// Package resumegame implements the `lobby.game.resume` message type. // It transitions a `paused` game back to `running` after enforcing // admin-or-owner authorization and a synchronous Game Master liveness // probe. When Game Master is unreachable the game stays `paused` and // the caller receives `service_unavailable`. package resumegame 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 resume-game use case. type Service struct { games ports.GameStore gm ports.GMClient 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 // GM is the synchronous Game Master client used for the liveness // probe issued before the status transition. GM ports.GMClient // Clock supplies the wall-clock used for UpdatedAt. 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 records the `lobby.game.transitions` counter on each // successful resume. Optional; nil disables metric emission. Telemetry *telemetry.Runtime } // NewService constructs one Service with deps. func NewService(deps Dependencies) (*Service, error) { switch { case deps.Games == nil: return nil, errors.New("new resume game service: nil game store") case deps.GM == nil: return nil, errors.New("new resume game service: nil gm client") } clock := deps.Clock if clock == nil { clock = time.Now } logger := deps.Logger if logger == nil { logger = slog.Default() } return &Service{ games: deps.Games, gm: deps.GM, clock: clock, logger: logger.With("service", "lobby.resumegame"), telemetry: deps.Telemetry, }, nil } // Input stores the arguments required to resume 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, asserts the source status is `paused`, // pings Game Master, and on a healthy probe transitions the record to // `running`. A failed probe returns shared.ErrServiceUnavailable // without mutating the record so the game stays `paused`. func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) { if service == nil { return game.Game{}, errors.New("resume game: nil service") } if ctx == nil { return game.Game{}, errors.New("resume game: nil context") } if err := input.Actor.Validate(); err != nil { return game.Game{}, fmt.Errorf("resume game: actor: %w", err) } if err := input.GameID.Validate(); err != nil { return game.Game{}, fmt.Errorf("resume game: %w", err) } record, err := service.games.Get(ctx, input.GameID) if err != nil { return game.Game{}, fmt.Errorf("resume game: %w", err) } if err := authorize(input.Actor, record); err != nil { return game.Game{}, err } if record.Status != game.StatusPaused { return game.Game{}, fmt.Errorf( "resume game: status %q is not %q: %w", record.Status, game.StatusPaused, game.ErrConflict, ) } if err := service.gm.Ping(ctx); err != nil { service.logger.WarnContext(ctx, "resume game: game master unavailable", "game_id", input.GameID.String(), "err", err.Error(), ) return game.Game{}, fmt.Errorf("resume game: %w", errors.Join(shared.ErrServiceUnavailable, err)) } at := service.clock().UTC() if err := service.games.UpdateStatus(ctx, ports.UpdateStatusInput{ GameID: input.GameID, ExpectedFrom: game.StatusPaused, To: game.StatusRunning, Trigger: game.TriggerCommand, At: at, }); err != nil { return game.Game{}, fmt.Errorf("resume game: %w", err) } service.telemetry.RecordGameTransition(ctx, string(game.StatusPaused), string(game.StatusRunning), string(game.TriggerCommand), ) updated, err := service.games.Get(ctx, input.GameID) if err != nil { return game.Game{}, fmt.Errorf("resume game: %w", err) } logArgs := []any{ "game_id", updated.GameID.String(), "from_status", string(game.StatusPaused), "to_status", string(updated.Status), "trigger", string(game.TriggerCommand), "actor_kind", string(input.Actor.Kind), } logArgs = append(logArgs, logging.ContextAttrs(ctx)...) service.logger.InfoContext(ctx, "game resumed", 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 resume game %q", shared.ErrForbidden, record.GameID.String()) }