaused
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case GameStatusCancelled:
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kind = LifecycleKindGameCancelled
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default:
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return
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}
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actor := "the game owner"
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if callerIsAdmin {
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actor = "an administrator"
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}
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ev := LifecycleEvent{
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GameID: game.GameID,
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Kind: kind,
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Actor: actor,
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Reason: rule.Reason,
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}
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if err := s.deps.Diplomail.PublishLifecycle(ctx, ev); err != nil {
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s.deps.Logger.Warn("publish lifecycle mail failed",
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zap.String("game_id", game.GameID.String()),
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zap.String("kind", kind),
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zap.Error(err))
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}
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}
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// checkOwner enforces ownership semantics:
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//
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// - callerIsAdmin == true → always allowed (admin force-start, etc.).
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