Wires the gateway's signed SubscribeEvents stream end-to-end:
- backend: emit game.turn.ready from lobby.OnRuntimeSnapshot on every
current_turn advance, addressed to every active membership, push-only
channel, idempotency key turn-ready:<game_id>:<turn>;
- ui: single EventStream singleton replaces revocation-watcher.ts and
carries both per-event dispatch and revocation detection; toast
primitive (store + host) lives in lib/; GameStateStore gains
pendingTurn/markPendingTurn/advanceToPending and a persisted
lastViewedTurn so a return after multiple turns surfaces the same
"view now" affordance as a live push event;
- mandatory event-signature verification through ui/core
(verifyPayloadHash + verifyEvent), full-jitter exponential backoff
1s -> 30s on transient failure, signOut("revoked") on
Unauthenticated or clean end-of-stream;
- catalog and migration accept the new kind; tests cover producer
(testcontainers + capturing publisher), consumer (Vitest event
stream, toast, game-state extensions), and a Playwright e2e
delivering a signed frame to the live UI.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
46 KiB
Galaxy Functional Specification
This document describes what the Galaxy platform does, in terms of
user-visible operations and the per-service logic that implements them.
Each section walks through one domain scenario: who initiates an
operation, what gateway checks and forwards, what backend validates
and persists, what is returned to the client, and what side effects
fire (mail, push, container ops).
This is the starting point for any change request that touches behaviour. The exact wire shape, error code vocabulary, environment variables, default values, throttle limits, table and column names, and field-level validation live in the lower-level sources:
ARCHITECTURE.md— global architecture, security model, transport contract.galaxy/<service>/README.md— service layout, configuration, operations.galaxy/<service>/openapi.yaml,*.proto— wire contracts.galaxy/<service>/docs/flows.md— sequence diagrams.
This file deliberately omits those details. When this file and a
lower-level source disagree, see the synchronisation rule in the
project CLAUDE.md.
A Russian translation lives in
FUNCTIONAL_ru.md. It is a convenience mirror for
the project owner, not a source of truth — this English file is
authoritative. Every point edit to this file must be mirrored into the
Russian version in the same patch (translate only the touched
paragraphs); a full re-translation happens only on explicit owner
request.
The document is organised by domain scenario, not by HTTP route group. Public, user-authenticated, and admin operations may all appear in the same scenario when they participate in the same business flow.
Table of Contents
- Authentication and device session
- Account management
- Lobby game lifecycle
- Lobby participation
- Race Name Directory
- In-game session
- Push channel
- Notifications and mail
- Geo signal
- Administration
1. Authentication and device session
This scenario covers how an anonymous client becomes authenticated and stays authenticated until a server-side action revokes that authority.
1.1 Scope
In scope: issuing an e-mail login challenge, confirming it (with first-sign-in account creation and registration of the client's public key), creating a device session, the per-request session lookup that grounds every authenticated call, and server-initiated revocation.
Out of scope: the wire envelope and signature scheme used by every authenticated request — defined once in ARCHITECTURE.md §15 and reused by every later section; client-side key storage; how push events are routed inside gateway to a specific subscriber stream.
1.2 Issuing a login challenge
The client posts an e-mail address to the public auth surface on gateway. The route is unauthenticated — there is no device session yet to bind to.
Gateway treats this as a stricter "public auth" route class: it applies per-IP and per-identity (per-email) anti-abuse, a body-size cap, and a method allow-list, then forwards the request to backend. Failures of the upstream adapter are projected back to the client with the same status and error envelope; transport-level failures become a generic unavailable response.
Backend produces an opaque challenge identifier and emits a verification e-mail through the durable mail outbox. The response shape is identical regardless of whether the e-mail belongs to an existing account, a fresh account, or a throttled one, so the endpoint cannot be used to enumerate accounts.
Branches inside backend:
- Permanent block. If the address is permanently blocked at the account level, the request is rejected. This is the only account-state branch that surfaces a distinct error code; every other branch returns the standard challenge-id response.
- Throttle. If too many un-consumed, non-expired challenges already exist for the same e-mail inside the throttle window, backend reuses the latest existing challenge instead of creating a new one. The client gets the same response shape and is unaware of the reuse.
- Otherwise. Backend creates a new challenge with the resolved
preferred language (derived from the optional
localebody field the caller sends — which takes priority — or, if absent or blank, from theAccept-Languageheader forwarded by gateway, falling back to a default), and enqueues the auth-mail row directly into the outbox in the same transaction. SMTP delivery is asynchronous; the auth response returns as soon as the challenge and outbox rows are durably committed. The body field is the canonical channel because Safari silently drops JS-setAccept-Languageheaders; non-Safari clients can still rely on the header alone.
1.3 Confirming the challenge
The client posts the challenge id, the code received by mail, a fresh
Ed25519 public key, and the chosen IANA time zone. Gateway applies
the same public-auth anti-abuse class, with the per-identity bucket
keyed by the challenge id rather than the e-mail. Accept-Language is
not consulted on this endpoint — the preferred language was captured
at send-time and is replayed from the challenge row.
Backend validates the challenge under a row lock: it rejects unknown, expired, or already-consumed ids, increments the attempt counter, and burns the challenge once the per-challenge attempt ceiling is reached. After the code matches, backend re-checks the permanent-block flag — catching the case where an admin applied the block between send and confirm — and rejects the request when set. On the success path backend ensures the account exists (synthesising an immutable display handle on first sign-in only and populating the declared country from the source IP), then marks the challenge consumed and creates a device session bound to the caller's public key in the same transaction. The response carries the new device session id.
A challenge is single-use. A second confirm on the same id returns the
same opaque invalid_request shape as confirming an unknown or expired
id; the API deliberately does not differentiate between the three so an
attacker cannot mine challenge state. Throttle reuse on the send side
means a client hitting the throttle gets the latest existing
challenge_id back instead of a fresh one, but every id is still
consumed exactly once.
1.4 Per-request session lookup
Once the client holds a device session id and a private key, every authenticated call is a signed request to gateway over the authenticated edge listener (Connect / gRPC / gRPC-Web on a single HTTP/h2c port). Gateway is the only component that ever sees the request signature; backend trusts gateway's verdict.
Gateway needs the session's public key to verify the signature, so each authenticated request resolves the device session through an in-memory LRU cache (bounded entry count plus a safety-net TTL). On miss the cache calls backend's per-request session lookup endpoint and seeds the entry. Gateway rejects the request when the cache returns "session unknown" or "revoked"; otherwise it verifies the envelope per ARCHITECTURE.md §15 and forwards the verified payload to backend over plain REST, injecting the resolved user id in a header. Backend never re-derives identity from the request body.
Backend updates last_seen_at on the session row on every successful
lookup so admin operators can observe when each cached session was
last resolved at the edge. The update is part of the lookup
transaction; failures are logged but do not surface to the caller.
The cache is invalidated through the push channel rather than a
periodic refresh: a session_invalidation event flips the cached
entry's status to revoked, so subsequent requests bound to the
session are rejected without another backend round-trip. The TTL is
the safety net for missed events (cursor aged out, gateway restart) —
in steady state the push events are the authoritative source of
invalidation.
1.5 Revocation
Revocation makes a device session unable to authenticate any future request and forces in-flight push streams bound to it to close. Triggers fall in two groups.
User-driven (logout). The user surface exposes three operations:
list the caller's active sessions, revoke a single one, and revoke
all of them. Gateway forwards these to backend as ordinary
authenticated requests. Backend verifies the target session belongs
to the caller (otherwise responds with the same shape as a missing
session, so foreign session ids are not probeable), atomically flips
device_sessions.status to revoked and inserts a row into
session_revocations, then publishes one session_invalidation
event per revoked session.
Admin-driven and lifecycle. Sanctions that imply session
revocation (currently permanent_block), admin-driven soft delete,
and user-self soft delete all run an in-process call inside backend.
The same atomic UPDATE + audit-insert + push emission applies; the
audit row carries a different actor_kind
(admin_sanction / soft_delete_admin / soft_delete_user).
Once backend has emitted the push event, gateway flips the cached session entry to revoked and closes any active push streams bound to it. The per-request internal lookup against backend remains the durable safety net: if a push event is lost, the next lookup (after the cache TTL) returns the revoked record.
session_revocations is the audit ledger. Each row carries
revocation_id, device_session_id, user_id, actor_kind, the
actor pair (actor_user_id for user-driven kinds, actor_username
for admin-driven kinds — exactly one is non-NULL per row), reason,
and revoked_at. Operators can query it to answer "who and why
revoked this session"; the table is append-only.
Backend's /api/v1/internal/sessions/{id} is read-only — it carries
the per-request session lookup gateway needs to verify signed
envelopes. Internal revoke endpoints no longer exist; revoke is
either user-driven (through the user surface) or admin-driven
(through in-process calls inside backend).
1.6 Cross-references
- Wire envelope, signing, freshness window, anti-replay: ARCHITECTURE.md §15.
- Backend module responsibilities for
auth,user,geo,mail,push: ARCHITECTURE.md §4 andbackend/README.md. - Mail outbox semantics for the auth login-code template: ARCHITECTURE.md §11.
- Push channel framing and reconnect rules: ARCHITECTURE.md §8. User-facing push semantics appear in Section 7 of this document.
2. Account management
This scenario covers what an authenticated user can read or change about their own account, and how a user removes the account.
2.1 Scope
In scope: reading the account aggregate, updating the mutable profile slice, updating settings (preferred language, time zone, declared country), and user-initiated soft delete.
Out of scope: admin-side mutation of the same account (sanctions, limits, entitlement changes, admin soft delete) — covered in Section 10. Permanent block flag toggling is admin-only.
2.2 The account aggregate
Backend exposes a single read endpoint that returns the caller's account aggregate: the durable identifying fields (immutable display handle, e-mail), the mutable profile and settings slices, the current entitlement snapshot, and any active sanctions and per-user limit overrides. The aggregate is the authoritative client-side view of "what the platform knows about me".
The display handle is synthesised at first sign-in (Section 1.3) and is never overwritten on subsequent sign-ins or on profile updates. Clients should treat it as a stable identifier rather than a display preference.
2.3 Profile and settings updates
Two distinct mutating endpoints split user-controlled fields by the nature of the change. Both follow PATCH semantics — omitted fields are not touched, present fields replace the stored value — and both return the updated aggregate.
Profile carries one display-oriented field: display_name. An
explicit empty value clears the stored name; omitting the field
leaves it untouched.
Settings carries locale and timezone preferences:
preferred_language (BCP 47 tag) and time_zone (IANA identifier).
Both must be non-empty after trim when present; the timezone is
validated against the IANA database before commit.
declared_country is not part of either patch. Backend writes it
once at registration from the source IP (Section 9) and treats it as
immutable thereafter; there is no user-facing path to change it.
2.4 User-initiated soft delete
The user can ask backend to soft-delete their own account. Backend marks the account row deleted, then runs the in-process cascade documented in ARCHITECTURE.md §7. Concretely:
- Every device session for the user is revoked (Section 1.5), with
one audit row per session and one
session_invalidationpush event per session. - Active memberships flip to
removed(admin-driven block flips them toblocked); pending applications getrejected; incoming invites getdeclined; outgoing invites getrevoked. - Race name entries owned by the user — registered, reservation, or pending_registration — are deleted in a single cascade write.
- Owned games in non-running statuses (
draft,enrollment_open,ready_to_start,start_failed,paused) are cancelled. Owned games already inrunningare not cancelled by the cascade — the engine container keeps producing turns until it finishes naturally; only the membership cleanup detaches the user. - A single
lobby.membership.removednotification fans out to the user withreason=removed(orreason=blockedfor the admin block path).
The endpoint returns no body. The cascade is best-effort within a single process: if a downstream module fails, the failure is logged but the account stays marked deleted.
2.5 Cross-references
- Admin-side counterparts (sanction, limit, entitlement, soft delete): Section 10.
- The cascade contract for "user blocked / user deleted": ARCHITECTURE.md §7.
- Notification kinds emitted during the cascade:
backend/README.md§10.
3. Lobby game lifecycle
This scenario covers a single game's life from creation to terminal state. Section 4 covers how players join an existing game; this section focuses on the game itself.
3.1 Scope
In scope: creating a game (private vs public), updating its mutable
configuration, transitioning it through the lobby state machine,
cancellation, retry of a failed start, and the terminal transitions
(finished, cancelled).
Out of scope: applications, invites, memberships (Section 4), Race Name Directory promotions on finish (Section 5), engine commands during the running phase (Section 6).
3.2 The state machine
The lobby state machine is the closed graph documented in ARCHITECTURE.md §7:
draft → enrollment_open → ready_to_start → starting → running ↔ paused → finished
↳ start_failed → ready_to_start (retry)
cancelled is reachable from every pre-finished state.
Two ground rules:
- Ownership decides the surface. Private games carry a
owner_user_id; transitions are driven by the owner through the user surface. Public games are owned collectively by administrators (owner_user_id IS NULL); their transitions and configuration changes go through the admin surface. - The runtime callback owns one transition.
starting → runningandstarting → start_failedare the only transitions that the runtime module produces, after the engine container is fully up or has confirmed failure. Every other transition is a user or admin action.
3.3 Creation
A user creates a private game through the user surface. Backend
records the new game with owner_user_id set to the caller and
visibility private, in state draft, with the request body's
configuration as initial values.
Public games are created exclusively through the admin surface (Section 10). The user surface never produces a public game; this asymmetry is enforced in backend, not at the route level.
3.4 Forward transitions
Owners drive forward transitions via dedicated endpoints
(open-enrollment, ready-to-start, start, pause, resume,
retry-start). Each endpoint:
- checks ownership of the game (or admin scope for public games);
- checks the source state matches the transition's precondition, rejecting with a conflict if not;
- updates the lobby record and publishes any user-facing notifications attached to the transition.
start queues a runtime job (long-running container pull / start /
init) and immediately returns "queued". Final state movement
(starting → running or starting → start_failed) arrives later
through the runtime callback. retry-start re-arms a start_failed
game back to ready_to_start and lets the owner trigger start
again.
pause and resume flip between running and paused. The
running engine container is not torn down on pause; only the lobby
schedule and command-acceptance flags change.
ready-to-start is always an explicit owner (or admin) action,
never auto-fired. The transition checks that the approved member
count is at least min_players and rejects with a conflict
otherwise.
3.5 Cancellation and finish
cancel is reachable from every pre-finished state. Owners can
cancel their own games; admins can cancel any. Cancellation
reconciles outstanding applications, invites, and memberships; it
does not promote race-name reservations.
finished is produced inside backend after the engine reports the
game finished. The transition tears down the engine container,
freezes the lobby record, and triggers Race Name Directory
promotions for capable finishes (Section 5). Both terminal states
are absorbing.
3.6 Admin overrides
Administrators can force-start, force-stop, and ban-member on
any game (public or private) regardless of state. force-stop
transitions the game to a stopped state and tears down the engine
container; ban-member removes a membership and prevents the user
from re-joining (Section 4).
3.7 Cross-references
- State machine vocabulary and transition rules: ARCHITECTURE.md §7.
- Runtime job lifecycle (the asynchronous work behind
start): ARCHITECTURE.md §13 andbackend/docs/flows.md. - Public-vs-private invariants and the partial index that supports them: ARCHITECTURE.md §4.
4. Lobby participation
This scenario covers everything around joining and leaving an existing game: applications (public), invites (private), and memberships (after the join succeeds).
4.1 Scope
In scope: submitting an application to a public game, owner / admin approval or rejection of an application, issuing and redeeming invites, recipient decline and issuer revocation, listing memberships per game, and member removal or block.
Out of scope: the game state machine itself (Section 3) and the in-game commands once a member is playing (Section 6).
4.2 Applications (public games)
A user submits an application to a game by id. Applications are
only accepted on public games; an attempt against a private game
is rejected with a conflict. The game must additionally be in
enrollment_open (the only enrolment-accepting state for
applications). Backend also rejects the request if the user is
already a member or on the game's block list (via ban-member).
Otherwise it stores the application as pending and emits a
notification to the admin channel.
The owner — or an administrator for public games — approves or rejects the application through dedicated endpoints. Approval creates a membership for the applicant and emits the corresponding notification. Rejection just records the terminal state; no membership appears.
4.3 Invites (private games)
Invites are only accepted on private games; an attempt to issue
one for a public game is rejected with a conflict. The owner issues
an invite while the game is in draft, enrollment_open, or
ready_to_start.
Two flavours coexist:
- User-bound —
invited_user_idis set; only that user may redeem. Alobby.invite.receivednotification is emitted to the recipient. - Code-based —
invited_user_idis empty; backend mints a hex code at issue time and any caller who knows the code may redeem. No notification is emitted at issue time (no recipient is bound yet).
Each invite carries an expiry (defaulted from configuration when
the body omits expires_at). The recipient redeems (creates a
membership) or declines; the issuer can revoke an outstanding
invite at any time before redemption.
4.4 Memberships
Memberships list the players currently attached to a game. Owners can remove or block a member; a member can also remove themselves. Removal terminates participation cleanly; block additionally prevents the same user from re-applying or redeeming a future invite for the same game.
The admin surface offers ban-member as the cross-game-policy
counterpart to the owner's block.
4.5 Listing the caller's view
The user surface exposes three "my" listings (games, applications, invites). They project the caller's involvement across all games without requiring the client to know game ids in advance, which makes the dashboard and inbox views possible.
4.6 Notifications
Every state change in this scenario emits a notification kind from
the catalog: lobby.invite.received, lobby.invite.revoked,
lobby.application.submitted, lobby.application.approved,
lobby.application.rejected, lobby.membership.removed,
lobby.membership.blocked. Section 8 documents the fan-out.
4.7 Cross-references
- Game lifecycle: Section 3.
- Notification catalog and fan-out: Section 8 and
backend/README.md§10.
5. Race Name Directory
This scenario covers how a player picks the name of their in-game race and, eventually, gets that name registered platform-wide.
5.1 Scope
In scope: the three-tier directory (registered, reservation, pending_registration), promotion through "capable finish", user-driven promotion of a pending registration to registered, sweeper-driven release on TTL expiry, and uniqueness through the canonical-key model.
Out of scope: how the engine actually consumes the chosen name — that lives in Section 6.
5.2 Three tiers
- Registered is platform-unique. A canonical key has at most one live binding to a single user.
- Reservation is per-game. The same canonical key can be reserved by the same user across several active games at the same time, but two different users cannot reserve the same canonical key in the same game.
- Pending registration is the transient tier between reservation and registered. It is issued automatically after a "capable finish" (the game ended with the player having grown their initial planet count and population), and it gives the user a bounded window to convert the reservation into a permanent registration.
5.3 Canonicalisation
Every name (typed by a user or registered by the platform) is folded into a canonical key. Canonicalisation is confusable-aware (latin-cyrillic look-alikes, digit-letter substitutions) and is applied uniformly across the directory; uniqueness is enforced on the canonical key, not on the displayed name. Cross-tier conflicts on the same canonical key are blocked at write time through a per-canonical advisory lock.
5.4 Promotion path
A reservation appears when a player names their race during a game.
When the game finishes capably, backend automatically converts the
reservation into a pending_registration with a TTL. While the
pending entry is alive, the user can call the registration endpoint
to promote the entry to registered. If the TTL expires first, a
periodic sweeper releases the entry; the canonical key becomes
available again.
A pending registration can be claimed only by the user who earned it; backend rejects an attempt by a different user even if the canonical key matches.
5.5 Notifications
The directory emits lobby.race_name.registered,
lobby.race_name.pending, and lobby.race_name.expired to the
owning user. Section 8 covers fan-out.
5.6 Cross-references
- Canonicalisation library and glossary entries ("canonical key", "capable finish"): ARCHITECTURE.md §19.
- The promotion trigger inside the lobby module:
ARCHITECTURE.md §7 (
lobby.OnGameFinished) andbackend/docs/flows.md.
6. In-game session
This scenario covers what an active player does while a game is running: submit commands and orders, read turn reports.
6.1 Scope
In scope: command submission, order submission, report reading, and the turn-cutoff behaviour that closes the command window during generation.
Out of scope: how the engine container itself is started, scheduled, or stopped — those are runtime concerns covered in Section 3 (start / stop) and Section 10 (admin runtime overrides). The wire format of commands, orders, and reports is the engine's own contract and is not duplicated here.
6.2 Backend's role: pass-through with authorisation
The signed authenticated-edge pipeline for in-game traffic uses four
message types on the authenticated surface — user.games.command,
user.games.order, user.games.order.get, user.games.report —
each with a typed FlatBuffers payload. Gateway transcodes the FB
request into the JSON shape backend expects, forwards over plain
REST to the corresponding /api/v1/user/games/{game_id}/* endpoint,
then transcodes the JSON response back into FB before signing the
reply. user.games.order.get is the read-back companion to
user.games.order: clients use it to hydrate the local order draft
after a cache loss (fresh install, cleared storage, new device).
For every in-game endpoint the user surface acts as an authorised pass-through to the engine container. Backend:
- verifies the caller is an active member of the target game and that the game is in a state that accepts the operation;
- rebinds the actor field in the body to the caller's race name from the runtime player mapping (clients never supply a trusted actor);
- resolves the engine endpoint (the running container for the
game_id) and forwards the call; - returns the engine's response payload back to the client without re-interpretation.
Backend does not parse command or order payload contents beyond what authorisation requires. The engine is the source of truth for validity and ordering of in-game decisions. Gateway needs to know the typed FB shape only to transcode the wire format; the per-command semantics live in the engine.
6.3 Turn cutoff
A running game continuously alternates between a command-accepting
window and a generation phase. The transition running → generation_in_progress is the cutoff: any command or order that
arrives after the cutoff is rejected by backend before forwarding,
because the engine no longer accepts writes for the closing turn.
After generation finishes, backend re-opens the window for the next
turn.
force-next-turn (admin) schedules a one-shot extra tick that
advances the next scheduled turn by one cron step.
6.4 Reports
Per-turn reports are read-only views fetched from the engine on demand. Backend authorises the caller and forwards the request; there is no caching or denormalisation in this path.
The web client renders the report as one section per FBS array
(galaxy summary, votes, player status, my / foreign sciences, my /
foreign ship classes, battles, bombings, approaching groups, my /
foreign / uninhabited / unknown planets, ships in production,
cargo routes, my fleets, my / foreign / unidentified ship groups).
Empty sections render explicit empty-state copy. Section anchors
are exposed in a sticky table of contents (a <select> on mobile)
and the scroll position is preserved across active-view switches
via SvelteKit's Snapshot API.
6.5 Side effects
A successful turn generation publishes a runtime snapshot into the
lobby module, which updates the denormalised view (current turn,
runtime status, per-player stats). The engine's "game finished"
report drives the running → finished transition (Section 3.5)
and triggers Race Name Directory promotions (Section 5).
Among the game.* notification kinds, game.turn.ready is wired:
lobby.Service.OnRuntimeSnapshot (backend/internal/lobby/runtime_hooks.go)
emits one intent per advancing current_turn, addressed to every
active membership of the game, with idempotency key
turn-ready:<game_id>:<turn> and JSON payload {game_id, turn}. The
catalog routes the intent through the push channel only; email is
deliberately omitted to avoid per-turn spam.
The remaining game.* kinds (game.started, game.generation.failed,
game.finished) and mail.dead_lettered are reserved without a
producer; adding one is purely additive (register the kind in the
catalog, extend the migration CHECK constraint, and call
notification.Submit from the appropriate domain module).
6.6 Cross-references
- Backend ↔ engine wire contract (
pkg/model/{order,report,rest}): ARCHITECTURE.md §9. - Container lifecycle, label discipline, reconciliation:
ARCHITECTURE.md §13 and
backend/docs/flows.md.
7. Push channel
This scenario covers how the platform pushes real-time events to authenticated clients (turn-ready signals, lobby state changes, session invalidations).
7.1 Scope
In scope: the server-streaming subscription a client opens against gateway (Connect / gRPC / gRPC-Web framing all map to the same endpoint), the bootstrap event, the framing of forwarded events, and the backend → gateway control channel that produces those events.
Out of scope: the catalog of event kinds — see Section 8 for the
notification side and backend/README.md §10 for the closed list.
7.2 Client subscription
An authenticated client opens a SubscribeEvents server-streaming
call on gateway. Gateway runs the same envelope verification as for
unary requests (Section 1.4), then registers the stream with its
internal hub. The first frame the client receives is a
gateway-signed bootstrap event carrying the current server time, so
the client can calibrate its local clock without a separate request.
7.3 Backend → gateway control
Backend hosts a single gRPC service Push.SubscribePush, consumed
by gateway. There is exactly one logical subscription per gateway
client identity at a time; a reconnect with the same id replaces
the old subscription. Each frame on the stream carries a monotonic
cursor and one of two payload shapes:
- Client event. A typed payload destined for one user (and
optionally one device session). Producers pass a
push.Event(Kind + Marshal) topush.Service; the service invokes Marshal and places the bytes intopushv1.ClientEvent.Payload. Gateway forwards the bytes inside a signed client envelope without re-interpreting them. Producers attach correlation ids that gateway carries verbatim. New kinds ship with a FlatBuffers-backed Event implementation; kinds that have not migrated yet use thepush.JSONEventfallback so the pipeline can keep emitting them. - Session invalidation. Tells gateway to drop active streams and reject in-flight requests for the affected session(s) — the revocation propagation path described in Section 1.5.
7.4 Reliability and reconnect
Backend keeps an in-memory ring buffer of recent events. On reconnect, gateway sends its last consumed cursor; backend resumes from the next event when the cursor is still inside the freshness-window TTL or restarts from the head when the cursor has aged out. Per-connection backpressure is drop-oldest: a slow gateway connection loses its oldest events first, with a log line on each drop so both sides can correlate the gap.
The push channel is best-effort. The durable record of "we tried to
tell this user about this thing" lives in notifications /
notification_routes (Section 8); a missed push event does not
mean the platform forgets the event.
7.5 Producers
Backend producers that emit onto the push channel are: the notification dispatcher (push routes from the catalog) and the session module (revocation events). No domain module emits client events outside of the notification dispatcher.
7.6 Cross-references
- Wire envelope used for push frames: ARCHITECTURE.md §15.
- Reconnect and ring-buffer semantics:
ARCHITECTURE.md §8 and
backend/docs/flows.md"Push gRPC". - Notification dispatcher: Section 8.
8. Notifications and mail
This scenario covers how the platform tells a user about an event through push or e-mail (or both).
8.1 Scope
In scope: the notification intent submission flow, fan-out across push and email channels, the durable mail outbox, dead-letter handling, and operator-driven resend.
Out of scope: per-event semantics — when each kind fires is documented in the relevant feature section (Section 4 for lobby kinds, Section 5 for race-name kinds, Section 6 for game kinds).
8.2 Notification intent and fan-out
Domain producers (lobby, runtime, geo) submit a typed intent to the notification module rather than handing the message off to a specific channel. The module then:
- enforces idempotency on the intent kind plus a producer-supplied idempotency key;
- resolves recipients;
- materialises one route per recipient per channel, based on the type-specific policy in the catalog (push only, email only, both, or admin email);
- emits push routes onto the gRPC push stream consumed by gateway;
- inserts email routes directly into the mail outbox.
Malformed intents are quarantined to a dedicated table and never block the producer.
8.3 The catalog
The catalog is a closed set of kinds. Each kind specifies its channels and the payload fields the templates and clients consume. Three kinds of entries deserve a callout:
auth.login_code. This is the only kind that bypasses the notification pipeline entirely. Auth writes the email row directly to the outbox so the challenge commit is atomic with the mail enqueue.runtime.*kinds. They deliver to a configured admin email. When the admin email is unset, routes land with askippedstatus and an operator log line — the request never fails because of missing operator config.- Reserved kinds without a producer.
game.*andmail.dead_letteredare listed in the catalog but no current module emits them. Adding a producer is purely additive.
8.4 Mail outbox
Email is a Postgres-backed durable outbox. Producers (notification routes and the auth login-code path) write the delivery row plus the rendered payload bytes in a single transaction. A worker goroutine drains the outbox: it picks rows under a row lock, attempts SMTP delivery, records the attempt, and either marks the row sent or schedules the next attempt with exponential backoff and jitter.
A delivery that exceeds the configured attempt budget moves to the dead-letter table; the dead-lettering itself emits an admin notification intent. On startup the worker drains everything that is still pending or retrying — there is no separate recovery flow.
Operators can resend a non-sent delivery from the admin surface
(Section 10). Resending a sent delivery is rejected so an
operator cannot accidentally re-deliver mail that has already left
the relay.
8.5 Operator visibility
The admin surface lists deliveries, attempts per delivery, dead-letters, notifications, notification dead-letters, and malformed notification intents. None of these listings are reachable from the user surface.
8.6 Cross-references
- Notification catalog table (kinds, channels, payloads):
backend/README.md§10. - Mail outbox internals (tables, attempt log, worker pickup):
ARCHITECTURE.md §11 and
backend/docs/flows.md"Mail outbox". - Push transport for client_event routes: Section 7.
9. Geo signal
This scenario covers what backend records about the source IP of an authenticated request, and what it deliberately does not do with it.
9.1 Scope
In scope: the one-shot declared country at registration, the fire-and-forget per-request country counter, and the operator-only inspection endpoint.
Out of scope: any kind of automatic flagging, account-takeover detection, geo-fencing, sanctions enforcement, or version history. The geo signal is a passive record, not an enforcement mechanism.
9.2 What backend records
At registration (Section 1.3), backend looks up the source IP against the GeoLite2 country database and stores the resulting ISO country code on the account. This value is written exactly once per account; subsequent sign-ins from a different country do not overwrite it.
On every authenticated request through the user surface, a fire-and-forget goroutine performs the same lookup against the request IP and increments a per-(user, country) counter. The request itself never blocks on this work; the goroutine runs after the handler returns.
Both paths fail open: a geoip lookup error is logged but never blocks the user.
9.3 What backend does NOT do
- No aggregation across users.
- No automatic flagging when the country changes.
- No notifications, ever, derived from the geo signal.
- No version history of
declared_country. - No correlation with sanctions, limits, or entitlements.
9.4 Operator access
The admin surface exposes a single read endpoint that lists per-user country counters. The data is intended for manual inspection during operator triage; there is no UI workflow built on top of it.
9.5 Source IP discipline
Backend reads the source IP from the leftmost X-Forwarded-For
entry, falling back to the connection peer when the header is
absent. Backend trusts the value because the network segment
between gateway and backend is the platform trust boundary — the
edge has already sanitised it. This is intentional and is restated
in ARCHITECTURE.md §10 and §16.
E-mail addresses are never written to logs verbatim. Backend logs a process-scoped HMAC-truncated hash so operators can correlate log lines within a single process lifetime without persisting PII.
9.6 Cross-references
- Trust-boundary rationale: ARCHITECTURE.md §10, §15, §16.
- One-shot registration write vs. per-request counter contract:
backend/README.md§11.
10. Administration
This scenario covers every admin-only operation. Many of them have been referenced in earlier sections (admin overrides for lobby, admin-side soft delete and sanctions, mail and notification inspection); this section is the consolidated view.
10.1 Scope
In scope: admin authentication, the cross-domain admin operations, their side effects on the rest of the platform.
Out of scope: end-user-driven workflows that share a domain with an admin operation — those live in their owning section.
10.2 Authentication and bootstrap
The admin surface uses HTTP Basic Auth against a backend-owned admin-account table; passwords are bcrypt-hashed. On startup, if a bootstrap admin username and password are configured and the table does not yet contain a row with that username, backend inserts one. The insert is idempotent: subsequent restarts do nothing.
A failed Basic Auth response prompts the operator's tooling for credentials in the standard way; the realm string is fixed so an operator's password manager can match it across deployments.
After the first deployment, the bootstrap password should be rotated through the admin surface.
10.3 Admin account management
Existing admins can list other admins, create new ones, look up a specific admin, disable or re-enable an admin, and reset an admin's password. A disabled admin row cannot authenticate; the row is kept to preserve audit references rather than deleted.
Reset-password takes the new password in the request body. Backend
bcrypt-hashes it, replaces admin_accounts.password_hash, and
returns the updated AdminAccount shape — the new password itself
is never echoed back. "Delivered out-of-band" therefore means: the
admin who initiates the reset is the one who must communicate the
new value to the target through some channel outside the platform
(secure messenger, voice, etc.); the platform does not e-mail or
otherwise auto-deliver it.
10.4 User administration
For any user account, an admin can:
- list and inspect accounts;
- apply a sanction;
- apply a per-user limit override that adjusts a specific quota;
- update the entitlement (plan, paid flag, source, validity);
- soft-delete the account (the same in-process cascade as Section 2.4).
The sanction catalogue is intentionally minimal in the MVP: the
only supported sanction_code is permanent_block. Applying it
flips accounts.permanent_block, revokes every active session
(Section 1.5), and runs the same lobby cascade as soft-delete with
membership status blocked (Section 2.4). The openapi schema
encodes this as a closed enum so future additions are an explicit,
breaking change. Soft-delete always revokes sessions; sanctions
revoke only when the kind documents that side effect (today: only
permanent_block).
10.5 Game administration
Admins create public games, list and inspect any game, force-start or force-stop a game, and ban a member. Force-stop tears down the running engine container for the game; ban-member adds the user to the game's block list and removes any active membership (Section 4.4).
Public-game ownership is collective: the row carries
owner_user_id IS NULL and any admin can act on it. The user
surface never produces or transitions a public game.
10.6 Runtime administration
Admins inspect the runtime record for a game, restart the engine container, patch its image to a newer semver-patch within the same major / minor line, and force a one-shot extra turn tick.
Patch is intentionally restricted to the patch component. A major or minor version change requires the explicit stop / start of the game, not an in-place upgrade. Engine version registration and disable live next door.
10.7 Engine version registry
The engine version registry is the source of allowed engine images. Producers (start, restart, patch) never pick image references on their own; they read from the registry. Disabling a version is a forward-looking decision: existing running containers keep their current image until a stop / start, but the disabled version is no longer eligible for new starts or patches.
10.8 Mail and notifications administration
Operators can list and inspect mail deliveries, attempts per delivery, dead-letters, notifications, notification dead-letters, and malformed notification intents. They can also resend a non-sent mail delivery (Section 8.4).
These views are the only path to mail and notification observability outside of telemetry.
10.9 Geo administration
The single geo admin endpoint lists per-user country counters (Section 9.4). There is no admin write access to geo data; the declared country is set once at registration and never changes, counters are populated by the runtime, and operators can only read.
10.10 Cross-references
- Cascade contract for soft delete: ARCHITECTURE.md §7.
- Container lifecycle and version arbitration: ARCHITECTURE.md §13.
- Mail outbox and notification dispatcher: ARCHITECTURE.md §11, §12 and Section 8.