176 lines
5.0 KiB
Go
176 lines
5.0 KiB
Go
// Package resumegame implements the `lobby.game.resume` message type.
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// It transitions a `paused` game back to `running` after enforcing
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// admin-or-owner authorization and a synchronous Game Master liveness
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// probe. When Game Master is unreachable the game stays `paused` and
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// the caller receives `service_unavailable`.
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package resumegame
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import (
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"context"
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"errors"
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"fmt"
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"log/slog"
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"time"
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"galaxy/lobby/internal/domain/common"
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"galaxy/lobby/internal/domain/game"
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"galaxy/lobby/internal/logging"
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"galaxy/lobby/internal/ports"
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"galaxy/lobby/internal/service/shared"
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"galaxy/lobby/internal/telemetry"
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)
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// Service executes the resume-game use case.
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type Service struct {
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games ports.GameStore
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gm ports.GMClient
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clock func() time.Time
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logger *slog.Logger
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telemetry *telemetry.Runtime
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}
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// Dependencies groups the collaborators used by Service.
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type Dependencies struct {
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// Games mediates the CAS status transition and the result read.
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Games ports.GameStore
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// GM is the synchronous Game Master client used for the liveness
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// probe issued before the status transition.
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GM ports.GMClient
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// Clock supplies the wall-clock used for UpdatedAt. Defaults to
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// time.Now when nil.
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Clock func() time.Time
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// Logger records structured service-level events. Defaults to
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// slog.Default when nil.
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Logger *slog.Logger
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// Telemetry records the `lobby.game.transitions` counter on each
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// successful resume. Optional; nil disables metric emission.
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Telemetry *telemetry.Runtime
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}
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// NewService constructs one Service with deps.
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func NewService(deps Dependencies) (*Service, error) {
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switch {
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case deps.Games == nil:
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return nil, errors.New("new resume game service: nil game store")
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case deps.GM == nil:
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return nil, errors.New("new resume game service: nil gm client")
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}
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clock := deps.Clock
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if clock == nil {
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clock = time.Now
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}
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logger := deps.Logger
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if logger == nil {
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logger = slog.Default()
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}
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return &Service{
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games: deps.Games,
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gm: deps.GM,
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clock: clock,
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logger: logger.With("service", "lobby.resumegame"),
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telemetry: deps.Telemetry,
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}, nil
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}
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// Input stores the arguments required to resume one game.
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type Input struct {
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// Actor identifies the caller.
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Actor shared.Actor
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// GameID identifies the target game record.
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GameID common.GameID
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}
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// Handle authorizes the actor, asserts the source status is `paused`,
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// pings Game Master, and on a healthy probe transitions the record to
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// `running`. A failed probe returns shared.ErrServiceUnavailable
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// without mutating the record so the game stays `paused`.
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func (service *Service) Handle(ctx context.Context, input Input) (game.Game, error) {
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if service == nil {
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return game.Game{}, errors.New("resume game: nil service")
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}
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if ctx == nil {
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return game.Game{}, errors.New("resume game: nil context")
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}
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if err := input.Actor.Validate(); err != nil {
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return game.Game{}, fmt.Errorf("resume game: actor: %w", err)
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}
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if err := input.GameID.Validate(); err != nil {
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return game.Game{}, fmt.Errorf("resume game: %w", err)
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}
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record, err := service.games.Get(ctx, input.GameID)
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if err != nil {
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return game.Game{}, fmt.Errorf("resume game: %w", err)
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}
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if err := authorize(input.Actor, record); err != nil {
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return game.Game{}, err
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}
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if record.Status != game.StatusPaused {
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return game.Game{}, fmt.Errorf(
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"resume game: status %q is not %q: %w",
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record.Status, game.StatusPaused, game.ErrConflict,
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)
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}
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if err := service.gm.Ping(ctx); err != nil {
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service.logger.WarnContext(ctx, "resume game: game master unavailable",
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"game_id", input.GameID.String(),
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"err", err.Error(),
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)
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return game.Game{}, fmt.Errorf("resume game: %w",
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errors.Join(shared.ErrServiceUnavailable, err))
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}
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at := service.clock().UTC()
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if err := service.games.UpdateStatus(ctx, ports.UpdateStatusInput{
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GameID: input.GameID,
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ExpectedFrom: game.StatusPaused,
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To: game.StatusRunning,
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Trigger: game.TriggerCommand,
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At: at,
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}); err != nil {
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return game.Game{}, fmt.Errorf("resume game: %w", err)
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}
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service.telemetry.RecordGameTransition(ctx,
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string(game.StatusPaused),
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string(game.StatusRunning),
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string(game.TriggerCommand),
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)
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updated, err := service.games.Get(ctx, input.GameID)
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if err != nil {
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return game.Game{}, fmt.Errorf("resume game: %w", err)
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}
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logArgs := []any{
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"game_id", updated.GameID.String(),
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"from_status", string(game.StatusPaused),
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"to_status", string(updated.Status),
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"trigger", string(game.TriggerCommand),
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"actor_kind", string(input.Actor.Kind),
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.InfoContext(ctx, "game resumed", logArgs...)
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return updated, nil
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}
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// authorize enforces admin OR private-owner access to the record.
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func authorize(actor shared.Actor, record game.Game) error {
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if actor.IsAdmin() {
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return nil
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}
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if record.GameType == game.GameTypePrivate && actor.UserID == record.OwnerUserID {
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return nil
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}
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return fmt.Errorf("%w: actor is not authorized to resume game %q",
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shared.ErrForbidden, record.GameID.String())
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}
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