feat: backend service
This commit is contained in:
@@ -0,0 +1,275 @@
|
||||
package lobby
|
||||
|
||||
import (
|
||||
"context"
|
||||
"errors"
|
||||
"fmt"
|
||||
"time"
|
||||
|
||||
"github.com/google/uuid"
|
||||
"go.uber.org/zap"
|
||||
)
|
||||
|
||||
// OnRuntimeSnapshot updates the denormalised runtime view on the game
|
||||
// row from a snapshot reported by the runtime module. The lobby
|
||||
// transitions the game's lifecycle status when the snapshot reports a
|
||||
// state change relevant to the lobby state machine:
|
||||
//
|
||||
// - `running` → `running` (after `starting`).
|
||||
// - `engine_unreachable` / `start_failed` → `start_failed` while
|
||||
// `starting`.
|
||||
// - `finished` → triggers `OnGameFinished`.
|
||||
//
|
||||
// Per-player MaxPlanets / MaxPopulation are accumulated across the
|
||||
// game lifetime so the capable-finish evaluation in `OnGameFinished`
|
||||
// has the data it needs.
|
||||
//
|
||||
// The current implementation ships the entry point + state-machine logic; The implementation // (runtime) wires the actual call site.
|
||||
func (s *Service) OnRuntimeSnapshot(ctx context.Context, gameID uuid.UUID, snapshot RuntimeSnapshot) error {
|
||||
game, err := s.GetGame(ctx, gameID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
merged := mergeRuntimeSnapshot(game.RuntimeSnapshot, snapshot)
|
||||
now := s.deps.Now().UTC()
|
||||
updated, err := s.deps.Store.UpdateGameRuntimeSnapshot(ctx, gameID, merged, now)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if next, transition := nextStatusFromSnapshot(updated.Status, snapshot); transition {
|
||||
switch next {
|
||||
case GameStatusFinished:
|
||||
s.deps.Cache.PutGame(updated)
|
||||
return s.OnGameFinished(ctx, gameID)
|
||||
default:
|
||||
rec, err := s.deps.Store.UpdateGameStatus(ctx, gameID, statusUpdate{
|
||||
NewStatus: next,
|
||||
UpdatedAt: now,
|
||||
SetStarted: next == GameStatusRunning && updated.StartedAt == nil,
|
||||
StartedAt: now,
|
||||
})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
updated = rec
|
||||
}
|
||||
}
|
||||
s.deps.Cache.PutGame(updated)
|
||||
return nil
|
||||
}
|
||||
|
||||
// OnGameFinished completes the game lifecycle: marks the game as
|
||||
// `finished`, evaluates capable-finish per active member, and
|
||||
// transitions reservation rows to either `pending_registration`
|
||||
// (capable) or deletes them (non-capable).
|
||||
func (s *Service) OnGameFinished(ctx context.Context, gameID uuid.UUID) error {
|
||||
game, err := s.GetGame(ctx, gameID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
now := s.deps.Now().UTC()
|
||||
if game.Status != GameStatusFinished {
|
||||
updated, err := s.deps.Store.UpdateGameStatus(ctx, gameID, statusUpdate{
|
||||
NewStatus: GameStatusFinished,
|
||||
UpdatedAt: now,
|
||||
SetFinished: true,
|
||||
FinishedAt: now,
|
||||
})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
game = updated
|
||||
}
|
||||
memberships, err := s.deps.Store.ListMembershipsForGame(ctx, gameID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
statsByUser := make(map[uuid.UUID]PlayerTurnStats, len(game.RuntimeSnapshot.PlayerStats))
|
||||
for _, st := range game.RuntimeSnapshot.PlayerStats {
|
||||
statsByUser[st.UserID] = st
|
||||
}
|
||||
expiry := now.Add(s.deps.Config.PendingRegistrationTTL)
|
||||
var promoteErrs []error
|
||||
for _, m := range memberships {
|
||||
if m.Status != MembershipStatusActive {
|
||||
continue
|
||||
}
|
||||
stats, hasStats := statsByUser[m.UserID]
|
||||
canonical := CanonicalKey(m.CanonicalKey)
|
||||
if hasStats && capableFinish(stats) {
|
||||
// Best-effort: drop the existing reservation row before
|
||||
// inserting the pending_registration so the per-game PK
|
||||
// does not block the transition.
|
||||
if err := s.deps.Store.DeleteRaceName(ctx, canonical, gameID); err != nil {
|
||||
promoteErrs = append(promoteErrs, fmt.Errorf("delete reservation %s: %w", canonical, err))
|
||||
continue
|
||||
}
|
||||
s.deps.Cache.RemoveRaceName(canonical)
|
||||
entry, err := s.deps.Store.InsertRaceName(ctx, raceNameInsert{
|
||||
Name: m.RaceName,
|
||||
Canonical: canonical,
|
||||
Status: RaceNameStatusPendingRegistration,
|
||||
OwnerUserID: m.UserID,
|
||||
GameID: gameID,
|
||||
SourceGameID: ptrUUID(gameID),
|
||||
ExpiresAt: &expiry,
|
||||
})
|
||||
if err != nil {
|
||||
promoteErrs = append(promoteErrs, fmt.Errorf("promote pending %s: %w", canonical, err))
|
||||
continue
|
||||
}
|
||||
s.deps.Cache.PutRaceName(entry)
|
||||
intent := LobbyNotification{
|
||||
Kind: NotificationLobbyRaceNamePending,
|
||||
IdempotencyKey: "racename-pending:" + string(canonical) + ":" + gameID.String(),
|
||||
Recipients: []uuid.UUID{m.UserID},
|
||||
Payload: map[string]any{
|
||||
"race_name": m.RaceName,
|
||||
"expires_at": expiry.Format(time.RFC3339),
|
||||
},
|
||||
}
|
||||
if pubErr := s.deps.Notification.PublishLobbyEvent(ctx, intent); pubErr != nil {
|
||||
s.deps.Logger.Warn("race-name pending notification failed",
|
||||
zap.String("canonical", string(canonical)),
|
||||
zap.Error(pubErr))
|
||||
}
|
||||
continue
|
||||
}
|
||||
if err := s.deps.Store.DeleteRaceName(ctx, canonical, gameID); err != nil {
|
||||
promoteErrs = append(promoteErrs, fmt.Errorf("delete non-capable reservation %s: %w", canonical, err))
|
||||
continue
|
||||
}
|
||||
s.deps.Cache.RemoveRaceName(canonical)
|
||||
}
|
||||
s.deps.Cache.PutGame(game)
|
||||
return errors.Join(promoteErrs...)
|
||||
}
|
||||
|
||||
// OnRuntimeJobResult consumes adoption / removal events emitted by the
|
||||
// runtime reconciler. The wiring connects the runtime → lobby callback
|
||||
// through this entry point; the canonical mapping is:
|
||||
//
|
||||
// - reconciler reports `removed` → lobby cancels the game (the
|
||||
// engine container is gone). Games already in `cancelled` or
|
||||
// `finished` are ignored.
|
||||
//
|
||||
// Future job paths (start, stop, restart) may reuse the same shape.
|
||||
func (s *Service) OnRuntimeJobResult(ctx context.Context, gameID uuid.UUID, result RuntimeJobResult) error {
|
||||
if s == nil {
|
||||
return nil
|
||||
}
|
||||
game, err := s.GetGame(ctx, gameID)
|
||||
if err != nil {
|
||||
if errors.Is(err, ErrNotFound) {
|
||||
return nil
|
||||
}
|
||||
return err
|
||||
}
|
||||
if game.Status == GameStatusCancelled || game.Status == GameStatusFinished {
|
||||
return nil
|
||||
}
|
||||
if result.Status != "removed" && result.Status != "stopped" {
|
||||
// Unknown status — ignore for forward compatibility.
|
||||
return nil
|
||||
}
|
||||
now := s.deps.Now().UTC()
|
||||
updated, err := s.deps.Store.UpdateGameStatus(ctx, gameID, statusUpdate{
|
||||
NewStatus: GameStatusCancelled,
|
||||
UpdatedAt: now,
|
||||
})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
s.deps.Cache.PutGame(updated)
|
||||
s.deps.Logger.Info("game cancelled by runtime reconciler",
|
||||
zap.String("game_id", gameID.String()),
|
||||
zap.String("op", result.Op),
|
||||
zap.String("status", result.Status),
|
||||
zap.String("message", result.Message),
|
||||
)
|
||||
return nil
|
||||
}
|
||||
|
||||
// mergeRuntimeSnapshot merges the incoming snapshot into the previous
|
||||
// one, preserving running maxima of per-player planets and population
|
||||
// across the game lifetime.
|
||||
func mergeRuntimeSnapshot(prev, next RuntimeSnapshot) RuntimeSnapshot {
|
||||
out := RuntimeSnapshot{
|
||||
CurrentTurn: next.CurrentTurn,
|
||||
RuntimeStatus: next.RuntimeStatus,
|
||||
EngineHealth: next.EngineHealth,
|
||||
ObservedAt: next.ObservedAt,
|
||||
}
|
||||
statsByUser := make(map[uuid.UUID]PlayerTurnStats, len(prev.PlayerStats)+len(next.PlayerStats))
|
||||
for _, st := range prev.PlayerStats {
|
||||
statsByUser[st.UserID] = st
|
||||
}
|
||||
for _, st := range next.PlayerStats {
|
||||
existing, ok := statsByUser[st.UserID]
|
||||
if !ok {
|
||||
st.MaxPlanets = max32(st.MaxPlanets, st.CurrentPlanets)
|
||||
st.MaxPopulation = max32(st.MaxPopulation, st.CurrentPopulation)
|
||||
statsByUser[st.UserID] = st
|
||||
continue
|
||||
}
|
||||
st.InitialPlanets = existing.InitialPlanets
|
||||
st.InitialPopulation = existing.InitialPopulation
|
||||
st.MaxPlanets = max32(existing.MaxPlanets, max32(st.MaxPlanets, st.CurrentPlanets))
|
||||
st.MaxPopulation = max32(existing.MaxPopulation, max32(st.MaxPopulation, st.CurrentPopulation))
|
||||
statsByUser[st.UserID] = st
|
||||
}
|
||||
if len(statsByUser) > 0 {
|
||||
out.PlayerStats = make([]PlayerTurnStats, 0, len(statsByUser))
|
||||
for _, st := range statsByUser {
|
||||
out.PlayerStats = append(out.PlayerStats, st)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// nextStatusFromSnapshot maps the runtime-reported runtime status into
|
||||
// a lobby status transition. Returns (next, true) when the lobby
|
||||
// status must change; (current, false) otherwise.
|
||||
func nextStatusFromSnapshot(currentStatus string, snapshot RuntimeSnapshot) (string, bool) {
|
||||
switch snapshot.RuntimeStatus {
|
||||
case "running":
|
||||
if currentStatus == GameStatusStarting {
|
||||
return GameStatusRunning, true
|
||||
}
|
||||
case "engine_unreachable", "start_failed", "generation_failed":
|
||||
if currentStatus == GameStatusStarting {
|
||||
return GameStatusStartFailed, true
|
||||
}
|
||||
case "finished":
|
||||
if currentStatus != GameStatusFinished && currentStatus != GameStatusCancelled {
|
||||
return GameStatusFinished, true
|
||||
}
|
||||
case "stopped":
|
||||
if currentStatus == GameStatusRunning || currentStatus == GameStatusPaused {
|
||||
return GameStatusFinished, true
|
||||
}
|
||||
}
|
||||
return currentStatus, false
|
||||
}
|
||||
|
||||
// capableFinish reports whether a per-player observation satisfies the
|
||||
// "capable finish" criterion documented in
|
||||
// `backend/PLAN.md` §5.4: max_planets > initial AND max_population >
|
||||
// initial. Either of the inputs being zero (no observation) defaults
|
||||
// to non-capable.
|
||||
func capableFinish(stats PlayerTurnStats) bool {
|
||||
if stats.InitialPlanets == 0 || stats.InitialPopulation == 0 {
|
||||
return false
|
||||
}
|
||||
return stats.MaxPlanets > stats.InitialPlanets &&
|
||||
stats.MaxPopulation > stats.InitialPopulation
|
||||
}
|
||||
|
||||
func max32(a, b int32) int32 {
|
||||
if a > b {
|
||||
return a
|
||||
}
|
||||
return b
|
||||
}
|
||||
|
||||
func ptrUUID(u uuid.UUID) *uuid.UUID { v := u; return &v }
|
||||
Reference in New Issue
Block a user