feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
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Builds on the cross-screen cache work: the global stream handler now keeps both caches current no matter which screen is mounted, and invitations become a live delta channel so the lobby's invitations list is fresh from any screen too. Client (boundary already started): - advanceCached now also folds opponent_joined into a not-currently-viewed game's cache via a new pure reducer applyOpponentJoined (extracted and reused by the mounted game board), so opening an open game that filled while you were elsewhere is flash-free. - patchLobbyInvitation upserts a still-pending invitation and removes a terminal one (started/declined/cancelled/expired); the global notify handler calls it on the invitation / invitation_update sub-kinds. Invitations delta channel (no wire/gateway/connector change — the notification already carries the full invitation with id/status/game_id end to end): - notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate constructor (shares encoding with NotificationInvitation). The Telegram connector renders no message for it, so a decline/cancel never becomes an out-of-app push. - lobby: emit the changed invitation to every participant on respond (accept/decline), on the final accept's game start, and on cancel — so each participant's lobby patches its list in place. The authoritative list holds only pending invitations, so the client's pending-vs-terminal rule matches it exactly. Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the NotificationInvitationUpdate encoding unit test, and integration assertions that decline/cancel/accept publish invitation_update to every participant. Full local suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs: ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated.
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@@ -13,6 +13,7 @@ import (
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/lobby"
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"scrabble/backend/internal/notify"
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)
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// newInvitationService builds an invitation service over the shared pool, starting
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@@ -97,6 +98,8 @@ func TestMatchmakingReEnqueueReturnsOwnOpenGame(t *testing.T) {
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func TestInvitationAllAcceptStartsGame(t *testing.T) {
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ctx := context.Background()
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svc := newInvitationService()
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pub := &capturePublisher{}
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svc.SetNotifier(pub)
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inviter := provisionAccount(t)
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invitees := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
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@@ -118,6 +121,16 @@ func TestInvitationAllAcceptStartsGame(t *testing.T) {
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if final.Status != "started" || final.GameID == nil {
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t.Fatalf("invitation not started: %+v", final)
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}
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// Every participant is told the invitation changed so their lobby drops the (now started) card
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// from any screen, and the started-game notification lands too.
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for _, u := range append([]uuid.UUID{inviter}, invitees...) {
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if !pub.notified(u, notify.NotifyInvitationUpdate) {
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t.Errorf("participant %s missing invitation_update", u)
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}
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}
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if !pub.notified(invitees[0], notify.NotifyGameStarted) {
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t.Errorf("invitee missing game_started")
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}
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seats, _, status, err := newGameService().Participants(ctx, *final.GameID)
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if err != nil {
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t.Fatalf("participants: %v", err)
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@@ -130,6 +143,8 @@ func TestInvitationAllAcceptStartsGame(t *testing.T) {
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func TestInvitationDeclineCancels(t *testing.T) {
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ctx := context.Background()
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svc := newInvitationService()
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pub := &capturePublisher{}
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svc.SetNotifier(pub)
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inviter := provisionAccount(t)
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invitees := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
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inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
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@@ -143,6 +158,12 @@ func TestInvitationDeclineCancels(t *testing.T) {
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if got.Status != "declined" || got.GameID != nil {
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t.Fatalf("after decline: %+v", got)
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}
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// A decline kills the whole invitation: every participant is notified to drop it.
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for _, u := range append([]uuid.UUID{inviter}, invitees...) {
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if !pub.notified(u, notify.NotifyInvitationUpdate) {
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t.Errorf("participant %s missing invitation_update after decline", u)
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}
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}
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// A further response is refused.
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if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[1], true); !errors.Is(err, lobby.ErrInvitationNotPending) {
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t.Fatalf("respond after decline = %v, want ErrInvitationNotPending", err)
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@@ -184,6 +205,8 @@ func TestInvitationBlockedInvitee(t *testing.T) {
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func TestInvitationCancelByInviter(t *testing.T) {
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ctx := context.Background()
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svc := newInvitationService()
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pub := &capturePublisher{}
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svc.SetNotifier(pub)
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inviter := provisionAccount(t)
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invitees := []uuid.UUID{provisionAccount(t)}
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inv, err := svc.CreateInvitation(ctx, inviter, invitees, englishInvite())
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@@ -197,6 +220,12 @@ func TestInvitationCancelByInviter(t *testing.T) {
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if err := svc.CancelInvitation(ctx, inv.ID, inviter); err != nil {
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t.Fatalf("inviter cancel: %v", err)
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}
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// The cancellation reaches every participant so an invitee's lobby drops the card from any screen.
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for _, u := range append([]uuid.UUID{inviter}, invitees...) {
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if !pub.notified(u, notify.NotifyInvitationUpdate) {
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t.Errorf("participant %s missing invitation_update after cancel", u)
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}
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}
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if _, err := svc.RespondInvitation(ctx, inv.ID, invitees[0], true); !errors.Is(err, lobby.ErrInvitationNotPending) {
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t.Fatalf("respond after cancel = %v, want ErrInvitationNotPending", err)
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}
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@@ -136,6 +136,25 @@ func (svc *InvitationService) emitGameStarted(ctx context.Context, g game.Game,
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svc.pub.Publish(intents...)
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}
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// emitInvitationUpdate publishes a changed invitation to every participant (the inviter and all
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// invitees), so each one's lobby patches its invitations list without a refetch: a still-pending
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// invitation is upserted (an updated response) and a terminal one (started, declined, cancelled,
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// expired) removed. It is in-app only — notify.NotifyInvitationUpdate carries no out-of-app push —
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// so a withdrawal or decline never becomes a platform notification.
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func (svc *InvitationService) emitInvitationUpdate(ctx context.Context, inv Invitation) {
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summary := svc.invitationSummary(ctx, inv)
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recipients := make([]uuid.UUID, 0, len(inv.Invitees)+1)
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recipients = append(recipients, inv.InviterID)
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for _, iv := range inv.Invitees {
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recipients = append(recipients, iv.AccountID)
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}
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intents := make([]notify.Intent, 0, len(recipients))
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for _, id := range recipients {
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intents = append(intents, notify.NotificationInvitationUpdate(id, summary))
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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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@@ -251,7 +270,15 @@ func (svc *InvitationService) RespondInvitation(ctx context.Context, invitationI
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return Invitation{}, err
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}
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}
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return svc.store.loadInvitation(ctx, invitationID)
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inv, err := svc.store.loadInvitation(ctx, invitationID)
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if err != nil {
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return Invitation{}, err
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}
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// Tell every participant the invitation changed, so their lobby patches its list from any
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// screen: an updated response is upserted, a terminal one (declined, or started after the final
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// accept) removed. startGame already emitted the started-game notification separately.
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svc.emitInvitationUpdate(ctx, inv)
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return inv, nil
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}
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// startGame creates the game for a fully-accepted invitation and marks it started.
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@@ -289,7 +316,15 @@ func (svc *InvitationService) startGame(ctx context.Context, invitationID uuid.U
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// CancelInvitation lets the inviter withdraw a pending invitation.
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func (svc *InvitationService) CancelInvitation(ctx context.Context, invitationID, inviterID uuid.UUID) error {
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return svc.store.cancelInvitation(ctx, invitationID, inviterID, svc.now())
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if err := svc.store.cancelInvitation(ctx, invitationID, inviterID, svc.now()); err != nil {
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return err
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}
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// The invitation is now cancelled: tell every participant so an invitee's lobby drops the card
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// from any screen. Best-effort — a failed reload never fails the cancel.
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if inv, err := svc.store.loadInvitation(ctx, invitationID); err == nil {
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svc.emitInvitationUpdate(ctx, inv)
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}
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return nil
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}
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// GetInvitation loads an invitation with its invitees.
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@@ -182,8 +182,21 @@ func NotificationGameStarted(userID uuid.UUID, state PlayerState) Intent {
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// NotificationInvitation builds the NotifyInvitation notification carrying the new invitation,
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// so the client adds it to its lobby invitations list without a refetch.
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func NotificationInvitation(userID uuid.UUID, inv InvitationSummary) Intent {
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return notificationInvitation(userID, NotifyInvitation, inv)
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}
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// NotificationInvitationUpdate builds the NotifyInvitationUpdate notification carrying a changed
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// invitation, so the client patches its lobby invitations list without a refetch — upserting a
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// still-pending one (an updated response) and removing one that reached a terminal status.
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func NotificationInvitationUpdate(userID uuid.UUID, inv InvitationSummary) Intent {
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return notificationInvitation(userID, NotifyInvitationUpdate, inv)
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}
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// notificationInvitation builds a KindNotification intent of the given sub-kind carrying the
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// invitation summary; it backs both the new-invitation and invitation-update notifications.
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func notificationInvitation(userID uuid.UUID, sub string, inv InvitationSummary) Intent {
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b := flatbuffers.NewBuilder(512)
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k := b.CreateString(NotifyInvitation)
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k := b.CreateString(sub)
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invOff := buildInvitation(b, inv)
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fb.NotificationEventStart(b)
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fb.NotificationEventAddKind(b, k)
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@@ -46,7 +46,13 @@ const (
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// game screen watching that opponent re-derives its "add to friends" state.
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NotifyFriendDeclined = "friend_declined"
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NotifyInvitation = "invitation"
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NotifyGameStarted = "game_started"
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// NotifyInvitationUpdate carries a changed invitation — an updated invitee response, or a
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// terminal status (started, declined, cancelled, expired) — so the client patches its lobby
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// invitations list without a refetch. Unlike NotifyInvitation (a brand-new invitation), it is
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// in-app only: the Telegram connector renders no message for it, so a withdrawal or decline never
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// becomes an out-of-app push.
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NotifyInvitationUpdate = "invitation_update"
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NotifyGameStarted = "game_started"
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)
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// Intent is one live event destined for a single user. Payload is the
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@@ -181,6 +181,23 @@ func TestNotificationInvitationCarriesInvitation(t *testing.T) {
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}
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}
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func TestNotificationInvitationUpdateCarriesTerminalInvitation(t *testing.T) {
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uid := uuid.New()
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inv := notify.InvitationSummary{ID: "inv-9", Variant: "scrabble_en", Status: "declined"}
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in := notify.NotificationInvitationUpdate(uid, inv)
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if in.Kind != notify.KindNotification {
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t.Fatalf("kind = %q", in.Kind)
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}
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ev := fb.GetRootAsNotificationEvent(in.Payload, 0)
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if string(ev.Kind()) != notify.NotifyInvitationUpdate {
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t.Fatalf("sub-kind = %q, want %q", ev.Kind(), notify.NotifyInvitationUpdate)
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}
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got := ev.Invitation(nil)
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if got == nil || string(got.Id()) != "inv-9" || string(got.Status()) != "declined" {
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t.Fatalf("invitation wrong: %+v", got)
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}
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}
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func TestNotificationAccountCarriesAccount(t *testing.T) {
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uid := uuid.New()
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in := notify.NotificationAccount(uid, notify.NotifyFriendRequest, notify.AccountRef{AccountID: "a-1", DisplayName: "Ann"})
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