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galaxy-game/backend/internal/diplomail/README.md
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diplomail (Stage A): add in-game personal mail subsystem
Phase 28 of ui/PLAN.md needs a persistent player-to-player mail
channel; the existing `mail` package is a transactional email
outbox and the `notification` catalog is one-way platform events.
Stage A lands the schema (diplomail_messages / _recipients /
_translations), a single-recipient personal send/read/delete
service path, a `diplomail.message.received` push kind plumbed
through the notification pipeline, and an unread-counts endpoint
that drives the lobby badge. Admin / system mail, lifecycle hooks,
paid-tier broadcast, multi-game broadcast, bulk purge and language
detection / translation cache come in stages B–D.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:28:55 +02:00

4.2 KiB

diplomail

diplomail owns the diplomatic-mail subsystem of the Galaxy backend service. Messages live in the lobby-side domain (their storage and lifecycle are tied to a game), but they are surfaced inside the game UI — the lobby exposes only an unread-count badge per game.

Stages

The package ships in four staged increments. Stage A is the surface described below; the remaining stages add admin / system mail, lifecycle hooks, paid-tier broadcast, multi-game broadcast, bulk purge, and the language-detection / translation cache.

Stage Scope Status
A Schema, personal single-recipient send / read / delete, unread badge, push event with body-language und shipped
B Owner / admin sends + lifecycle hooks (paused, cancelled, kick) planned
C Paid-tier personal broadcast + admin multi-game broadcast + bulk purge planned
D Body-language detection (whatlanggo) + translation cache + async worker planned

Tables

Three Postgres tables in the backend schema:

  • diplomail_messages — one row per send (personal, admin, or system). Captures game_name and IP at insert time so audit rendering survives renames and purges.
  • diplomail_recipients — one row per (message, recipient). Holds per-user read_at, deleted_at, delivered_at, notified_at state. Snapshot fields (recipient_user_name, recipient_race_name) are captured at insert time and survive membership revocation.
  • diplomail_translations — cached per (message, target_lang) rendering. One translation is reused across every recipient that asks for that language.

Permissions

Action Caller Pre-conditions
Send personal user active membership in game; recipient is active member
Read message the recipient row exists in diplomail_recipients(message_id, user_id)
Mark read the recipient row exists; idempotent if already marked
Soft delete the recipient read_at IS NOT NULL (open-then-delete, item 10)

Stage B introduces the admin / owner send matrix and the strict soft-access rule for kicked players (post-kick read access restricted to kind='admin' rows). Stage C adds the paid-tier broadcast and the bulk-purge admin endpoint.

Content rules

  • Body is plain UTF-8 text. The server does not parse, sanitise, or escape HTML — the UI renders messages via textContent.
  • Body length is capped by BACKEND_DIPLOMAIL_MAX_BODY_BYTES (default 4096). Subject length is capped by BACKEND_DIPLOMAIL_MAX_SUBJECT_BYTES (default 256). Both limits live in the service layer so they can be tuned without a schema migration.
  • body_lang is stored as the BCP 47 und (undetermined) sentinel until Stage D wires the auto-detector.

Push integration

Every successful send emits a diplomail.message.received push intent through the existing notification pipeline. The catalog entry limits delivery to the push channel — email is intentionally absent; the inbox endpoint is the durable fallback for offline users. The payload includes the recipient's freshly recomputed unread count for the lobby badge and for the in-game header.

Lifecycle hooks (Stage B)

The lobby module is the producer of system mail. Stage B will add a DiplomailPublisher collaborator on lobby.Service and call it on paused / cancelled transitions and on BlockMembership / AdminBanMember. The publisher constructs a kind='admin', sender_kind='system' message with a templated body; the recipient receives the durable copy in their inbox even after the membership is revoked.

If a future stage adds inactivity-based player removal at the lobby sweeper, that path must call the same publisher so the kicked player has the explanation in their inbox.

Wiring

cmd/backend/main.go constructs *diplomail.Service with three collaborators:

  • *Store over the shared Postgres pool;
  • MembershipLookup adapter that walks the lobby cache for the active (game_id, user_id) row and stitches in the immutable accounts.user_name;
  • NotificationPublisher adapter that translates each DiplomailNotification into a notification.Intent and routes it through *notification.Service.Submit.