Files
galaxy-game/backend/internal/lobby/deps.go
T
Ilia Denisov 009ea560f9
Tests · Go / test (push) Successful in 2m17s
Tests · UI / test (push) Waiting to run
feat(lobby): F8-04b hierarchical sidebar + paid-tier gate for create-game
Reshape the lobby UI from a single Overview into a two-level sidebar
(games · profile · DEV synthetic-reports) with four games sub-panels
(active-past · recruitment · invitations · private-games). Move the
`create new game` button into the private-games panel, merge the
applications section into recruitment cards as status chips, and add
DEV-only synthetic-report loader as a top-level screen.

Add a paid-tier gate at backend `lobby.game.create`: free callers get
`403 forbidden` before the lobby service is invoked. The UI hides the
private-games sub-panel + create button on free tier (DEV affordances
flag overrides). Update every integration test that creates a game to
use a new `testenv.PromoteToPaid` helper; add a new
`TestLobbyFlow_FreeUserCreateGameForbidden`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 23:53:53 +02:00

187 lines
6.8 KiB
Go

package lobby
import (
"context"
"github.com/google/uuid"
"go.uber.org/zap"
)
// EntitlementProvider is the read-only view the lobby needs over the
// user-domain entitlement snapshot. The canonical implementation is
// `*user.Service` exposing `GetEntitlementSnapshot(ctx, userID)`; tests
// substitute a fake.
//
// `GetMaxRegisteredRaceNames` is consumed at race-name registration time
// — when the caller attempts to register a `pending_registration` row the
// lobby counts already-`registered` rows for that user against this limit.
//
// `IsPaid` is consumed by the user-facing private-game creation gate at
// the HTTP handler level (`POST /api/v1/user/lobby/games`): free-tier
// callers are rejected with `403 forbidden` before the lobby Service is
// invoked. Admin-driven public-game creation
// (`POST /api/v1/admin/games`) bypasses the gate.
type EntitlementProvider interface {
GetMaxRegisteredRaceNames(ctx context.Context, userID uuid.UUID) (int32, error)
IsPaid(ctx context.Context, userID uuid.UUID) (bool, error)
}
// RuntimeGateway is the outbound surface the lobby uses to ask the runtime
// module to start, pause, resume, or stop an engine container. The real
// implementation lives in `backend/internal/runtime` ; until
// then `NewNoopRuntimeGateway` ships a logger-only stub that pretends the
// request was accepted so the lobby state machine stays exercisable
// end-to-end.
type RuntimeGateway interface {
StartGame(ctx context.Context, gameID uuid.UUID) error
StopGame(ctx context.Context, gameID uuid.UUID) error
PauseGame(ctx context.Context, gameID uuid.UUID) error
ResumeGame(ctx context.Context, gameID uuid.UUID) error
}
// RuntimeJobResult is the inbound shape used by the runtime reconciler
// when a labelled container that lobby believes is alive has
// disappeared. The wiring connects `Service.OnRuntimeJobResult` against
// this type; the no-op consumer logs the event at debug level.
type RuntimeJobResult struct {
Op string
Status string
Message string
}
// NotificationPublisher is the outbound surface the lobby uses to fan out
// notification intents (invite received, application submitted, race name
// promoted, etc.). The real implementation lives in
// `backend/internal/notification` ; until then
// `NewNoopNotificationPublisher` ships a logger-only stub.
type NotificationPublisher interface {
PublishLobbyEvent(ctx context.Context, intent LobbyNotification) error
}
// DiplomailPublisher is the outbound surface the lobby uses to drop a
// durable system mail entry whenever a game-state or
// membership-state transition needs to land in the affected players'
// inboxes. The real implementation in `cmd/backend/main` adapts the
// `*diplomail.Service.PublishLifecycle` call; tests and partial
// wiring fall back to `NewNoopDiplomailPublisher`.
type DiplomailPublisher interface {
PublishLifecycle(ctx context.Context, event LifecycleEvent) error
}
// LifecycleEvent is the open shape carried by a system-mail intent.
// `Kind` is one of the lobby-internal constants
// (`LifecycleKindGamePaused`, etc.). `TargetUser` is populated only
// for membership-scoped events; the publisher derives the game-scoped
// recipient set itself.
type LifecycleEvent struct {
GameID uuid.UUID
Kind string
Actor string
Reason string
TargetUser *uuid.UUID
}
// Lifecycle-event kinds the lobby emits.
const (
LifecycleKindGamePaused = "game.paused"
LifecycleKindGameCancelled = "game.cancelled"
LifecycleKindMembershipRemoved = "membership.removed"
LifecycleKindMembershipBlocked = "membership.blocked"
)
// LobbyNotification is the open shape carried by a notification intent.
// The implementation emits a small set of `Kind` values matching the catalog in
// `backend/README.md` §10. The `Payload` map is the kind-specific data
// blob; recipients are the user_ids the intent should reach.
//
// The struct lives in the lobby package on purpose: it is the producer
// vocabulary. The implementation will reuse it as the notification.Submit input
// (or wrap it in a domain-side type, if more channels show up).
type LobbyNotification struct {
Kind string
IdempotencyKey string
Recipients []uuid.UUID
Payload map[string]any
}
// NewNoopRuntimeGateway returns a RuntimeGateway that logs every call at
// debug level and returns nil. The lobby state machine treats the no-op
// as "request was accepted asynchronously" — the game stays in `starting`
// until the canonical implementation wires real `runtime` / `OnRuntimeSnapshot` interactions.
func NewNoopRuntimeGateway(logger *zap.Logger) RuntimeGateway {
if logger == nil {
logger = zap.NewNop()
}
return &noopRuntimeGateway{logger: logger.Named("lobby.runtime.noop")}
}
type noopRuntimeGateway struct {
logger *zap.Logger
}
func (g *noopRuntimeGateway) StartGame(_ context.Context, gameID uuid.UUID) error {
g.logger.Debug("noop start-game", zap.String("game_id", gameID.String()))
return nil
}
func (g *noopRuntimeGateway) StopGame(_ context.Context, gameID uuid.UUID) error {
g.logger.Debug("noop stop-game", zap.String("game_id", gameID.String()))
return nil
}
func (g *noopRuntimeGateway) PauseGame(_ context.Context, gameID uuid.UUID) error {
g.logger.Debug("noop pause-game", zap.String("game_id", gameID.String()))
return nil
}
func (g *noopRuntimeGateway) ResumeGame(_ context.Context, gameID uuid.UUID) error {
g.logger.Debug("noop resume-game", zap.String("game_id", gameID.String()))
return nil
}
// NewNoopNotificationPublisher returns a NotificationPublisher that logs
// every call at debug level and returns nil. The implementation will swap in a
// real publisher backed by `notification.Submit`.
func NewNoopNotificationPublisher(logger *zap.Logger) NotificationPublisher {
if logger == nil {
logger = zap.NewNop()
}
return &noopNotificationPublisher{logger: logger.Named("lobby.notify.noop")}
}
type noopNotificationPublisher struct {
logger *zap.Logger
}
func (p *noopNotificationPublisher) PublishLobbyEvent(_ context.Context, intent LobbyNotification) error {
p.logger.Debug("noop notification",
zap.String("kind", intent.Kind),
zap.String("idempotency_key", intent.IdempotencyKey),
zap.Int("recipients", len(intent.Recipients)),
)
return nil
}
// NewNoopDiplomailPublisher returns a DiplomailPublisher that logs
// every call at debug level and returns nil. Used by tests and by
// the lobby Service factory when the Deps.Diplomail field is left
// nil.
func NewNoopDiplomailPublisher(logger *zap.Logger) DiplomailPublisher {
if logger == nil {
logger = zap.NewNop()
}
return &noopDiplomailPublisher{logger: logger.Named("lobby.diplomail.noop")}
}
type noopDiplomailPublisher struct {
logger *zap.Logger
}
func (p *noopDiplomailPublisher) PublishLifecycle(_ context.Context, event LifecycleEvent) error {
p.logger.Debug("noop diplomail lifecycle",
zap.String("kind", event.Kind),
zap.String("game_id", event.GameID.String()),
)
return nil
}