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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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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@@ -108,18 +108,27 @@ type activeGame struct {
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turnTimeoutSecs int
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}
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// seatInsert is one seat to create: the account to seat (uuid.Nil for the still-empty
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// opponent seat of an open auto-match game) and the display-name snapshot to stamp on
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// it — the player's name as of when the seat was taken (account.go, docs/ARCHITECTURE.md §7).
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type seatInsert struct {
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accountID uuid.UUID
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displayName string
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}
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// CreateGame inserts the games row and one game_players row per seat (seat 0
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// first) inside a single transaction.
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func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []uuid.UUID) error {
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func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInsert) error {
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return withTx(ctx, s.db, func(tx *sql.Tx) error {
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return insertGameTx(ctx, tx, ins, seats)
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})
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}
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// insertGameTx inserts the games row and one game_players row per seat (seat 0
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// first) on tx. A seat whose account id is uuid.Nil is written with a NULL
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// account_id — the still-empty opponent seat of a StatusOpen auto-match game.
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func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []uuid.UUID) error {
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// first) on tx, stamping each seat's display-name snapshot. A seat whose account id is
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// uuid.Nil is written with a NULL account_id (and an empty snapshot) — the still-empty
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// opponent seat of a StatusOpen auto-match game.
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func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []seatInsert) error {
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status := ins.status
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if status == "" {
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status = StatusActive
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@@ -138,14 +147,14 @@ func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []uuid.
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if _, err := gi.ExecContext(ctx, tx); err != nil {
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return fmt.Errorf("insert game: %w", err)
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}
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for seat, accountID := range seats {
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var acc any = accountID
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if accountID == uuid.Nil {
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for seat, si := range seats {
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var acc any = si.accountID
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if si.accountID == uuid.Nil {
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acc = postgres.NULL
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}
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pi := table.GamePlayers.INSERT(
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table.GamePlayers.GameID, table.GamePlayers.Seat, table.GamePlayers.AccountID,
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).VALUES(ins.id, seat, acc)
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table.GamePlayers.GameID, table.GamePlayers.Seat, table.GamePlayers.AccountID, table.GamePlayers.DisplayName,
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).VALUES(ins.id, seat, acc, si.displayName)
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if _, err := pi.ExecContext(ctx, tx); err != nil {
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return fmt.Errorf("insert seat %d: %w", seat, err)
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}
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@@ -175,8 +184,10 @@ func openMatchKey(variant string, multipleWords bool) int64 {
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// used only when a game is created. A transaction-scoped advisory lock on the
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// (variant, rule) bucket serialises concurrent enqueues so two callers pair rather
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// than each opening a game. seats is the two-seat arrangement (the caller and uuid.Nil
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// for the still-empty opponent, in the chosen order) used only when a game is created.
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func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, ins gameInsert, seats []uuid.UUID) (gameID uuid.UUID, joined, created bool, err error) {
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// for the still-empty opponent, in the chosen order) used only when a game is created;
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// callerName is the caller's display-name snapshot, stamped on their seat whether they
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// open a fresh game or fill another player's open one.
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func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, callerName string, ins gameInsert, seats []seatInsert) (gameID uuid.UUID, joined, created bool, err error) {
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err = withTx(ctx, s.db, func(tx *sql.Tx) error {
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if _, e := tx.ExecContext(ctx, `SELECT pg_advisory_xact_lock($1)`,
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openMatchKey(ins.variant, ins.multipleWordsPerTurn)); e != nil {
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@@ -207,7 +218,7 @@ func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, ins gameIns
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LIMIT 1 FOR UPDATE SKIP LOCKED`,
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ins.variant, ins.multipleWordsPerTurn, accountID).Scan(&other); {
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case e == nil:
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if er := fillOpenSeat(ctx, tx, other, accountID); er != nil {
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if er := fillOpenSeat(ctx, tx, other, accountID, callerName); er != nil {
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return er
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}
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gameID, joined = other, true
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@@ -225,10 +236,11 @@ func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, ins gameIns
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return gameID, joined, created, err
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}
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// AttachRobot fills the empty opponent seat of open game gameID with robotID and
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// flips it to active, returning whether it attached. It is a no-op (false) when the
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// game is no longer open — a human joined first — so the reaper never double-fills.
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func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID) (bool, error) {
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// AttachRobot fills the empty opponent seat of open game gameID with robotID, stamping
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// displayName (the robot's per-game name) on the seat, and flips it to active, returning
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// whether it attached. It is a no-op (false) when the game is no longer open — a human
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// joined first — so the reaper never double-fills.
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func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, displayName string) (bool, error) {
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attached := false
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err := withTx(ctx, s.db, func(tx *sql.Tx) error {
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var status string
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@@ -242,7 +254,7 @@ func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID) (boo
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if status != StatusOpen {
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return nil
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}
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if e := fillOpenSeat(ctx, tx, gameID, robotID); e != nil {
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if e := fillOpenSeat(ctx, tx, gameID, robotID, displayName); e != nil {
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return e
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}
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attached = true
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@@ -251,12 +263,13 @@ func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID) (boo
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return attached, err
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}
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// fillOpenSeat seats accountID in an open game's empty opponent seat and flips the
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// game to active, stamping a fresh turn clock. The caller holds the game row.
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func fillOpenSeat(ctx context.Context, tx *sql.Tx, gameID, accountID uuid.UUID) error {
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// fillOpenSeat seats accountID in an open game's empty opponent seat — stamping
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// displayName as the seat's display-name snapshot — and flips the game to active with a
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// fresh turn clock. The caller holds the game row.
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func fillOpenSeat(ctx context.Context, tx *sql.Tx, gameID, accountID uuid.UUID, displayName string) error {
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if _, err := tx.ExecContext(ctx,
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`UPDATE backend.game_players SET account_id = $2 WHERE game_id = $1 AND account_id IS NULL`,
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gameID, accountID); err != nil {
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`UPDATE backend.game_players SET account_id = $2, display_name = $3 WHERE game_id = $1 AND account_id IS NULL`,
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gameID, accountID, displayName); err != nil {
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return fmt.Errorf("fill opponent seat: %w", err)
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}
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if _, err := tx.ExecContext(ctx,
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@@ -1126,11 +1139,12 @@ func projectGame(g model.Games, seats []model.GamePlayers) (Game, error) {
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accountID = *p.AccountID
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}
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out.Seats = append(out.Seats, Seat{
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Seat: int(p.Seat),
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AccountID: accountID,
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Score: int(p.Score),
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HintsUsed: int(p.HintsUsed),
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IsWinner: p.IsWinner,
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Seat: int(p.Seat),
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AccountID: accountID,
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Score: int(p.Score),
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HintsUsed: int(p.HintsUsed),
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IsWinner: p.IsWinner,
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DisplayName: p.DisplayName,
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})
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}
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return out, nil
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