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

280 lines
9.2 KiB
Go

// Package submitapplication implements the `lobby.application.submit`
// message type. It validates the request against the public-game
// enrollment rules, calls UserService for eligibility, checks race name
// availability through the Race Name Directory, persists the new
// submitted application via ApplicationStore, and publishes the
// `lobby.application.submitted` notification intent.
package submitapplication
import (
"context"
"errors"
"fmt"
"log/slog"
"time"
"galaxy/lobby/internal/domain/application"
"galaxy/lobby/internal/domain/common"
"galaxy/lobby/internal/domain/game"
"galaxy/lobby/internal/logging"
"galaxy/lobby/internal/ports"
"galaxy/lobby/internal/service/shared"
"galaxy/lobby/internal/telemetry"
"galaxy/notificationintent"
)
// Service executes the public-game application submission use case.
type Service struct {
games ports.GameStore
memberships ports.MembershipStore
applications ports.ApplicationStore
users ports.UserService
directory ports.RaceNameDirectory
intents ports.IntentPublisher
ids ports.IDGenerator
clock func() time.Time
logger *slog.Logger
telemetry *telemetry.Runtime
}
// Dependencies groups the collaborators used by Service.
type Dependencies struct {
// Games loads the target game record for enrollment validation.
Games ports.GameStore
// Memberships is consulted for the active-member roster count used
// to enforce the max_players + start_gap_players capacity guard.
Memberships ports.MembershipStore
// Applications persists the new submitted record.
Applications ports.ApplicationStore
// Users resolves the synchronous eligibility snapshot.
Users ports.UserService
// Directory checks race name availability.
Directory ports.RaceNameDirectory
// Intents publishes the lobby.application.submitted intent.
Intents ports.IntentPublisher
// IDs mints the new opaque application identifier.
IDs ports.IDGenerator
// Clock supplies the wall-clock used for CreatedAt and the
// notification's OccurredAt. 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.application.outcomes` counter on each
// successful submission. 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 submit application service: nil game store")
case deps.Memberships == nil:
return nil, errors.New("new submit application service: nil membership store")
case deps.Applications == nil:
return nil, errors.New("new submit application service: nil application store")
case deps.Users == nil:
return nil, errors.New("new submit application service: nil user service")
case deps.Directory == nil:
return nil, errors.New("new submit application service: nil race name directory")
case deps.Intents == nil:
return nil, errors.New("new submit application service: nil intent publisher")
case deps.IDs == nil:
return nil, errors.New("new submit application service: nil id generator")
}
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,
applications: deps.Applications,
users: deps.Users,
directory: deps.Directory,
intents: deps.Intents,
ids: deps.IDs,
clock: clock,
logger: logger.With("service", "lobby.submitapplication"),
telemetry: deps.Telemetry,
}, nil
}
// Input stores the arguments required to submit one application.
type Input struct {
// Actor identifies the caller. Must be ActorKindUser.
Actor shared.Actor
// GameID identifies the target game.
GameID common.GameID
// RaceName stores the desired in-game name in original casing.
RaceName string
}
// Handle validates input, authorizes the actor, verifies eligibility and
// race name availability, persists the new submitted application, and
// publishes the lobby.application.submitted intent on success.
func (service *Service) Handle(ctx context.Context, input Input) (application.Application, error) {
if service == nil {
return application.Application{}, errors.New("submit application: nil service")
}
if ctx == nil {
return application.Application{}, errors.New("submit application: nil context")
}
if err := input.Actor.Validate(); err != nil {
return application.Application{}, fmt.Errorf("submit application: actor: %w", err)
}
if !input.Actor.IsUser() {
return application.Application{}, fmt.Errorf(
"%w: only authenticated users may submit applications",
shared.ErrForbidden,
)
}
if err := input.GameID.Validate(); err != nil {
return application.Application{}, fmt.Errorf("submit application: %w", err)
}
gameRecord, err := service.games.Get(ctx, input.GameID)
if err != nil {
return application.Application{}, fmt.Errorf("submit application: %w", err)
}
if gameRecord.GameType != game.GameTypePublic {
return application.Application{}, fmt.Errorf(
"submit application: game %q is not public: %w",
gameRecord.GameID, game.ErrConflict,
)
}
if gameRecord.Status != game.StatusEnrollmentOpen {
return application.Application{}, fmt.Errorf(
"submit application: game %q is not in enrollment_open: %w",
gameRecord.GameID, game.ErrConflict,
)
}
eligibility, err := service.users.GetEligibility(ctx, input.Actor.UserID)
if err != nil {
return application.Application{}, fmt.Errorf(
"submit application: %w: %w",
shared.ErrServiceUnavailable, err,
)
}
if !eligibility.Exists || !eligibility.CanJoinGame {
return application.Application{}, fmt.Errorf(
"%w: user is not eligible to join games",
shared.ErrEligibilityDenied,
)
}
if err := service.checkRosterCapacity(ctx, gameRecord); err != nil {
return application.Application{}, err
}
availability, err := service.directory.Check(ctx, input.RaceName, input.Actor.UserID)
if err != nil {
return application.Application{}, fmt.Errorf("submit application: %w", err)
}
if availability.Taken {
return application.Application{}, fmt.Errorf(
"submit application: race name held by another user: %w",
ports.ErrNameTaken,
)
}
applicationID, err := service.ids.NewApplicationID()
if err != nil {
return application.Application{}, fmt.Errorf("submit application: %w", err)
}
now := service.clock().UTC()
record, err := application.New(application.NewApplicationInput{
ApplicationID: applicationID,
GameID: input.GameID,
ApplicantUserID: input.Actor.UserID,
RaceName: input.RaceName,
Now: now,
})
if err != nil {
return application.Application{}, fmt.Errorf("submit application: %w", err)
}
if err := service.applications.Save(ctx, record); err != nil {
return application.Application{}, fmt.Errorf("submit application: %w", err)
}
intent, err := notificationintent.NewPublicLobbyApplicationSubmittedIntent(
notificationintent.Metadata{
IdempotencyKey: "lobby.application.submitted:" + record.ApplicationID.String(),
OccurredAt: now,
},
notificationintent.LobbyApplicationSubmittedPayload{
GameID: gameRecord.GameID.String(),
GameName: gameRecord.GameName,
ApplicantUserID: record.ApplicantUserID,
ApplicantName: record.RaceName,
},
)
if err != nil {
// Building the intent failed: this is a programmer error
// (mismatched payload contract), not a transport failure.
// Log and proceed — the application is already committed.
service.logger.ErrorContext(ctx, "build application submitted intent",
"application_id", record.ApplicationID.String(),
"err", err.Error(),
)
} else if _, publishErr := service.intents.Publish(ctx, intent); publishErr != nil {
// Notification degradation per README §Notification Contracts:
// do not roll back business state.
service.logger.WarnContext(ctx, "publish application submitted intent",
"application_id", record.ApplicationID.String(),
"err", publishErr.Error(),
)
}
service.telemetry.RecordApplicationOutcome(ctx, "submitted")
logArgs := []any{
"game_id", record.GameID.String(),
"game_type", string(gameRecord.GameType),
"game_status", string(gameRecord.Status),
"application_id", record.ApplicationID.String(),
"user_id", record.ApplicantUserID,
"race_name", record.RaceName,
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.InfoContext(ctx, "application submitted", logArgs...)
return record, nil
}
// checkRosterCapacity counts active memberships for gameRecord and
// returns game.ErrConflict when the roster has reached the gap-window
// upper bound (max_players + start_gap_players).
func (service *Service) checkRosterCapacity(ctx context.Context, gameRecord game.Game) error {
cap := gameRecord.MaxPlayers + gameRecord.StartGapPlayers
count, err := shared.CountActiveMemberships(ctx, service.memberships, gameRecord.GameID)
if err != nil {
return fmt.Errorf("submit application: %w", err)
}
if count >= cap {
return fmt.Errorf(
"submit application: roster full (%d active >= %d cap): %w",
count, cap, game.ErrConflict,
)
}
return nil
}