R4: push enrichment — events carry a state delta, kill the last poll
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Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback. - pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS. - backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size. - gateway: MoveResult transcode carries rack+bag_len. - ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false. - docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
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@@ -105,18 +105,72 @@ func (svc *InvitationService) SetNotifier(p notify.Publisher) {
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}
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}
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// notify publishes a re-poll Notification of the given sub-kind to each user.
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func (svc *InvitationService) notify(kind string, userIDs ...uuid.UUID) {
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if len(userIDs) == 0 {
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// emitInvitation publishes the invitation notification to each invitee, carrying the invitation
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// itself so the client adds it to its lobby list without a refetch (R4).
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func (svc *InvitationService) emitInvitation(ctx context.Context, inv Invitation, inviteeIDs []uuid.UUID) {
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if len(inviteeIDs) == 0 {
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return
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}
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intents := make([]notify.Intent, 0, len(userIDs))
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for _, id := range userIDs {
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intents = append(intents, notify.Notification(id, kind))
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summary := svc.invitationSummary(ctx, inv)
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intents := make([]notify.Intent, 0, len(inviteeIDs))
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for _, id := range inviteeIDs {
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intents = append(intents, notify.NotificationInvitation(id, summary))
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}
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svc.pub.Publish(intents...)
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}
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// emitGameStarted publishes the game_started notification to each seated player, carrying their
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// initial view of the started game so the client seeds its game cache without a refetch (R4). A
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// seat whose state cannot be read is skipped (it still sees the game on the next lobby load).
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func (svc *InvitationService) emitGameStarted(ctx context.Context, g game.Game, seats []uuid.UUID) {
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intents := make([]notify.Intent, 0, len(seats))
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for _, id := range seats {
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state, err := svc.games.InitialState(ctx, g.ID, id)
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if err != nil {
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continue
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}
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intents = append(intents, notify.NotificationGameStarted(id, state))
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}
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svc.pub.Publish(intents...)
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}
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// invitationSummary projects an Invitation into the notify.InvitationSummary the event carries,
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// resolving the inviter's and invitees' display names from the account store.
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func (svc *InvitationService) invitationSummary(ctx context.Context, inv Invitation) notify.InvitationSummary {
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name := func(id uuid.UUID) string {
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if acc, err := svc.accounts.GetByID(ctx, id); 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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invitees := make([]notify.InvitationInvitee, 0, len(inv.Invitees))
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for _, iv := range inv.Invitees {
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invitees = append(invitees, notify.InvitationInvitee{
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AccountID: iv.AccountID.String(),
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DisplayName: name(iv.AccountID),
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Seat: iv.Seat,
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Response: iv.Response,
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})
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}
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gameID := ""
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if inv.GameID != nil {
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gameID = inv.GameID.String()
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}
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return notify.InvitationSummary{
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ID: inv.ID.String(),
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Inviter: notify.AccountRef{AccountID: inv.InviterID.String(), DisplayName: name(inv.InviterID)},
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Invitees: invitees,
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Variant: inv.Settings.Variant.String(),
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TurnTimeoutSecs: int(inv.Settings.TurnTimeout / time.Second),
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HintsAllowed: inv.Settings.HintsAllowed,
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HintsPerPlayer: inv.Settings.HintsPerPlayer,
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DropoutTiles: inv.Settings.DropoutTiles.String(),
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Status: inv.Status,
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GameID: gameID,
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ExpiresAtUnix: inv.ExpiresAt.Unix(),
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}
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}
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// CreateInvitation records a pending invitation from inviterID to inviteeIDs (in
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// seat order, 1..N) with the given settings. The total seat count must be 2-4,
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// invitees distinct and not the inviter, every invitee an existing account with no
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@@ -176,7 +230,7 @@ func (svc *InvitationService) CreateInvitation(ctx context.Context, inviterID uu
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if err != nil {
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return Invitation{}, err
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}
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svc.notify(notify.NotifyInvitation, inviteeIDs...)
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svc.emitInvitation(ctx, inv, inviteeIDs)
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return inv, nil
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}
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@@ -224,7 +278,7 @@ func (svc *InvitationService) startGame(ctx context.Context, invitationID uuid.U
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if _, err := svc.store.markStarted(ctx, invitationID, g.ID, svc.now()); err != nil {
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return err
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}
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svc.notify(notify.NotifyGameStarted, seats...)
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svc.emitGameStarted(ctx, g, seats)
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return nil
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}
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@@ -14,12 +14,17 @@ import (
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/notify"
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)
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// GameCreator is the slice of the game domain the lobby needs: starting a seated
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// game. game.Service satisfies it.
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// game and reading a player's initial view of it. game.Service satisfies it.
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type GameCreator interface {
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Create(ctx context.Context, params game.CreateParams) (game.Game, error)
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// InitialState returns a seated player's full initial view of a started game, used
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// to enrich the match_found / game_started events so the client renders the new game
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// without a follow-up fetch (R4).
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InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error)
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}
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// RobotProvider supplies a robot account to substitute for a missing human in
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@@ -75,11 +75,19 @@ func (m *Matchmaker) SetNotifier(p notify.Publisher) {
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// emitMatchFound pushes match_found to every seat of a freshly started game.
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// Emitting to a robot seat is harmless (no client subscription exists for it).
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func (m *Matchmaker) emitMatchFound(g game.Game) {
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func (m *Matchmaker) emitMatchFound(ctx context.Context, g game.Game) {
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lang := g.Variant.Language() // route the push by the game's language, not the recipient's bot (Stage 17)
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intents := make([]notify.Intent, 0, len(g.Seats))
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for _, s := range g.Seats {
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mf := notify.MatchFound(s.AccountID, g.ID)
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state, err := m.games.InitialState(ctx, g.ID, s.AccountID)
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if err != nil {
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// A waiter still discovers the game through Poll (the ws-down fallback), so skip the
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// enriched push for this seat rather than failing the match.
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m.log.Warn("match_found initial state",
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zap.String("game", g.ID.String()), zap.String("account", s.AccountID.String()), zap.Error(err))
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continue
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}
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mf := notify.MatchFound(s.AccountID, g.ID, state)
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mf.Language = lang
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intents = append(intents, mf)
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}
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@@ -128,7 +136,7 @@ func (m *Matchmaker) Enqueue(ctx context.Context, accountID uuid.UUID, variant e
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m.mu.Lock()
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m.results[opponent] = g
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m.mu.Unlock()
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m.emitMatchFound(g)
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m.emitMatchFound(ctx, g)
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return EnqueueResult{Matched: true, Game: g}, nil
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}
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@@ -227,7 +235,7 @@ func (m *Matchmaker) Reap(ctx context.Context, now time.Time) {
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m.mu.Lock()
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m.results[s.human] = g
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m.mu.Unlock()
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m.emitMatchFound(g)
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m.emitMatchFound(ctx, g)
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}
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}
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@@ -11,6 +11,7 @@ import (
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/notify"
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)
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// fakeCreator records the games a matchmaker asks it to start.
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@@ -27,6 +28,12 @@ func (f *fakeCreator) Create(_ context.Context, p game.CreateParams) (game.Game,
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return game.Game{ID: uuid.New(), Players: len(p.Seats)}, nil
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}
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// InitialState satisfies GameCreator; the matchmaker reads it to enrich match_found. The pairing
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// tests assert on matching behaviour, not the payload, so an empty state is enough.
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func (f *fakeCreator) InitialState(_ context.Context, _, _ uuid.UUID) (notify.PlayerState, error) {
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return notify.PlayerState{}, nil
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}
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// fakeRobots is a RobotProvider returning a fixed robot id, or an error to model
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// an empty pool. It records the variant of the last substitution request.
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type fakeRobots struct {
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