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

201 lines
5.7 KiB
Go

// Package creategame implements the `lobby.game.create` message type. It
// validates the request, enforces the actor-to-game-type pairing rule
// (admin creates public games; user creates private games), generates a new
// game identifier, and persists the record in `draft` status via the
// GameStore port.
package creategame
import (
"context"
"errors"
"fmt"
"log/slog"
"time"
"galaxy/lobby/internal/domain/game"
"galaxy/lobby/internal/ports"
"galaxy/lobby/internal/service/shared"
)
// Service executes the create-game use case on the frozen surface.
type Service struct {
games ports.GameStore
ids ports.IDGenerator
clock func() time.Time
logger *slog.Logger
}
// Dependencies groups the collaborators used by Service. Logger is optional;
// nil falls back to slog.Default. Clock is optional; nil falls back to
// time.Now.
type Dependencies struct {
// Games persists the created record.
Games ports.GameStore
// IDs generates the opaque game identifier.
IDs ports.IDGenerator
// Clock supplies the wall-clock used for CreatedAt and UpdatedAt. It
// defaults to time.Now when nil.
Clock func() time.Time
// Logger records structured service-level events. It defaults to
// slog.Default when nil.
Logger *slog.Logger
}
// NewService constructs one Service with deps. It returns an error when
// mandatory collaborators are missing.
func NewService(deps Dependencies) (*Service, error) {
if deps.Games == nil {
return nil, errors.New("new create game service: nil game store")
}
if deps.IDs == nil {
return nil, errors.New("new create game 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,
ids: deps.IDs,
clock: clock,
logger: logger.With("service", "lobby.creategame"),
}, nil
}
// Input stores the arguments required to create one draft game record.
type Input struct {
// Actor identifies the caller.
Actor shared.Actor
// GameName stores the human-readable game name. Must be non-empty after
// trim.
GameName string
// Description stores the optional human-readable game description.
Description string
// GameType stores the admission model. Must pair with Actor.Kind:
// admin ⇒ public, user ⇒ private.
GameType game.GameType
// MinPlayers stores the minimum approved participants required before
// the game may start.
MinPlayers int
// MaxPlayers stores the target roster size that activates the gap
// window.
MaxPlayers int
// StartGapHours stores the gap window length in hours.
StartGapHours int
// StartGapPlayers stores the number of additional participants
// admitted during the gap window.
StartGapPlayers int
// EnrollmentEndsAt stores the enrollment deadline.
EnrollmentEndsAt time.Time
// TurnSchedule stores the five-field cron expression.
TurnSchedule string
// TargetEngineVersion stores the semver of the engine to launch.
TargetEngineVersion string
}
// Handle validates input, authorizes the actor, and persists the new draft
// record. On success it returns the persisted game. The following error
// classes are surfaced and relied on by transport mapping:
//
// - shared.ErrForbidden — actor-to-game-type pairing mismatch.
// - game input validation errors from game.New — translated to
// invalid_request at the transport layer.
func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) {
if service == nil {
return game.Game{}, errors.New("create game: nil service")
}
if ctx == nil {
return game.Game{}, errors.New("create game: nil context")
}
if err := input.Actor.Validate(); err != nil {
return game.Game{}, fmt.Errorf("create game: actor: %w", err)
}
ownerUserID, err := authorize(input.Actor, input.GameType)
if err != nil {
return game.Game{}, err
}
gameID, err := service.ids.NewGameID()
if err != nil {
return game.Game{}, fmt.Errorf("create game: %w", err)
}
now := service.clock().UTC()
record, err := game.New(game.NewGameInput{
GameID: gameID,
GameName: input.GameName,
Description: input.Description,
GameType: input.GameType,
OwnerUserID: ownerUserID,
MinPlayers: input.MinPlayers,
MaxPlayers: input.MaxPlayers,
StartGapHours: input.StartGapHours,
StartGapPlayers: input.StartGapPlayers,
EnrollmentEndsAt: input.EnrollmentEndsAt,
TurnSchedule: input.TurnSchedule,
TargetEngineVersion: input.TargetEngineVersion,
Now: now,
})
if err != nil {
return game.Game{}, fmt.Errorf("create game: %w", err)
}
if err := service.games.Save(ctx, record); err != nil {
return game.Game{}, fmt.Errorf("create game: %w", err)
}
service.logger.InfoContext(ctx, "game created",
"game_id", record.GameID.String(),
"game_type", string(record.GameType),
"actor_kind", string(input.Actor.Kind),
)
return record, nil
}
// authorize enforces the actor-to-game-type pairing rule and returns the
// owner_user_id value appropriate for the requested game type.
func authorize(actor shared.Actor, gameType game.GameType) (string, error) {
switch actor.Kind {
case shared.ActorKindAdmin:
if gameType != game.GameTypePublic {
return "", fmt.Errorf(
"%w: admin caller may only create public games, got %q",
shared.ErrForbidden, gameType,
)
}
return "", nil
case shared.ActorKindUser:
if gameType != game.GameTypePrivate {
return "", fmt.Errorf(
"%w: user caller may only create private games, got %q",
shared.ErrForbidden, gameType,
)
}
return actor.UserID, nil
default:
return "", fmt.Errorf("%w: actor kind %q is unsupported", shared.ErrForbidden, actor.Kind)
}
}