307 lines
10 KiB
Go
307 lines
10 KiB
Go
package server
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import (
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"context"
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"net/http"
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"time"
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"galaxy/backend/internal/lobby"
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"galaxy/backend/internal/server/handlers"
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"galaxy/backend/internal/server/httperr"
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"galaxy/backend/internal/server/middleware/userid"
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"github.com/gin-gonic/gin"
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"github.com/google/uuid"
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"go.uber.org/zap"
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)
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// UserLobbyGamesHandlers groups the handlers under
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// `/api/v1/user/lobby/games/*`. The current implementation ships real implementations
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// backed by `*lobby.Service`; tests that supply a nil service fall back
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// to the Stage-3 placeholder body so the contract test continues to
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// validate the OpenAPI envelope without booting a database.
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type UserLobbyGamesHandlers struct {
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svc *lobby.Service
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logger *zap.Logger
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}
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// NewUserLobbyGamesHandlers constructs the handler set. svc may be nil
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// — in that case every handler returns 501 not_implemented.
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func NewUserLobbyGamesHandlers(svc *lobby.Service, logger *zap.Logger) *UserLobbyGamesHandlers {
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if logger == nil {
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logger = zap.NewNop()
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}
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return &UserLobbyGamesHandlers{svc: svc, logger: logger.Named("http.user.lobby.games")}
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}
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func (h *UserLobbyGamesHandlers) callerUserID(c *gin.Context) (uuid.UUID, bool) {
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userID, ok := userid.FromContext(c.Request.Context())
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if !ok {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "X-User-ID header is required")
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return uuid.Nil, false
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}
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return userID, true
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}
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// List handles GET /api/v1/user/lobby/games.
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func (h *UserLobbyGamesHandlers) List() gin.HandlerFunc {
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if h.svc == nil {
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return handlers.NotImplemented("userLobbyGamesList")
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}
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return func(c *gin.Context) {
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page := parsePositiveQueryInt(c.Query("page"), 1)
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pageSize := parsePositiveQueryInt(c.Query("page_size"), 50)
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ctx := c.Request.Context()
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result, err := h.svc.ListPublicGames(ctx, page, pageSize)
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if err != nil {
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respondLobbyError(c, h.logger, "user lobby games list", ctx, err)
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return
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}
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c.JSON(http.StatusOK, gameSummaryPageToWire(result))
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}
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}
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// Create handles POST /api/v1/user/lobby/games.
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func (h *UserLobbyGamesHandlers) Create() gin.HandlerFunc {
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if h.svc == nil {
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return handlers.NotImplemented("userLobbyGamesCreate")
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}
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return func(c *gin.Context) {
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userID, ok := h.callerUserID(c)
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if !ok {
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return
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}
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var req lobbyGameCreateRequestWire
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if err := c.ShouldBindJSON(&req); err != nil {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "request body must be valid JSON")
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return
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}
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if req.Visibility != lobby.VisibilityPrivate {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "user-facing /lobby/games only creates private games; admins use /api/v1/admin/games for public")
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return
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}
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enrollmentEndsAt, err := time.Parse(time.RFC3339Nano, req.EnrollmentEndsAt)
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if err != nil {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "enrollment_ends_at must be RFC 3339")
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return
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}
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ctx := c.Request.Context()
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owner := userID
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game, err := h.svc.CreateGame(ctx, lobby.CreateGameInput{
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OwnerUserID: &owner,
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Visibility: req.Visibility,
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GameName: req.GameName,
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Description: req.Description,
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MinPlayers: req.MinPlayers,
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MaxPlayers: req.MaxPlayers,
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StartGapHours: req.StartGapHours,
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StartGapPlayers: req.StartGapPlayers,
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EnrollmentEndsAt: enrollmentEndsAt,
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TurnSchedule: req.TurnSchedule,
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TargetEngineVersion: req.TargetEngineVersion,
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})
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if err != nil {
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respondLobbyError(c, h.logger, "user lobby games create", ctx, err)
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return
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}
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c.JSON(http.StatusCreated, lobbyGameDetailToWire(game))
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}
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}
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// Get handles GET /api/v1/user/lobby/games/{game_id}.
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func (h *UserLobbyGamesHandlers) Get() gin.HandlerFunc {
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if h.svc == nil {
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return handlers.NotImplemented("userLobbyGamesGet")
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}
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return func(c *gin.Context) {
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gameID, ok := parseGameIDParam(c)
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if !ok {
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return
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}
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ctx := c.Request.Context()
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game, err := h.svc.GetGame(ctx, gameID)
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if err != nil {
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respondLobbyError(c, h.logger, "user lobby games get", ctx, err)
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return
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}
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c.JSON(http.StatusOK, lobbyGameDetailToWire(game))
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}
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}
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// Update handles PATCH /api/v1/user/lobby/games/{game_id}.
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func (h *UserLobbyGamesHandlers) Update() gin.HandlerFunc {
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if h.svc == nil {
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return handlers.NotImplemented("userLobbyGamesUpdate")
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}
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return func(c *gin.Context) {
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userID, ok := h.callerUserID(c)
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if !ok {
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return
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}
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gameID, ok := parseGameIDParam(c)
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if !ok {
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return
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}
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var req lobbyGameUpdateRequestWire
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if err := c.ShouldBindJSON(&req); err != nil {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "request body must be valid JSON")
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return
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}
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ends, err := parseTimePtrField(req.EnrollmentEndsAt, "enrollment_ends_at")
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if err != nil {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, err.Error())
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return
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}
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ctx := c.Request.Context()
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caller := userID
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updated, err := h.svc.UpdateGame(ctx, &caller, false, gameID, lobby.UpdateGameInput{
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GameName: req.GameName,
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Description: req.Description,
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EnrollmentEndsAt: ends,
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TurnSchedule: req.TurnSchedule,
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TargetEngineVersion: req.TargetEngineVersion,
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MinPlayers: req.MinPlayers,
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MaxPlayers: req.MaxPlayers,
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StartGapHours: req.StartGapHours,
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StartGapPlayers: req.StartGapPlayers,
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})
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if err != nil {
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respondLobbyError(c, h.logger, "user lobby games update", ctx, err)
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return
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}
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c.JSON(http.StatusOK, lobbyGameDetailToWire(updated))
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}
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}
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// transitionHandler is the shared shape for owner-driven state-machine
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// endpoints. fn captures the lobby Service method to invoke.
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func (h *UserLobbyGamesHandlers) transitionHandler(opName string, successStatus int, fn func(context.Context, *lobby.Service, *uuid.UUID, uuid.UUID) (lobby.GameRecord, error)) gin.HandlerFunc {
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if h.svc == nil {
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return handlers.NotImplemented(opName)
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}
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return func(c *gin.Context) {
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userID, ok := h.callerUserID(c)
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if !ok {
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return
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}
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gameID, ok := parseGameIDParam(c)
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if !ok {
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return
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}
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ctx := c.Request.Context()
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caller := userID
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updated, err := fn(ctx, h.svc, &caller, gameID)
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if err != nil {
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respondLobbyError(c, h.logger, "user lobby games "+opName, ctx, err)
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return
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}
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c.JSON(successStatus, lobbyGameStateChangeToWire(updated))
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}
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}
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// OpenEnrollment handles POST /api/v1/user/lobby/games/{game_id}/open-enrollment.
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func (h *UserLobbyGamesHandlers) OpenEnrollment() gin.HandlerFunc {
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return h.transitionHandler("openEnrollment", http.StatusOK,
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func(ctx context.Context, svc *lobby.Service, caller *uuid.UUID, gameID uuid.UUID) (lobby.GameRecord, error) {
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return svc.OpenEnrollment(ctx, caller, false, gameID)
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})
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}
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// ReadyToStart handles POST /api/v1/user/lobby/games/{game_id}/ready-to-start.
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func (h *UserLobbyGamesHandlers) ReadyToStart() gin.HandlerFunc {
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return h.transitionHandler("readyToStart", http.StatusOK,
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func(ctx context.Context, svc *lobby.Service, caller *uuid.UUID, gameID uuid.UUID) (lobby.GameRecord, error) {
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return svc.ReadyToStart(ctx, caller, false, gameID)
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})
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}
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// Start handles POST /api/v1/user/lobby/games/{game_id}/start.
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func (h *UserLobbyGamesHandlers) Start() gin.HandlerFunc {
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return h.transitionHandler("start", http.StatusAccepted,
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func(ctx context.Context, svc *lobby.Service, caller *uuid.UUID, gameID uuid.UUID) (lobby.GameRecord, error) {
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return svc.Start(ctx, caller, false, gameID)
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})
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}
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// Pause handles POST /api/v1/user/lobby/games/{game_id}/pause.
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func (h *UserLobbyGamesHandlers) Pause() gin.HandlerFunc {
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return h.transitionHandler("pause", http.StatusOK,
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func(ctx context.Context, svc *lobby.Service, caller *uuid.UUID, gameID uuid.UUID) (lobby.GameRecord, error) {
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return svc.Pause(ctx, caller, false, gameID)
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})
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}
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// Resume handles POST /api/v1/user/lobby/games/{game_id}/resume.
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func (h *UserLobbyGamesHandlers) Resume() gin.HandlerFunc {
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return h.transitionHandler("resume", http.StatusOK,
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func(ctx context.Context, svc *lobby.Service, caller *uuid.UUID, gameID uuid.UUID) (lobby.GameRecord, error) {
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return svc.Resume(ctx, caller, false, gameID)
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})
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}
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// Cancel handles POST /api/v1/user/lobby/games/{game_id}/cancel.
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func (h *UserLobbyGamesHandlers) Cancel() gin.HandlerFunc {
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return h.transitionHandler("cancel", http.StatusOK,
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func(ctx context.Context, svc *lobby.Service, caller *uuid.UUID, gameID uuid.UUID) (lobby.GameRecord, error) {
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return svc.Cancel(ctx, caller, false, gameID)
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})
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}
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// RetryStart handles POST /api/v1/user/lobby/games/{game_id}/retry-start.
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func (h *UserLobbyGamesHandlers) RetryStart() gin.HandlerFunc {
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return h.transitionHandler("retryStart", http.StatusAccepted,
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func(ctx context.Context, svc *lobby.Service, caller *uuid.UUID, gameID uuid.UUID) (lobby.GameRecord, error) {
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return svc.RetryStart(ctx, caller, false, gameID)
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})
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}
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// lobbyGameCreateRequestWire mirrors `LobbyGameCreateRequest`.
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type lobbyGameCreateRequestWire struct {
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GameName string `json:"game_name"`
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Visibility string `json:"visibility"`
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Description string `json:"description"`
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MinPlayers int32 `json:"min_players"`
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MaxPlayers int32 `json:"max_players"`
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StartGapHours int32 `json:"start_gap_hours"`
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StartGapPlayers int32 `json:"start_gap_players"`
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EnrollmentEndsAt string `json:"enrollment_ends_at"`
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TurnSchedule string `json:"turn_schedule"`
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TargetEngineVersion string `json:"target_engine_version"`
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}
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// lobbyGameUpdateRequestWire mirrors `LobbyGameUpdateRequest`. Optional
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// fields are pointers so the handler can distinguish "not supplied"
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// from "empty string".
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type lobbyGameUpdateRequestWire struct {
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GameName *string `json:"game_name,omitempty"`
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Description *string `json:"description,omitempty"`
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EnrollmentEndsAt *string `json:"enrollment_ends_at,omitempty"`
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TurnSchedule *string `json:"turn_schedule,omitempty"`
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TargetEngineVersion *string `json:"target_engine_version,omitempty"`
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MinPlayers *int32 `json:"min_players,omitempty"`
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MaxPlayers *int32 `json:"max_players,omitempty"`
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StartGapHours *int32 `json:"start_gap_hours,omitempty"`
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StartGapPlayers *int32 `json:"start_gap_players,omitempty"`
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}
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// gameSummaryPageWire mirrors `GameSummaryPage`.
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type gameSummaryPageWire struct {
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Items []gameSummaryWire `json:"items"`
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Page int `json:"page"`
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PageSize int `json:"page_size"`
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Total int `json:"total"`
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}
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func gameSummaryPageToWire(page lobby.GamePage) gameSummaryPageWire {
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out := gameSummaryPageWire{
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Items: make([]gameSummaryWire, 0, len(page.Items)),
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Page: page.Page,
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PageSize: page.PageSize,
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Total: page.Total,
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}
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for _, g := range page.Items {
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out.Items = append(out.Items, gameSummaryToWire(g))
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}
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return out
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}
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