feat(robot): per-game display names from a wide name corpus
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CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
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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@@ -33,6 +33,9 @@ type GameCreator interface {
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// available so the matchmaker can defer substitution.
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type RobotProvider interface {
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Pick(variant engine.Variant) (uuid.UUID, error)
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// PickNamed selects a robot and composes a fresh per-game display name for it, for
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// the disguised auto-match path (the name is stamped on the robot's seat).
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PickNamed(variant engine.Variant) (uuid.UUID, string, error)
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}
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// Blocker reports whether two accounts have a block between them (either
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@@ -19,7 +19,7 @@ import (
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// it.
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type GameMatcher interface {
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OpenOrJoin(ctx context.Context, accountID uuid.UUID, params game.CreateParams, openDeadline time.Time) (game.Game, bool, error)
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AttachRobot(ctx context.Context, gameID, robotID uuid.UUID) (game.Game, bool, error)
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AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, displayName string) (game.Game, bool, error)
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ExpiredOpen(ctx context.Context, now time.Time) ([]game.OpenGame, error)
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InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error)
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// Create seats the given accounts in an active game at once; the AI-match path uses
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@@ -148,12 +148,12 @@ func (m *Matchmaker) Reap(ctx context.Context, now time.Time) {
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return
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}
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for _, og := range due {
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robotID, err := m.robots.Pick(og.Variant)
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robotID, name, err := m.robots.PickNamed(og.Variant)
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if err != nil {
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m.log.Warn("robot substitution deferred", zap.Error(err))
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continue
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}
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g, attached, err := m.games.AttachRobot(ctx, og.ID, robotID)
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g, attached, err := m.games.AttachRobot(ctx, og.ID, robotID, name)
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if err != nil {
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m.log.Warn("robot substitution failed", zap.String("game", og.ID.String()), zap.Error(err))
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continue
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@@ -45,7 +45,7 @@ func (s *stubMatcher) OpenOrJoin(_ context.Context, _ uuid.UUID, _ game.CreatePa
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return s.openGame, s.openJoined, s.openErr
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}
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func (s *stubMatcher) AttachRobot(_ context.Context, gameID, _ uuid.UUID) (game.Game, bool, error) {
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func (s *stubMatcher) AttachRobot(_ context.Context, gameID, _ uuid.UUID, _ string) (game.Game, bool, error) {
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if s.attachErr != nil {
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return game.Game{}, false, s.attachErr
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}
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@@ -85,6 +85,11 @@ func (f *fakeRobots) Pick(variant engine.Variant) (uuid.UUID, error) {
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return f.id, nil
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}
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func (f *fakeRobots) PickNamed(variant engine.Variant) (uuid.UUID, string, error) {
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id, err := f.Pick(variant)
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return id, "Robot", err
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}
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// capturePub records every published intent.
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type capturePub struct{ intents []notify.Intent }
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