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

176 lines
5.0 KiB
Go

// Package listmygames implements the `lobby.my_games.list` message
// type. It returns the games where the acting user holds an active
// membership and the game status is `running` or `paused`, matching
// `lobby/README.md` §«My active games». The denormalized runtime
// snapshot already lives on the game record, so the response is
// produced from `gameStore.Get` alone — no fan-out to Game Master.
//
// The service is exclusively self-service: admin actors are rejected
// with `shared.ErrForbidden`, mirroring `listmyracenames`.
package listmygames
import (
"context"
"errors"
"fmt"
"log/slog"
"sort"
"time"
"galaxy/lobby/internal/domain/common"
"galaxy/lobby/internal/domain/game"
"galaxy/lobby/internal/domain/membership"
"galaxy/lobby/internal/ports"
"galaxy/lobby/internal/service/shared"
)
// activeGameStatuses lists the game statuses included in the user's
// «active games» view per README §«My active games».
var activeGameStatuses = map[game.Status]struct{}{
game.StatusRunning: {},
game.StatusPaused: {},
}
// Service executes the list-my-games use case.
type Service struct {
games ports.GameStore
memberships ports.MembershipStore
logger *slog.Logger
}
// Dependencies groups the collaborators used by Service.
type Dependencies struct {
// Games is loaded per active membership to read game name, owner,
// status, and the denormalized runtime snapshot.
Games ports.GameStore
// Memberships supplies the per-user membership index.
Memberships ports.MembershipStore
// 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 list my games service: nil game store")
case deps.Memberships == nil:
return nil, errors.New("new list my games service: nil membership store")
}
logger := deps.Logger
if logger == nil {
logger = slog.Default()
}
return &Service{
games: deps.Games,
memberships: deps.Memberships,
logger: logger.With("service", "lobby.listmygames"),
}, nil
}
// Input stores the arguments required to compute the acting user's
// active-games view.
type Input struct {
// Actor identifies the caller. Must be ActorKindUser.
Actor shared.Actor
// Page stores the pagination request.
Page shared.Page
}
// Output stores the page returned by Handle.
type Output struct {
// Items stores the active game records included in the current page.
Items []game.Game
// NextPageToken stores the opaque continuation token; empty when
// the current page is the last one.
NextPageToken string
}
// Handle authorizes the actor as a user, fetches their active
// memberships, joins them with the game records, filters by status,
// sorts deterministically, and returns the requested page.
func (service *Service) Handle(ctx context.Context, input Input) (Output, error) {
if service == nil {
return Output{}, errors.New("list my games: nil service")
}
if ctx == nil {
return Output{}, errors.New("list my games: nil context")
}
if err := input.Actor.Validate(); err != nil {
return Output{}, fmt.Errorf("list my games: actor: %w", err)
}
if !input.Actor.IsUser() {
return Output{}, fmt.Errorf(
"%w: only authenticated user actors may list their games",
shared.ErrForbidden,
)
}
memberships, err := service.memberships.GetByUser(ctx, input.Actor.UserID)
if err != nil {
return Output{}, fmt.Errorf("list my games: %w", err)
}
seen := make(map[common.GameID]struct{})
candidates := make([]game.Game, 0, len(memberships))
for _, mb := range memberships {
if mb.Status != membership.StatusActive {
continue
}
if _, dup := seen[mb.GameID]; dup {
continue
}
record, err := service.games.Get(ctx, mb.GameID)
if err != nil {
if errors.Is(err, game.ErrNotFound) {
service.logger.WarnContext(ctx, "membership references missing game",
"user_id", input.Actor.UserID,
"game_id", mb.GameID.String(),
)
continue
}
return Output{}, fmt.Errorf("list my games: %w", err)
}
if _, ok := activeGameStatuses[record.Status]; !ok {
continue
}
seen[record.GameID] = struct{}{}
candidates = append(candidates, record)
}
sortRecords(candidates)
start, end, nextOffset, hasMore := shared.Window(len(candidates), input.Page)
out := Output{Items: append([]game.Game(nil), candidates[start:end]...)}
if hasMore {
out.NextPageToken = shared.EncodeToken(nextOffset)
}
return out, nil
}
// sortRecords orders items by StartedAt descending so the most recently
// started games surface first. Records without StartedAt fall back to
// CreatedAt; GameID breaks ties for stable output.
func sortRecords(items []game.Game) {
sort.Slice(items, func(i, j int) bool {
ti := startedOrCreated(items[i])
tj := startedOrCreated(items[j])
if !ti.Equal(tj) {
return ti.After(tj)
}
return items[i].GameID < items[j].GameID
})
}
func startedOrCreated(record game.Game) time.Time {
if record.StartedAt != nil {
return *record.StartedAt
}
return record.CreatedAt
}