// Package startgame implements the `lobby.game.start` message type. It // validates the actor authorization, transitions the game from // `ready_to_start` to `starting` via a CAS update, and publishes the // start job to Runtime Manager. The remainder of the start sequence // (Runtime Manager result + Game Master registration) lives in the // runtimejobresult worker. package startgame import ( "context" "errors" "fmt" "log/slog" "time" "galaxy/lobby/internal/domain/common" "galaxy/lobby/internal/domain/engineimage" "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 start-game use case. type Service struct { games ports.GameStore runtimeManager ports.RuntimeManager imageResolver *engineimage.Resolver 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 // RuntimeManager publishes the start job after the CAS succeeds. RuntimeManager ports.RuntimeManager // ImageResolver substitutes a game's TargetEngineVersion into the // configured engine-image template to produce the `image_ref` // published on `runtime:start_jobs`. ImageResolver *engineimage.Resolver // 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 start. 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 start game service: nil game store") case deps.RuntimeManager == nil: return nil, errors.New("new start game service: nil runtime manager") case deps.ImageResolver == nil: return nil, errors.New("new start game service: nil image resolver") } clock := deps.Clock if clock == nil { clock = time.Now } logger := deps.Logger if logger == nil { logger = slog.Default() } return &Service{ games: deps.Games, runtimeManager: deps.RuntimeManager, imageResolver: deps.ImageResolver, clock: clock, logger: logger.With("service", "lobby.startgame"), telemetry: deps.Telemetry, }, nil } // Input stores the arguments required to start 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 game is in `ready_to_start`, // transitions it to `starting`, and publishes the start job to Runtime // Manager. The CAS guarantees that two concurrent start commands cannot // both succeed. // // On Runtime Manager publish failure the game record stays in // `starting`; the caller is informed through the returned error. The // next start attempt will be rejected with game.ErrConflict because the // status is no longer `ready_to_start`. The runtimejobresult worker // resolves the situation when (or if) a job result later arrives; // otherwise an admin must intervene through tooling. This // trade-off is documented in the decision record. func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) { if service == nil { return game.Game{}, errors.New("start game: nil service") } if ctx == nil { return game.Game{}, errors.New("start game: nil context") } if err := input.Actor.Validate(); err != nil { return game.Game{}, fmt.Errorf("start game: actor: %w", err) } if err := input.GameID.Validate(); err != nil { return game.Game{}, fmt.Errorf("start game: %w", err) } record, err := service.games.Get(ctx, input.GameID) if err != nil { return game.Game{}, fmt.Errorf("start game: %w", err) } if err := authorize(input.Actor, record); err != nil { return game.Game{}, err } if record.Status != game.StatusReadyToStart { return game.Game{}, fmt.Errorf( "start game: status %q is not %q: %w", record.Status, game.StatusReadyToStart, game.ErrConflict, ) } imageRef, err := service.imageResolver.Resolve(record.TargetEngineVersion) if err != nil { return game.Game{}, fmt.Errorf("start game: resolve image ref: %w", err) } at := service.clock().UTC() if err := service.games.UpdateStatus(ctx, ports.UpdateStatusInput{ GameID: input.GameID, ExpectedFrom: game.StatusReadyToStart, To: game.StatusStarting, Trigger: game.TriggerCommand, At: at, }); err != nil { return game.Game{}, fmt.Errorf("start game: %w", err) } service.telemetry.RecordGameTransition(ctx, string(game.StatusReadyToStart), string(game.StatusStarting), string(game.TriggerCommand), ) if err := service.runtimeManager.PublishStartJob(ctx, input.GameID.String(), imageRef); err != nil { // Status is already `starting` and the domain forbids a direct // rollback to `ready_to_start`. We surface the publish error to // the caller; the game stays in `starting` until either a // runtime job result arrives (worker handles the outcome) or an // admin intervenes manually. service.logger.ErrorContext(ctx, "publish runtime start job", "game_id", input.GameID.String(), "err", err.Error(), ) return game.Game{}, fmt.Errorf("start game: %w", errors.Join(shared.ErrServiceUnavailable, err)) } updated, err := service.games.Get(ctx, input.GameID) if err != nil { return game.Game{}, fmt.Errorf("start game: %w", err) } logArgs := []any{ "game_id", updated.GameID.String(), "from_status", string(game.StatusReadyToStart), "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 start job published", 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 start game %q", shared.ErrForbidden, record.GameID.String()) }