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

271 lines
7.8 KiB
Go

// Package listgames implements the `lobby.games.list` message type. It
// returns the public game list per `lobby/README.md` §«User-Facing Lists»
// — public records in `enrollment_open`, `ready_to_start`, `running`,
// or `finished` — and additionally surfaces every private game the
// caller currently belongs to (membership in any status, except games
// in `draft` or `cancelled`). Admin actors bypass the visibility filter
// and see every record regardless of game type or status, which is the
// surface used by the internal-port `adminListGames` route.
package listgames
import (
"context"
"errors"
"fmt"
"log/slog"
"sort"
"galaxy/lobby/internal/domain/common"
"galaxy/lobby/internal/domain/game"
"galaxy/lobby/internal/ports"
"galaxy/lobby/internal/service/shared"
)
// publicVisibleStatuses lists the user-visible public-game statuses
// allowed in the public list per README §«Public game list».
var publicVisibleStatuses = []game.Status{
game.StatusEnrollmentOpen,
game.StatusReadyToStart,
game.StatusRunning,
game.StatusFinished,
}
// adminAllStatuses enumerates every status used by the admin variant to
// produce an unrestricted list (see `lobby/api/internal-openapi.yaml`
// `adminListGames`).
var adminAllStatuses = []game.Status{
game.StatusDraft,
game.StatusEnrollmentOpen,
game.StatusReadyToStart,
game.StatusStarting,
game.StatusStartFailed,
game.StatusRunning,
game.StatusPaused,
game.StatusFinished,
game.StatusCancelled,
}
// privateMembershipExcludedStatuses lists the statuses removed from the
// user-visible private list. Draft games are owner-only (handled by
// `getgame`); cancelled games drop off the user-facing list entirely.
var privateMembershipExcludedStatuses = map[game.Status]struct{}{
game.StatusDraft: {},
game.StatusCancelled: {},
}
// Service executes the list-games use case.
type Service struct {
games ports.GameStore
memberships ports.MembershipStore
logger *slog.Logger
}
// Dependencies groups the collaborators used by Service.
type Dependencies struct {
// Games supplies the per-status indexes that drive both the public
// list and the unrestricted admin list.
Games ports.GameStore
// Memberships is consulted only for user actors to enumerate the
// private games the caller belongs to.
Memberships ports.MembershipStore
// Logger records structured diagnostics. Defaults to slog.Default
// when nil.
Logger *slog.Logger
}
// NewService constructs one Service with deps.
func NewService(deps Dependencies) (*Service, error) {
switch {
case deps.Games == nil:
return nil, errors.New("new list games service: nil game store")
case deps.Memberships == nil:
return nil, errors.New("new list games service: nil membership store")
}
logger := deps.Logger
if logger == nil {
logger = slog.Default()
}
return &Service{
games: deps.Games,
memberships: deps.Memberships,
logger: logger.With("service", "lobby.listgames"),
}, nil
}
// Input stores the arguments required to list games for one caller.
type Input struct {
// Actor identifies the caller. Admin actors receive the
// unrestricted list; user actors receive the public list plus
// their own private games.
Actor shared.Actor
// Page stores the pagination request derived from page_size and
// page_token by the transport layer.
Page shared.Page
}
// Output stores the page returned by Handle.
type Output struct {
// Items stores the records included in the current page.
Items []game.Game
// NextPageToken stores the opaque continuation token. It is empty
// when the current page is the last one.
NextPageToken string
}
// Handle assembles the candidate set, sorts it deterministically, and
// returns the requested page together with the next-page token.
func (service *Service) Handle(ctx context.Context, input Input) (Output, error) {
if service == nil {
return Output{}, errors.New("list games: nil service")
}
if ctx == nil {
return Output{}, errors.New("list games: nil context")
}
if err := input.Actor.Validate(); err != nil {
return Output{}, fmt.Errorf("list games: actor: %w", err)
}
candidates, err := service.collect(ctx, input.Actor)
if err != nil {
return Output{}, fmt.Errorf("list games: %w", err)
}
sortRecords(candidates)
start, end, nextOffset, hasMore := shared.Window(len(candidates), input.Page)
out := Output{Items: append([]game.Game(nil), candidates[start:end]...)}
if hasMore {
out.NextPageToken = shared.EncodeToken(nextOffset)
}
return out, nil
}
// collect builds the deduplicated candidate set per actor class.
func (service *Service) collect(ctx context.Context, actor shared.Actor) ([]game.Game, error) {
if actor.IsAdmin() {
return service.collectAdmin(ctx)
}
return service.collectUser(ctx, actor.UserID)
}
func (service *Service) collectAdmin(ctx context.Context) ([]game.Game, error) {
seen := make(map[common.GameID]struct{})
candidates := make([]game.Game, 0)
for _, status := range adminAllStatuses {
records, err := service.games.GetByStatus(ctx, status)
if err != nil {
return nil, err
}
for _, record := range records {
if _, dup := seen[record.GameID]; dup {
continue
}
seen[record.GameID] = struct{}{}
candidates = append(candidates, record)
}
}
return candidates, nil
}
func (service *Service) collectUser(ctx context.Context, userID string) ([]game.Game, error) {
seen := make(map[common.GameID]struct{})
candidates := make([]game.Game, 0)
for _, status := range publicVisibleStatuses {
records, err := service.games.GetByStatus(ctx, status)
if err != nil {
return nil, err
}
for _, record := range records {
if record.GameType != game.GameTypePublic {
continue
}
if _, dup := seen[record.GameID]; dup {
continue
}
seen[record.GameID] = struct{}{}
candidates = append(candidates, record)
}
}
memberships, err := service.memberships.GetByUser(ctx, userID)
if err != nil {
return nil, err
}
for _, mb := range memberships {
if _, dup := seen[mb.GameID]; dup {
continue
}
record, err := service.games.Get(ctx, mb.GameID)
if err != nil {
if errors.Is(err, game.ErrNotFound) {
service.logger.WarnContext(ctx, "membership references missing game",
"user_id", userID,
"game_id", mb.GameID.String(),
)
continue
}
return nil, err
}
if record.GameType != game.GameTypePrivate {
continue
}
if _, excluded := privateMembershipExcludedStatuses[record.Status]; excluded {
continue
}
seen[record.GameID] = struct{}{}
candidates = append(candidates, record)
}
return candidates, nil
}
// statusGroup returns the bucket index used to order records per
// README §«Public game list»: enrollment_open and ready_to_start come
// first, then running, then finished. Other statuses surface only on
// the admin or user-private paths and are appended afterwards in a
// stable order so `next_page_token` is deterministic.
func statusGroup(status game.Status) int {
switch status {
case game.StatusEnrollmentOpen, game.StatusReadyToStart:
return 0
case game.StatusRunning:
return 1
case game.StatusFinished:
return 2
case game.StatusPaused:
return 3
case game.StatusStarting:
return 4
case game.StatusStartFailed:
return 5
case game.StatusDraft:
return 6
case game.StatusCancelled:
return 7
default:
return 8
}
}
// sortRecords sorts the candidate set per the documented ordering. The
// secondary key is CreatedAt descending («most recent first within each
// group»), and the tertiary key is GameID ascending for stable output
// when two records share the same group and CreatedAt.
func sortRecords(items []game.Game) {
sort.Slice(items, func(i, j int) bool {
gi, gj := statusGroup(items[i].Status), statusGroup(items[j].Status)
if gi != gj {
return gi < gj
}
if !items[i].CreatedAt.Equal(items[j].CreatedAt) {
return items[i].CreatedAt.After(items[j].CreatedAt)
}
return items[i].GameID < items[j].GameID
})
}