feat(robot): per-game display names from a wide name corpus
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CI / changes (pull_request) Successful in 2s
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CI / integration (pull_request) Successful in 15s
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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.
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@@ -179,17 +179,23 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
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}
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}
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seen := make(map[uuid.UUID]bool, len(params.Seats))
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for _, id := range params.Seats {
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seats := make([]seatInsert, len(params.Seats))
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for i, id := range params.Seats {
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if seen[id] {
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return Game{}, fmt.Errorf("%w: account %s seated twice", ErrInvalidConfig, id)
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}
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seen[id] = true
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if _, err := svc.accounts.GetByID(ctx, id); err != nil {
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// Snapshot each seat's display name at creation. For a vs-AI game this stamps the
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// robot's seeded account name (unchanged behaviour); a disguised auto-match robot
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// instead gets a fresh per-game name when the reaper attaches it (AttachRobot).
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acc, err := svc.accounts.GetByID(ctx, id)
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if err != nil {
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if errors.Is(err, account.ErrNotFound) {
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return Game{}, fmt.Errorf("%w: account %s not found", ErrInvalidConfig, id)
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}
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return Game{}, err
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}
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seats[i] = seatInsert{accountID: id, displayName: acc.DisplayName}
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}
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seed := params.Seed
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@@ -231,7 +237,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
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multipleWordsPerTurn: params.MultipleWordsPerTurn,
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vsAI: params.VsAI,
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}
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if err := svc.store.CreateGame(ctx, ins, params.Seats); err != nil {
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if err := svc.store.CreateGame(ctx, ins, seats); err != nil {
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return Game{}, err
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}
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svc.cache.put(id, g, params.Variant.String())
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@@ -256,7 +262,8 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
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// (derived from the seed): seated at seat 1, the still-empty seat 0 moves first, so the
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// caller just waits for the opponent. It backs the lobby auto-match enqueue.
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func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params CreateParams, openDeadline time.Time) (Game, bool, error) {
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if _, err := svc.accounts.GetByID(ctx, accountID); err != nil {
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acc, err := svc.accounts.GetByID(ctx, accountID)
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if err != nil {
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if errors.Is(err, account.ErrNotFound) {
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return Game{}, false, fmt.Errorf("%w: account %s not found", ErrInvalidConfig, accountID)
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}
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@@ -292,13 +299,14 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
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status: StatusOpen,
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openDeadline: &deadline,
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}
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// Seat the caller at seat 0 or seat 1 (seat 0 always moves first); the other seat
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// is left empty (uuid.Nil) for the opponent.
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seats := []uuid.UUID{accountID, uuid.Nil}
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// Seat the caller at seat 0 or seat 1 (seat 0 always moves first), snapshotting their
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// display name; the other seat is left empty (a zero seatInsert) for the opponent.
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caller := seatInsert{accountID: accountID, displayName: acc.DisplayName}
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seats := []seatInsert{caller, {}}
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if seed&1 == 1 {
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seats = []uuid.UUID{uuid.Nil, accountID}
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seats = []seatInsert{{}, caller}
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}
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gameID, joined, created, err := svc.store.OpenOrJoin(ctx, accountID, ins, seats)
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gameID, joined, created, err := svc.store.OpenOrJoin(ctx, accountID, acc.DisplayName, ins, seats)
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if err != nil {
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return Game{}, false, err
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}
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@@ -312,11 +320,12 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
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return g, joined, nil
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}
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// AttachRobot seats robotID in the empty opponent seat of open game gameID and flips
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// it to active, returning the now-active game and whether it attached (false, with a
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// zero Game, when a human joined first). It backs the matchmaking reaper.
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func (svc *Service) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID) (Game, bool, error) {
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attached, err := svc.store.AttachRobot(ctx, gameID, robotID)
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// AttachRobot seats robotID in the empty opponent seat of open game gameID, stamping
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// displayName (the robot's fresh per-game name) on the seat, and flips it to active,
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// returning the now-active game and whether it attached (false, with a zero Game, when a
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// human joined first). It backs the matchmaking reaper.
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func (svc *Service) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, displayName string) (Game, bool, error) {
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attached, err := svc.store.AttachRobot(ctx, gameID, robotID, displayName)
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if err != nil {
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return Game{}, false, err
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}
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@@ -698,21 +707,31 @@ func (svc *Service) emitMove(ctx context.Context, post Game, rec engine.MoveReco
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svc.pub.Publish(intents...)
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}
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// displayName resolves the display name of the account at the given seat, or "" when the seat
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// is absent or the lookup fails (the enriched push then falls back to its plain text).
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// seatDisplayName returns the name shown for a seat: its captured display-name snapshot
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// (docs/ARCHITECTURE.md §7), falling back to the account's current display name for a
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// pre-snapshot legacy row, or "" when neither is available.
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func (svc *Service) seatDisplayName(ctx context.Context, s Seat) string {
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if s.DisplayName != "" {
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return s.DisplayName
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}
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if svc.accounts == nil || s.AccountID == uuid.Nil {
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return ""
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}
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if acc, err := svc.accounts.GetByID(ctx, s.AccountID); err == nil {
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return acc.DisplayName
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}
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return ""
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}
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// displayName resolves the display name shown for the account at the given seat, or ""
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// when the seat is absent (the enriched push then falls back to its plain text).
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func (svc *Service) displayName(ctx context.Context, seats []Seat, seat int) string {
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if svc.accounts == nil {
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return ""
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for _, s := range seats {
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if s.Seat == seat {
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return svc.seatDisplayName(ctx, s)
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}
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}
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id, ok := seatAccount(seats, seat)
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if !ok {
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return ""
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}
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acc, err := svc.accounts.GetByID(ctx, id)
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if err != nil {
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return ""
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}
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return acc.DisplayName
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return ""
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}
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// scoreLine formats the running scores with recipientSeat's score first, then the remaining
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@@ -1376,15 +1395,13 @@ func (svc *Service) nonGuestSeats(ctx context.Context, seats []Seat) ([]Seat, er
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return out, nil
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}
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// seatNames resolves each seat's display name for GCG export.
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// seatNames resolves each seat's display name — its captured snapshot, else the
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// account's current name (seatDisplayName) — for game state and GCG export.
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func (svc *Service) seatNames(ctx context.Context, g Game) []string {
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names := make([]string, g.Players)
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if svc.accounts == nil {
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return names
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}
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for _, s := range g.Seats {
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if acc, err := svc.accounts.GetByID(ctx, s.AccountID); err == nil {
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names[s.Seat] = acc.DisplayName
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if s.Seat >= 0 && s.Seat < len(names) {
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names[s.Seat] = svc.seatDisplayName(ctx, s)
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}
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}
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return names
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