feat(robot): per-game display names from a wide name corpus
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Decouple the displayed opponent name from the small pool of durable robot
accounts: the disguised auto-match robot now gets a freshly composed name each
game, stamped on a new game_players.display_name seat snapshot. The snapshot
also captures humans' names, freezing what an opponent sees for the life of a
game (a later rename no longer rewrites past games); readers fall back to the
account's current name for pre-migration rows.

Names come from a wide composed corpus (internal/robot/namevariety.go): Western
locales (EN/DE/ES/IT/FR/PT), native Japanese/Chinese names, a gender-agreed
Russian pool, and human-style handles. Routing keeps Pick's spirit -- a Russian
game draws Cyrillic + <=20% Latin and never a CJK script; an English game the
full corpus -- via robot.PickNamed.

Loosen account.ValidateDisplayName (and the UI mirror) to admit a trailing run
of up to five digits, so "Player2007"-style handles are valid for humans too
and the disguised robot stays indistinguishable.

Migration 00007 adds game_players.display_name (additive, NOT NULL DEFAULT '');
jet regenerated. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru, PLAN, README) updated.
This commit is contained in:
Ilia Denisov
2026-06-16 12:28:04 +02:00
parent ac1c89c0ee
commit 183e08ec80
24 changed files with 811 additions and 123 deletions
+40
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@@ -0,0 +1,40 @@
package game
import (
"context"
"testing"
"github.com/google/uuid"
)
// TestSeatNamesUsesSnapshot checks seatNames returns each seat's stored display-name
// snapshot directly, without consulting the account store (svc.accounts is nil here, so
// any lookup would be skipped or panic).
func TestSeatNamesUsesSnapshot(t *testing.T) {
svc := &Service{}
g := Game{
Players: 2,
Seats: []Seat{
{Seat: 0, AccountID: uuid.New(), DisplayName: "Аня2007"},
{Seat: 1, AccountID: uuid.New(), DisplayName: "DarkWolf"},
},
}
got := svc.seatNames(context.Background(), g)
want := []string{"Аня2007", "DarkWolf"}
if len(got) != len(want) || got[0] != want[0] || got[1] != want[1] {
t.Fatalf("seatNames = %v, want %v", got, want)
}
}
// TestSeatDisplayNameFallbackEmpty checks the resolver yields "" — rather than panicking
// — for a seat with no snapshot when no account store is available (the empty open seat
// and pre-snapshot legacy-row paths).
func TestSeatDisplayNameFallbackEmpty(t *testing.T) {
svc := &Service{}
if got := svc.seatDisplayName(context.Background(), Seat{Seat: 0, AccountID: uuid.New()}); got != "" {
t.Errorf("seatDisplayName with no snapshot and no store = %q, want empty", got)
}
if got := svc.seatDisplayName(context.Background(), Seat{Seat: 1, AccountID: uuid.Nil}); got != "" {
t.Errorf("empty-seat name = %q, want empty", got)
}
}
+50 -33
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@@ -179,17 +179,23 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
}
}
seen := make(map[uuid.UUID]bool, len(params.Seats))
for _, id := range params.Seats {
seats := make([]seatInsert, len(params.Seats))
for i, id := range params.Seats {
if seen[id] {
return Game{}, fmt.Errorf("%w: account %s seated twice", ErrInvalidConfig, id)
}
seen[id] = true
if _, err := svc.accounts.GetByID(ctx, id); err != nil {
// Snapshot each seat's display name at creation. For a vs-AI game this stamps the
// robot's seeded account name (unchanged behaviour); a disguised auto-match robot
// instead gets a fresh per-game name when the reaper attaches it (AttachRobot).
acc, err := svc.accounts.GetByID(ctx, id)
if err != nil {
if errors.Is(err, account.ErrNotFound) {
return Game{}, fmt.Errorf("%w: account %s not found", ErrInvalidConfig, id)
}
return Game{}, err
}
seats[i] = seatInsert{accountID: id, displayName: acc.DisplayName}
}
seed := params.Seed
@@ -231,7 +237,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
multipleWordsPerTurn: params.MultipleWordsPerTurn,
vsAI: params.VsAI,
}
if err := svc.store.CreateGame(ctx, ins, params.Seats); err != nil {
if err := svc.store.CreateGame(ctx, ins, seats); err != nil {
return Game{}, err
}
svc.cache.put(id, g, params.Variant.String())
@@ -256,7 +262,8 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
// (derived from the seed): seated at seat 1, the still-empty seat 0 moves first, so the
// caller just waits for the opponent. It backs the lobby auto-match enqueue.
func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params CreateParams, openDeadline time.Time) (Game, bool, error) {
if _, err := svc.accounts.GetByID(ctx, accountID); err != nil {
acc, err := svc.accounts.GetByID(ctx, accountID)
if err != nil {
if errors.Is(err, account.ErrNotFound) {
return Game{}, false, fmt.Errorf("%w: account %s not found", ErrInvalidConfig, accountID)
}
@@ -292,13 +299,14 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
status: StatusOpen,
openDeadline: &deadline,
}
// Seat the caller at seat 0 or seat 1 (seat 0 always moves first); the other seat
// is left empty (uuid.Nil) for the opponent.
seats := []uuid.UUID{accountID, uuid.Nil}
// Seat the caller at seat 0 or seat 1 (seat 0 always moves first), snapshotting their
// display name; the other seat is left empty (a zero seatInsert) for the opponent.
caller := seatInsert{accountID: accountID, displayName: acc.DisplayName}
seats := []seatInsert{caller, {}}
if seed&1 == 1 {
seats = []uuid.UUID{uuid.Nil, accountID}
seats = []seatInsert{{}, caller}
}
gameID, joined, created, err := svc.store.OpenOrJoin(ctx, accountID, ins, seats)
gameID, joined, created, err := svc.store.OpenOrJoin(ctx, accountID, acc.DisplayName, ins, seats)
if err != nil {
return Game{}, false, err
}
@@ -312,11 +320,12 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
return g, joined, nil
}
// AttachRobot seats robotID in the empty opponent seat of open game gameID and flips
// it to active, returning the now-active game and whether it attached (false, with a
// zero Game, when a human joined first). It backs the matchmaking reaper.
func (svc *Service) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID) (Game, bool, error) {
attached, err := svc.store.AttachRobot(ctx, gameID, robotID)
// AttachRobot seats robotID in the empty opponent seat of open game gameID, stamping
// displayName (the robot's fresh per-game name) on the seat, and flips it to active,
// returning the now-active game and whether it attached (false, with a zero Game, when a
// human joined first). It backs the matchmaking reaper.
func (svc *Service) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, displayName string) (Game, bool, error) {
attached, err := svc.store.AttachRobot(ctx, gameID, robotID, displayName)
if err != nil {
return Game{}, false, err
}
@@ -698,21 +707,31 @@ func (svc *Service) emitMove(ctx context.Context, post Game, rec engine.MoveReco
svc.pub.Publish(intents...)
}
// displayName resolves the display name of the account at the given seat, or "" when the seat
// is absent or the lookup fails (the enriched push then falls back to its plain text).
// seatDisplayName returns the name shown for a seat: its captured display-name snapshot
// (docs/ARCHITECTURE.md §7), falling back to the account's current display name for a
// pre-snapshot legacy row, or "" when neither is available.
func (svc *Service) seatDisplayName(ctx context.Context, s Seat) string {
if s.DisplayName != "" {
return s.DisplayName
}
if svc.accounts == nil || s.AccountID == uuid.Nil {
return ""
}
if acc, err := svc.accounts.GetByID(ctx, s.AccountID); err == nil {
return acc.DisplayName
}
return ""
}
// displayName resolves the display name shown for the account at the given seat, or ""
// when the seat is absent (the enriched push then falls back to its plain text).
func (svc *Service) displayName(ctx context.Context, seats []Seat, seat int) string {
if svc.accounts == nil {
return ""
for _, s := range seats {
if s.Seat == seat {
return svc.seatDisplayName(ctx, s)
}
}
id, ok := seatAccount(seats, seat)
if !ok {
return ""
}
acc, err := svc.accounts.GetByID(ctx, id)
if err != nil {
return ""
}
return acc.DisplayName
return ""
}
// scoreLine formats the running scores with recipientSeat's score first, then the remaining
@@ -1376,15 +1395,13 @@ func (svc *Service) nonGuestSeats(ctx context.Context, seats []Seat) ([]Seat, er
return out, nil
}
// seatNames resolves each seat's display name for GCG export.
// seatNames resolves each seat's display name — its captured snapshot, else the
// account's current name (seatDisplayName) — for game state and GCG export.
func (svc *Service) seatNames(ctx context.Context, g Game) []string {
names := make([]string, g.Players)
if svc.accounts == nil {
return names
}
for _, s := range g.Seats {
if acc, err := svc.accounts.GetByID(ctx, s.AccountID); err == nil {
names[s.Seat] = acc.DisplayName
if s.Seat >= 0 && s.Seat < len(names) {
names[s.Seat] = svc.seatDisplayName(ctx, s)
}
}
return names
+41 -27
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@@ -108,18 +108,27 @@ type activeGame struct {
turnTimeoutSecs int
}
// seatInsert is one seat to create: the account to seat (uuid.Nil for the still-empty
// opponent seat of an open auto-match game) and the display-name snapshot to stamp on
// it — the player's name as of when the seat was taken (account.go, docs/ARCHITECTURE.md §7).
type seatInsert struct {
accountID uuid.UUID
displayName string
}
// CreateGame inserts the games row and one game_players row per seat (seat 0
// first) inside a single transaction.
func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []uuid.UUID) error {
func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInsert) error {
return withTx(ctx, s.db, func(tx *sql.Tx) error {
return insertGameTx(ctx, tx, ins, seats)
})
}
// insertGameTx inserts the games row and one game_players row per seat (seat 0
// first) on tx. A seat whose account id is uuid.Nil is written with a NULL
// account_id — the still-empty opponent seat of a StatusOpen auto-match game.
func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []uuid.UUID) error {
// first) on tx, stamping each seat's display-name snapshot. A seat whose account id is
// uuid.Nil is written with a NULL account_id (and an empty snapshot) — the still-empty
// opponent seat of a StatusOpen auto-match game.
func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []seatInsert) error {
status := ins.status
if status == "" {
status = StatusActive
@@ -138,14 +147,14 @@ func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []uuid.
if _, err := gi.ExecContext(ctx, tx); err != nil {
return fmt.Errorf("insert game: %w", err)
}
for seat, accountID := range seats {
var acc any = accountID
if accountID == uuid.Nil {
for seat, si := range seats {
var acc any = si.accountID
if si.accountID == uuid.Nil {
acc = postgres.NULL
}
pi := table.GamePlayers.INSERT(
table.GamePlayers.GameID, table.GamePlayers.Seat, table.GamePlayers.AccountID,
).VALUES(ins.id, seat, acc)
table.GamePlayers.GameID, table.GamePlayers.Seat, table.GamePlayers.AccountID, table.GamePlayers.DisplayName,
).VALUES(ins.id, seat, acc, si.displayName)
if _, err := pi.ExecContext(ctx, tx); err != nil {
return fmt.Errorf("insert seat %d: %w", seat, err)
}
@@ -175,8 +184,10 @@ func openMatchKey(variant string, multipleWords bool) int64 {
// used only when a game is created. A transaction-scoped advisory lock on the
// (variant, rule) bucket serialises concurrent enqueues so two callers pair rather
// than each opening a game. seats is the two-seat arrangement (the caller and uuid.Nil
// for the still-empty opponent, in the chosen order) used only when a game is created.
func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, ins gameInsert, seats []uuid.UUID) (gameID uuid.UUID, joined, created bool, err error) {
// for the still-empty opponent, in the chosen order) used only when a game is created;
// callerName is the caller's display-name snapshot, stamped on their seat whether they
// open a fresh game or fill another player's open one.
func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, callerName string, ins gameInsert, seats []seatInsert) (gameID uuid.UUID, joined, created bool, err error) {
err = withTx(ctx, s.db, func(tx *sql.Tx) error {
if _, e := tx.ExecContext(ctx, `SELECT pg_advisory_xact_lock($1)`,
openMatchKey(ins.variant, ins.multipleWordsPerTurn)); e != nil {
@@ -207,7 +218,7 @@ func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, ins gameIns
LIMIT 1 FOR UPDATE SKIP LOCKED`,
ins.variant, ins.multipleWordsPerTurn, accountID).Scan(&other); {
case e == nil:
if er := fillOpenSeat(ctx, tx, other, accountID); er != nil {
if er := fillOpenSeat(ctx, tx, other, accountID, callerName); er != nil {
return er
}
gameID, joined = other, true
@@ -225,10 +236,11 @@ func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, ins gameIns
return gameID, joined, created, err
}
// AttachRobot fills the empty opponent seat of open game gameID with robotID and
// flips it to active, returning whether it attached. It is a no-op (false) when the
// game is no longer open — a human joined first — so the reaper never double-fills.
func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID) (bool, error) {
// AttachRobot fills the empty opponent seat of open game gameID with robotID, stamping
// displayName (the robot's per-game name) on the seat, and flips it to active, returning
// whether it attached. It is a no-op (false) when the game is no longer open — a human
// joined first — so the reaper never double-fills.
func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, displayName string) (bool, error) {
attached := false
err := withTx(ctx, s.db, func(tx *sql.Tx) error {
var status string
@@ -242,7 +254,7 @@ func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID) (boo
if status != StatusOpen {
return nil
}
if e := fillOpenSeat(ctx, tx, gameID, robotID); e != nil {
if e := fillOpenSeat(ctx, tx, gameID, robotID, displayName); e != nil {
return e
}
attached = true
@@ -251,12 +263,13 @@ func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID) (boo
return attached, err
}
// fillOpenSeat seats accountID in an open game's empty opponent seat and flips the
// game to active, stamping a fresh turn clock. The caller holds the game row.
func fillOpenSeat(ctx context.Context, tx *sql.Tx, gameID, accountID uuid.UUID) error {
// fillOpenSeat seats accountID in an open game's empty opponent seat — stamping
// displayName as the seat's display-name snapshot — and flips the game to active with a
// fresh turn clock. The caller holds the game row.
func fillOpenSeat(ctx context.Context, tx *sql.Tx, gameID, accountID uuid.UUID, displayName string) error {
if _, err := tx.ExecContext(ctx,
`UPDATE backend.game_players SET account_id = $2 WHERE game_id = $1 AND account_id IS NULL`,
gameID, accountID); err != nil {
`UPDATE backend.game_players SET account_id = $2, display_name = $3 WHERE game_id = $1 AND account_id IS NULL`,
gameID, accountID, displayName); err != nil {
return fmt.Errorf("fill opponent seat: %w", err)
}
if _, err := tx.ExecContext(ctx,
@@ -1126,11 +1139,12 @@ func projectGame(g model.Games, seats []model.GamePlayers) (Game, error) {
accountID = *p.AccountID
}
out.Seats = append(out.Seats, Seat{
Seat: int(p.Seat),
AccountID: accountID,
Score: int(p.Score),
HintsUsed: int(p.HintsUsed),
IsWinner: p.IsWinner,
Seat: int(p.Seat),
AccountID: accountID,
Score: int(p.Score),
HintsUsed: int(p.HintsUsed),
IsWinner: p.IsWinner,
DisplayName: p.DisplayName,
})
}
return out, nil
+5
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@@ -144,6 +144,11 @@ type Seat struct {
Score int
HintsUsed int
IsWinner bool
// DisplayName is the seat's display-name snapshot, captured when the seat was taken
// (the human's then-current name, or a disguised robot's per-game name). Empty for a
// still-empty open seat or a pre-snapshot legacy row, where readers fall back to the
// account's current display name (docs/ARCHITECTURE.md §7).
DisplayName string
}
// OpenGame identifies an auto-match game waiting for an opponent whose robot