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.
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@@ -161,11 +161,11 @@ func TestOpenGameResignRejectedUntilOpponent(t *testing.T) {
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t.Fatalf("resign while open = %v, want ErrNoOpponentYet", err)
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}
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robotID, err := robots.Pick(engine.VariantEnglish)
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robotID, name, err := robots.PickNamed(engine.VariantEnglish)
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if err != nil {
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t.Fatalf("pick: %v", err)
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}
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if _, attached, err := svc.AttachRobot(ctx, g.ID, robotID); err != nil || !attached {
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if _, attached, err := svc.AttachRobot(ctx, g.ID, robotID, name); err != nil || !attached {
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t.Fatalf("attach robot = (attached %v, err %v), want attached", attached, err)
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}
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res, err := svc.Resign(ctx, g.ID, starter)
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@@ -0,0 +1,102 @@
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//go:build integration
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package inttest
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import (
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"context"
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"testing"
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"github.com/google/uuid"
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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)
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// The seat display-name snapshot freezes the name an opponent sees for the life of a
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// game (a later rename no longer rewrites past games) and lets a disguised robot carry a
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// fresh per-game name (docs/ARCHITECTURE.md §7).
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// seatByAccount returns the seat held by id and whether it was found.
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func seatByAccount(g game.Game, id uuid.UUID) (game.Seat, bool) {
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for _, s := range g.Seats {
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if s.AccountID == id {
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return s, true
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}
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}
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return game.Seat{}, false
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}
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// TestSeatNameFrozenAfterRename checks a human seat captures the player's display name
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// when the seat is taken and keeps it after the account is later renamed.
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func TestSeatNameFrozenAfterRename(t *testing.T) {
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ctx := context.Background()
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clearOpenGames(t)
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svc := newGameService()
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accounts := account.NewStore(testDB)
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starter := provisionAccount(t)
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if _, err := accounts.UpdateProfile(ctx, starter, account.ProfileUpdate{
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DisplayName: "Original Name", PreferredLanguage: "en", TimeZone: "UTC",
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}); err != nil {
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t.Fatalf("set name: %v", err)
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}
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g := openGame(t, svc, starter, evenOpeningSeed(t))
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seat, ok := seatByAccount(g, starter)
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if !ok || seat.DisplayName != "Original Name" {
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t.Fatalf("opened seat snapshot = %q (found %v), want %q", seat.DisplayName, ok, "Original Name")
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}
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// Rename the account; the snapshot on the already-taken seat must not follow.
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if _, err := accounts.UpdateProfile(ctx, starter, account.ProfileUpdate{
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DisplayName: "Renamed Player99", PreferredLanguage: "en", TimeZone: "UTC",
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}); err != nil {
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t.Fatalf("rename: %v", err)
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}
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reloaded, err := svc.GameByID(ctx, g.ID)
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if err != nil {
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t.Fatalf("reload game: %v", err)
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}
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got, _ := seatByAccount(reloaded, starter)
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if got.DisplayName != "Original Name" {
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t.Errorf("seat snapshot after rename = %q, want it frozen at %q", got.DisplayName, "Original Name")
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}
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}
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// TestRobotSeatGetsComposedName checks the disguised auto-match robot's seat stores the
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// fresh per-game name composed at attach time (PickNamed -> AttachRobot -> seat), and
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// that the name is a valid human display name so the robot stays indistinguishable.
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func TestRobotSeatGetsComposedName(t *testing.T) {
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ctx := context.Background()
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clearOpenGames(t)
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svc := newGameService()
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robots := newRobotService(t, svc)
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if err := robots.EnsurePool(ctx); err != nil {
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t.Fatalf("ensure pool: %v", err)
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}
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g := openGame(t, svc, provisionAccount(t), evenOpeningSeed(t))
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robotID, name, err := robots.PickNamed(engine.VariantEnglish)
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if err != nil {
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t.Fatalf("pick named: %v", err)
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}
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if _, err := account.ValidateDisplayName(name); err != nil {
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t.Fatalf("composed robot name %q is not a valid display name: %v", name, err)
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}
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if _, attached, err := svc.AttachRobot(ctx, g.ID, robotID, name); err != nil || !attached {
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t.Fatalf("attach robot = (attached %v, err %v), want attached", attached, err)
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}
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reloaded, err := svc.GameByID(ctx, g.ID)
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if err != nil {
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t.Fatalf("reload game: %v", err)
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}
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seat, ok := seatByAccount(reloaded, robotID)
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if !ok {
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t.Fatal("robot seat not found after attach")
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}
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if seat.DisplayName != name {
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t.Errorf("robot seat snapshot = %q, want the composed per-game name %q", seat.DisplayName, name)
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}
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}
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