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

194 lines
6.0 KiB
Go

// Package manualreadytostart implements the `lobby.game.ready_to_start`
// message type. It transitions a game record from `enrollment_open` to
// `ready_to_start` after enforcing admin-or-owner authorization and the
// `approved_count >= min_players` precondition. Side effects (expiring
// every still-created invite and publishing `lobby.invite.expired`) are
// delegated to shared.CloseEnrollment so the auto-close path used by the
// enrollment automation worker stays in sync.
package manualreadytostart
import (
"context"
"errors"
"fmt"
"log/slog"
"time"
"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"
)
// Service executes the manual ready-to-start use case.
type Service struct {
games ports.GameStore
memberships ports.MembershipStore
invites ports.InviteStore
intents ports.IntentPublisher
clock func() time.Time
logger *slog.Logger
telemetry *telemetry.Runtime
}
// Dependencies groups the collaborators used by Service.
type Dependencies struct {
// Games mediates the CAS status transition and the result read.
Games ports.GameStore
// Memberships is scanned for active records to evaluate the
// approved_count >= min_players precondition.
Memberships ports.MembershipStore
// Invites is forwarded to shared.CloseEnrollment for the cascading
// expiry of created invites on close.
Invites ports.InviteStore
// Intents publishes lobby.invite.expired notifications produced by
// the cascading expiry.
Intents ports.IntentPublisher
// Clock supplies the wall-clock used for UpdatedAt and downstream
// notification timestamps. 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 forwards into shared.CloseEnrollment so the
// `lobby.game.transitions` and `lobby.invite.outcomes` counters
// are emitted on each manual close. Optional; nil disables metric
// emission.
Telemetry *telemetry.Runtime
}
// NewService constructs one Service with deps.
func NewService(deps Dependencies) (*Service, error) {
if deps.Games == nil {
return nil, errors.New("new manual ready-to-start service: nil game store")
}
if deps.Memberships == nil {
return nil, errors.New("new manual ready-to-start service: nil membership store")
}
if deps.Invites == nil {
return nil, errors.New("new manual ready-to-start service: nil invite store")
}
if deps.Intents == nil {
return nil, errors.New("new manual ready-to-start service: nil intent publisher")
}
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,
invites: deps.Invites,
intents: deps.Intents,
clock: clock,
logger: logger.With("service", "lobby.manualreadytostart"),
telemetry: deps.Telemetry,
}, nil
}
// Input stores the arguments required to manually close enrollment on one
// game.
type Input struct {
// Actor identifies the caller.
Actor shared.Actor
// GameID identifies the target game record.
GameID common.GameID
}
// Handle authorizes the actor, checks status and roster preconditions,
// performs the enrollment close (transition + invite expiry +
// notifications), and returns the post-transition snapshot.
func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) {
if service == nil {
return game.Game{}, errors.New("manual ready-to-start: nil service")
}
if ctx == nil {
return game.Game{}, errors.New("manual ready-to-start: nil context")
}
if err := input.Actor.Validate(); err != nil {
return game.Game{}, fmt.Errorf("manual ready-to-start: actor: %w", err)
}
if err := input.GameID.Validate(); err != nil {
return game.Game{}, fmt.Errorf("manual ready-to-start: %w", err)
}
record, err := service.games.Get(ctx, input.GameID)
if err != nil {
return game.Game{}, fmt.Errorf("manual ready-to-start: %w", err)
}
if err := authorize(input.Actor, record); err != nil {
return game.Game{}, err
}
if record.Status != game.StatusEnrollmentOpen {
return game.Game{}, fmt.Errorf(
"manual ready-to-start: status %q is not enrollment_open: %w",
record.Status, game.ErrConflict,
)
}
approvedCount, err := shared.CountActiveMemberships(ctx, service.memberships, input.GameID)
if err != nil {
return game.Game{}, fmt.Errorf("manual ready-to-start: %w", err)
}
if approvedCount < record.MinPlayers {
return game.Game{}, fmt.Errorf(
"manual ready-to-start: approved_count %d is below min_players %d: %w",
approvedCount, record.MinPlayers, game.ErrConflict,
)
}
at := service.clock().UTC()
updated, err := shared.CloseEnrollment(ctx, shared.CloseEnrollmentDeps{
Games: service.games,
Invites: service.invites,
Intents: service.intents,
Logger: service.logger,
Telemetry: service.telemetry,
}, input.GameID, game.TriggerManual, at)
if err != nil {
return game.Game{}, fmt.Errorf("manual ready-to-start: %w", err)
}
logArgs := []any{
"game_id", updated.GameID.String(),
"from_status", string(game.StatusEnrollmentOpen),
"to_status", string(updated.Status),
"trigger", string(game.TriggerManual),
"approved_count", approvedCount,
"actor_kind", string(input.Actor.Kind),
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.InfoContext(ctx, "game manually moved to ready_to_start", logArgs...)
return updated, nil
}
// authorize enforces admin OR private-owner access to the record.
func authorize(actor shared.Actor, record game.Game) error {
if actor.IsAdmin() {
return nil
}
if record.GameType == game.GameTypePrivate && actor.UserID == record.OwnerUserID {
return nil
}
return fmt.Errorf("%w: actor is not authorized to close enrollment on game %q",
shared.ErrForbidden, record.GameID.String())
}