Files
galaxy-game/lobby/internal/service/blockmember/service.go
T
2026-04-25 23:20:55 +02:00

205 lines
6.4 KiB
Go

// Package blockmember implements the `lobby.membership.block` message
// type. It transitions an active membership to `blocked` while the
// game is still on a non-terminal status. Race name reservations are
// preserved; the capability evaluator at game finish
// resolves them alongside `removed` memberships.
package blockmember
import (
"context"
"errors"
"fmt"
"log/slog"
"time"
"galaxy/lobby/internal/domain/common"
"galaxy/lobby/internal/domain/game"
"galaxy/lobby/internal/domain/membership"
"galaxy/lobby/internal/logging"
"galaxy/lobby/internal/ports"
"galaxy/lobby/internal/service/shared"
"galaxy/lobby/internal/telemetry"
)
// blockableGameStatuses enumerates the game statuses in which an
// active membership may be blocked. Block is allowed in both pre- and
// post-start statuses (README §Membership Model status table records
// `active → blocked` without a post-start qualifier). Terminal game
// statuses are rejected because no further roster mutation makes
// sense after `finished`/`cancelled` and `draft` carries no
// memberships at all.
var blockableGameStatuses = map[game.Status]struct{}{
game.StatusEnrollmentOpen: {},
game.StatusReadyToStart: {},
game.StatusStarting: {},
game.StatusStartFailed: {},
game.StatusRunning: {},
game.StatusPaused: {},
}
// Service executes the block-member use case.
type Service struct {
games ports.GameStore
memberships ports.MembershipStore
clock func() time.Time
logger *slog.Logger
telemetry *telemetry.Runtime
}
// Dependencies groups the collaborators used by Service.
type Dependencies struct {
// Games loads the game record so the service can authorize the
// actor against the owner and gate the operation by game status.
Games ports.GameStore
// Memberships persists the active → blocked transition.
Memberships ports.MembershipStore
// Clock supplies the wall-clock used for the RemovedAt stamp.
// 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.membership.changes` counter on each
// successful block. 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 block member service: nil game store")
case deps.Memberships == nil:
return nil, errors.New("new block member service: nil membership store")
}
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,
clock: clock,
logger: logger.With("service", "lobby.blockmember"),
telemetry: deps.Telemetry,
}, nil
}
// Input stores the arguments required to block one membership.
type Input struct {
// Actor identifies the caller.
Actor shared.Actor
// GameID identifies the game referenced by the request path; it
// must match the loaded membership's GameID.
GameID common.GameID
// MembershipID identifies the target membership.
MembershipID common.MembershipID
}
// Handle authorizes the actor, asserts the membership belongs to the
// game and is currently active, transitions the membership to
// `blocked`, and returns the post-transition record. The race name
// reservation is intentionally preserved.
func (service *Service) Handle(ctx context.Context, input Input) (membership.Membership, error) {
if service == nil {
return membership.Membership{}, errors.New("block member: nil service")
}
if ctx == nil {
return membership.Membership{}, errors.New("block member: nil context")
}
if err := input.Actor.Validate(); err != nil {
return membership.Membership{}, fmt.Errorf("block member: actor: %w", err)
}
if err := input.GameID.Validate(); err != nil {
return membership.Membership{}, fmt.Errorf("block member: %w", err)
}
if err := input.MembershipID.Validate(); err != nil {
return membership.Membership{}, fmt.Errorf("block member: %w", err)
}
member, err := service.memberships.Get(ctx, input.MembershipID)
if err != nil {
return membership.Membership{}, fmt.Errorf("block member: %w", err)
}
if member.GameID != input.GameID {
return membership.Membership{}, fmt.Errorf(
"block member: membership %q does not belong to game %q: %w",
member.MembershipID, input.GameID, membership.ErrNotFound,
)
}
gameRecord, err := service.games.Get(ctx, member.GameID)
if err != nil {
return membership.Membership{}, fmt.Errorf("block member: %w", err)
}
if err := authorize(input.Actor, gameRecord); err != nil {
return membership.Membership{}, err
}
if _, ok := blockableGameStatuses[gameRecord.Status]; !ok {
return membership.Membership{}, fmt.Errorf(
"block member: game status %q does not allow block: %w",
gameRecord.Status, game.ErrConflict,
)
}
if member.Status != membership.StatusActive {
return membership.Membership{}, fmt.Errorf(
"block member: status %q is not %q: %w",
member.Status, membership.StatusActive, membership.ErrConflict,
)
}
now := service.clock().UTC()
if err := service.memberships.UpdateStatus(ctx, ports.UpdateMembershipStatusInput{
MembershipID: member.MembershipID,
ExpectedFrom: membership.StatusActive,
To: membership.StatusBlocked,
At: now,
}); err != nil {
return membership.Membership{}, fmt.Errorf("block member: %w", err)
}
updated, err := service.memberships.Get(ctx, member.MembershipID)
if err != nil {
return membership.Membership{}, fmt.Errorf("block member: %w", err)
}
service.telemetry.RecordMembershipChange(ctx, "blocked")
logArgs := []any{
"game_id", gameRecord.GameID.String(),
"game_status", string(gameRecord.Status),
"membership_id", member.MembershipID.String(),
"user_id", member.UserID,
"actor_kind", string(input.Actor.Kind),
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.InfoContext(ctx, "member blocked", 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 block members of game %q",
shared.ErrForbidden, record.GameID.String())
}