// Package manualreadytostart implements the `lobby.game.ready_to_start` // message type. It transitions a game record from `enrollment_open` to // `ready_to_start` after enforcing admin-or-owner authorization and the // `approved_count >= min_players` precondition. Side effects (expiring // every still-created invite and publishing `lobby.invite.expired`) are // delegated to shared.CloseEnrollment so the auto-close path used by the // enrollment automation worker stays in sync. package manualreadytostart import ( "context" "errors" "fmt" "log/slog" "time" "galaxy/lobby/internal/domain/common" "galaxy/lobby/internal/domain/game" "galaxy/lobby/internal/logging" "galaxy/lobby/internal/ports" "galaxy/lobby/internal/service/shared" "galaxy/lobby/internal/telemetry" ) // Service executes the manual ready-to-start use case. type Service struct { games ports.GameStore memberships ports.MembershipStore invites ports.InviteStore intents ports.IntentPublisher clock func() time.Time logger *slog.Logger telemetry *telemetry.Runtime } // Dependencies groups the collaborators used by Service. type Dependencies struct { // Games mediates the CAS status transition and the result read. Games ports.GameStore // Memberships is scanned for active records to evaluate the // approved_count >= min_players precondition. Memberships ports.MembershipStore // Invites is forwarded to shared.CloseEnrollment for the cascading // expiry of created invites on close. Invites ports.InviteStore // Intents publishes lobby.invite.expired notifications produced by // the cascading expiry. Intents ports.IntentPublisher // Clock supplies the wall-clock used for UpdatedAt and downstream // notification timestamps. Defaults to time.Now when nil. Clock func() time.Time // Logger records structured service-level events. Defaults to // slog.Default when nil. Logger *slog.Logger // Telemetry forwards into shared.CloseEnrollment so the // `lobby.game.transitions` and `lobby.invite.outcomes` counters // are emitted on each manual close. Optional; nil disables metric // emission. Telemetry *telemetry.Runtime } // NewService constructs one Service with deps. func NewService(deps Dependencies) (*Service, error) { if deps.Games == nil { return nil, errors.New("new manual ready-to-start service: nil game store") } if deps.Memberships == nil { return nil, errors.New("new manual ready-to-start service: nil membership store") } if deps.Invites == nil { return nil, errors.New("new manual ready-to-start service: nil invite store") } if deps.Intents == nil { return nil, errors.New("new manual ready-to-start service: nil intent publisher") } clock := deps.Clock if clock == nil { clock = time.Now } logger := deps.Logger if logger == nil { logger = slog.Default() } return &Service{ games: deps.Games, memberships: deps.Memberships, invites: deps.Invites, intents: deps.Intents, clock: clock, logger: logger.With("service", "lobby.manualreadytostart"), telemetry: deps.Telemetry, }, nil } // Input stores the arguments required to manually close enrollment on one // game. type Input struct { // Actor identifies the caller. Actor shared.Actor // GameID identifies the target game record. GameID common.GameID } // Handle authorizes the actor, checks status and roster preconditions, // performs the enrollment close (transition + invite expiry + // notifications), and returns the post-transition snapshot. func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) { if service == nil { return game.Game{}, errors.New("manual ready-to-start: nil service") } if ctx == nil { return game.Game{}, errors.New("manual ready-to-start: nil context") } if err := input.Actor.Validate(); err != nil { return game.Game{}, fmt.Errorf("manual ready-to-start: actor: %w", err) } if err := input.GameID.Validate(); err != nil { return game.Game{}, fmt.Errorf("manual ready-to-start: %w", err) } record, err := service.games.Get(ctx, input.GameID) if err != nil { return game.Game{}, fmt.Errorf("manual ready-to-start: %w", err) } if err := authorize(input.Actor, record); err != nil { return game.Game{}, err } if record.Status != game.StatusEnrollmentOpen { return game.Game{}, fmt.Errorf( "manual ready-to-start: status %q is not enrollment_open: %w", record.Status, game.ErrConflict, ) } approvedCount, err := shared.CountActiveMemberships(ctx, service.memberships, input.GameID) if err != nil { return game.Game{}, fmt.Errorf("manual ready-to-start: %w", err) } if approvedCount < record.MinPlayers { return game.Game{}, fmt.Errorf( "manual ready-to-start: approved_count %d is below min_players %d: %w", approvedCount, record.MinPlayers, game.ErrConflict, ) } at := service.clock().UTC() updated, err := shared.CloseEnrollment(ctx, shared.CloseEnrollmentDeps{ Games: service.games, Invites: service.invites, Intents: service.intents, Logger: service.logger, Telemetry: service.telemetry, }, input.GameID, game.TriggerManual, at) if err != nil { return game.Game{}, fmt.Errorf("manual ready-to-start: %w", err) } logArgs := []any{ "game_id", updated.GameID.String(), "from_status", string(game.StatusEnrollmentOpen), "to_status", string(updated.Status), "trigger", string(game.TriggerManual), "approved_count", approvedCount, "actor_kind", string(input.Actor.Kind), } logArgs = append(logArgs, logging.ContextAttrs(ctx)...) service.logger.InfoContext(ctx, "game manually moved to ready_to_start", logArgs...) return updated, nil } // authorize enforces admin OR private-owner access to the record. func authorize(actor shared.Actor, record game.Game) error { if actor.IsAdmin() { return nil } if record.GameType == game.GameTypePrivate && actor.UserID == record.OwnerUserID { return nil } return fmt.Errorf("%w: actor is not authorized to close enrollment on game %q", shared.ErrForbidden, record.GameID.String()) }