feat(game): void unreplayable games as a draw instead of erroring
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 46s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m13s

A committed move that becomes illegal under a tightened rule (the single-word
connectivity fix) makes engine replay fail, which left such games unopenable —
an empty screen and an 'illegal play' error. Now the first open closes the game
gracefully as a draw (engine.EndAborted -> end_reason 'aborted', no winner),
preserves the journal, and surfaces an impersonal organizer note at the end of
the move history and in the GCG export.

- engine: EndAborted + Abort() (draw, no rack adjustment; winner -1).
- service: replay aborts on ErrIllegalPlay; liveGame persists the void once
  (lazy, on open); GameState re-reads for the settled view.
- store: VoidGame finishes the game and stamps a draw without a journal row.
- migration 00002: allow end_reason 'aborted'.
- ui: organizer note under the history grid; i18n en/ru.
- docs: ARCHITECTURE 6/9.1, FUNCTIONAL(+ru), PRERELEASE MW3.
This commit is contained in:
Ilia Denisov
2026-06-14 16:57:27 +02:00
parent ff87a3bf62
commit 222eaf730f
15 changed files with 299 additions and 2 deletions
+5
View File
@@ -36,6 +36,11 @@ func writeGCG(g Game, names []string, moves []HistoryMove) string {
fmt.Fprintf(&b, "#note %s timed out (rack %s)\n", nick(mv.Seat), rack)
}
}
// An aborted game ends in a draw because it could no longer be reconstructed; record it
// as an impersonal organizer note (free-text #note; GCG readers ignore pragmas).
if g.EndReason == "aborted" {
fmt.Fprintln(&b, "#note [organizer] game could not be continued and was ended in a draw")
}
return b.String()
}
+15
View File
@@ -61,6 +61,21 @@ func TestWriteGCG(t *testing.T) {
}
}
func TestWriteGCGAbortedNote(t *testing.T) {
g := Game{
ID: uuid.MustParse("00000000-0000-7000-8000-000000000002"),
Variant: engine.VariantErudit,
DictVersion: "v1",
Players: 2,
Status: StatusFinished,
EndReason: "aborted",
}
out := writeGCG(g, []string{"Alice", "Bob"}, nil)
if !strings.Contains(out, "#note [organizer]") {
t.Errorf("aborted game GCG missing the organizer note:\n%s", out)
}
}
func TestGCGTilesUppercasesCyrillic(t *testing.T) {
if got := gcgTiles([]string{"к", "о", "т", "?"}); got != "КОТ?" {
t.Errorf("gcgTiles = %q, want КОТ?", got)
+42
View File
@@ -950,6 +950,12 @@ func (svc *Service) GameState(ctx context.Context, gameID, accountID uuid.UUID)
if err != nil {
return StateView{}, err
}
if g.Reason() == engine.EndAborted {
// liveGame voided the game; re-read so the view reflects the finished/aborted state.
if pre, err = svc.store.GetGame(ctx, gameID); err != nil {
return StateView{}, err
}
}
return StateView{
Game: pre,
Seat: seat,
@@ -1088,6 +1094,13 @@ func (svc *Service) liveGame(ctx context.Context, pre Game) (*engine.Game, error
if err != nil {
return nil, err
}
if g.Reason() == engine.EndAborted && pre.Status != StatusFinished {
// First open after the game became unreplayable: persist the void (a finished draw)
// so the lobby and later opens see it settled. Guarded so it runs exactly once.
if err := svc.voidGame(ctx, pre, g); err != nil {
return nil, err
}
}
if !g.Over() {
svc.cache.put(pre.ID, g, pre.Variant.String())
}
@@ -1120,12 +1133,41 @@ func (svc *Service) replay(ctx context.Context, pre Game) (*engine.Game, error)
}
for _, mv := range moves {
if err := replayMove(g, mv); err != nil {
if errors.Is(err, engine.ErrIllegalPlay) {
// A committed move is no longer legal under the current rules, so the game
// cannot be reconstructed past it: close it as a draw (liveGame persists the
// void) rather than leave it unopenable. Other errors are genuine and propagate.
g.Abort()
break
}
return nil, fmt.Errorf("game: replay %s move %d: %w", pre.ID, mv.Seq, err)
}
}
return g, nil
}
// voidGame closes pre as a draw because its journal can no longer be replayed; g is the
// partial reconstruction, already Aborted. It persists the finish (end_reason 'aborted'),
// each seat's partial score as a draw, and the draw statistics for the non-guest seats. The
// journal is left intact.
func (svc *Service) voidGame(ctx context.Context, pre Game, g *engine.Game) error {
scores := make([]int, g.Players())
for i := range scores {
scores[i] = g.Score(i)
}
statSeats, err := svc.nonGuestSeats(ctx, pre.Seats)
if err != nil {
return err
}
return svc.store.VoidGame(ctx, voidCommit{
gameID: pre.ID,
endReason: g.Reason().String(),
scores: scores,
now: svc.clock(),
stats: buildStats(g, statSeats),
})
}
// replayMove re-applies one journalled move to g through the decoded engine API.
func replayMove(g *engine.Game, mv HistoryMove) error {
switch mv.Action {
+39
View File
@@ -87,6 +87,17 @@ type commit struct {
stats []statDelta
}
// voidCommit is everything voiding an unreplayable game persists: the finish stamp with its
// end reason, each seat's partial score as a draw, and the draw statistics. It appends no
// journal row and leaves the move cursor untouched, so the journal is preserved.
type voidCommit struct {
gameID uuid.UUID
endReason string
scores []int
now time.Time
stats []statDelta
}
// activeGame is the sweeper's view of an in-progress game's turn clock.
type activeGame struct {
gameID uuid.UUID
@@ -571,6 +582,34 @@ func (s *Store) CommitMove(ctx context.Context, c commit) error {
})
}
// VoidGame closes a game that can no longer be reconstructed from its journal: it stamps the
// finish (status 'finished', the end reason, finished_at), writes each seat's partial score
// as a draw (is_winner false for all) and upserts the draw statistics, in one transaction.
// Unlike CommitMove it appends no journal row and leaves the move cursor untouched.
func (s *Store) VoidGame(ctx context.Context, v voidCommit) error {
return withTx(ctx, s.db, func(tx *sql.Tx) error {
gu := table.Games.UPDATE(
table.Games.Status, table.Games.EndReason, table.Games.UpdatedAt, table.Games.FinishedAt,
).SET(
postgres.String(StatusFinished), postgres.String(v.endReason), postgres.TimestampzT(v.now), postgres.TimestampzT(v.now),
).WHERE(table.Games.GameID.EQ(postgres.UUID(v.gameID)))
if _, err := gu.ExecContext(ctx, tx); err != nil {
return fmt.Errorf("void game: %w", err)
}
for seat, score := range v.scores {
if err := updateSeatScore(ctx, tx, v.gameID, seat, score, true, false); err != nil {
return fmt.Errorf("void seat %d: %w", seat, err)
}
}
for _, d := range v.stats {
if err := upsertStats(ctx, tx, d, v.now); err != nil {
return err
}
}
return nil
})
}
// updateSeatScore writes a seat's running score, also stamping is_winner when the
// game has finished.
func updateSeatScore(ctx context.Context, tx *sql.Tx, gameID uuid.UUID, seat, score int, finished, isWinner bool) error {