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

197 lines
5.6 KiB
Go

// Package getgame implements the `lobby.game.get` message type. It loads
// one game record and enforces the visibility rules frozen in
// `lobby/README.md` §«User-Facing Lists»:
//
// - admin actors see every record without filtering;
// - public non-draft games are visible to any authenticated user;
// - public draft games are visible to admin only;
// - private draft games are visible to the owner only;
// - private non-draft games are visible to the owner, to users with an
// active membership in the game, or to users with a non-expired
// invite (`invite.StatusCreated`).
//
// The service returns the full domain record so the transport layer can
// serialize the denormalized runtime snapshot already attached to it
// (`game.Game.RuntimeSnapshot` / `RuntimeBinding`); no extra fan-out
// to Game Master is required.
package getgame
import (
"context"
"errors"
"fmt"
"log/slog"
"galaxy/lobby/internal/domain/common"
"galaxy/lobby/internal/domain/game"
"galaxy/lobby/internal/domain/invite"
"galaxy/lobby/internal/domain/membership"
"galaxy/lobby/internal/ports"
"galaxy/lobby/internal/service/shared"
)
// Service executes the get-game use case.
type Service struct {
games ports.GameStore
memberships ports.MembershipStore
invites ports.InviteStore
logger *slog.Logger
}
// Dependencies groups the collaborators used by Service.
type Dependencies struct {
// Games returns the game record and provides the source of truth for
// game type, owner, and status used by the visibility filter.
Games ports.GameStore
// Memberships is consulted only for user actors against private
// non-draft games to confirm the actor holds an active membership in
// the requested game.
Memberships ports.MembershipStore
// Invites is consulted only for user actors against private non-draft
// games to confirm the actor holds an invite in `created` status.
Invites ports.InviteStore
// 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 get game service: nil game store")
case deps.Memberships == nil:
return nil, errors.New("new get game service: nil membership store")
case deps.Invites == nil:
return nil, errors.New("new get game service: nil invite store")
}
logger := deps.Logger
if logger == nil {
logger = slog.Default()
}
return &Service{
games: deps.Games,
memberships: deps.Memberships,
invites: deps.Invites,
logger: logger.With("service", "lobby.getgame"),
}, nil
}
// Input stores the arguments required to load one game record.
type Input struct {
// Actor identifies the caller. Admin actors bypass the visibility
// filter; user actors are subject to the README §«User-Facing Lists»
// rules.
Actor shared.Actor
// GameID identifies the target game record.
GameID common.GameID
}
// Handle authorizes the actor, loads the record, and applies the
// visibility filter. It returns game.ErrNotFound when no record exists
// for input.GameID, and shared.ErrForbidden when the actor is not
// allowed to see the record.
func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) {
if service == nil {
return game.Game{}, errors.New("get game: nil service")
}
if ctx == nil {
return game.Game{}, errors.New("get game: nil context")
}
if err := input.Actor.Validate(); err != nil {
return game.Game{}, fmt.Errorf("get game: actor: %w", err)
}
if err := input.GameID.Validate(); err != nil {
return game.Game{}, fmt.Errorf("get game: %w", err)
}
record, err := service.games.Get(ctx, input.GameID)
if err != nil {
return game.Game{}, fmt.Errorf("get game: %w", err)
}
if input.Actor.IsAdmin() {
return record, nil
}
allowed, err := service.userCanSee(ctx, input.Actor.UserID, record)
if err != nil {
return game.Game{}, fmt.Errorf("get game: %w", err)
}
if !allowed {
return game.Game{}, fmt.Errorf(
"%w: actor is not authorized to view game %q",
shared.ErrForbidden, record.GameID.String(),
)
}
return record, nil
}
// userCanSee returns true when the user-actor identified by userID is
// permitted to see the supplied record per README §«User-Facing Lists».
func (service *Service) userCanSee(
ctx context.Context,
userID string,
record game.Game,
) (bool, error) {
switch record.GameType {
case game.GameTypePublic:
return record.Status != game.StatusDraft, nil
case game.GameTypePrivate:
if record.OwnerUserID == userID {
return true, nil
}
if record.Status == game.StatusDraft {
return false, nil
}
hasMembership, err := service.userHasActiveMembership(ctx, userID, record.GameID)
if err != nil {
return false, err
}
if hasMembership {
return true, nil
}
return service.userHasOpenInvite(ctx, userID, record.GameID)
default:
return false, nil
}
}
func (service *Service) userHasActiveMembership(
ctx context.Context,
userID string,
gameID common.GameID,
) (bool, error) {
records, err := service.memberships.GetByUser(ctx, userID)
if err != nil {
return false, err
}
for _, record := range records {
if record.GameID == gameID && record.Status == membership.StatusActive {
return true, nil
}
}
return false, nil
}
func (service *Service) userHasOpenInvite(
ctx context.Context,
userID string,
gameID common.GameID,
) (bool, error) {
records, err := service.invites.GetByUser(ctx, userID)
if err != nil {
return false, err
}
for _, record := range records {
if record.GameID == gameID && record.Status == invite.StatusCreated {
return true, nil
}
}
return false, nil
}