feat: "multiple words per turn" rule for Russian games
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Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).
- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
+ rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
This commit is contained in:
@@ -14,6 +14,14 @@ import (
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"scrabble/backend/internal/notify"
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)
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// matchKey buckets the auto-match pool: two players are paired only when they chose
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// the same variant and the same per-turn word rule (multipleWords), so a game always
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// starts under a rule both players asked for.
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type matchKey struct {
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variant engine.Variant
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multipleWords bool
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}
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// Matchmaker is the in-memory auto-match pool: a FIFO queue per variant that pairs
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// the next two humans into a two-player game, or — when no human arrives within
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// the wait window — substitutes a robot. It holds no database state and is lost on
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@@ -35,8 +43,8 @@ type Matchmaker struct {
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log *zap.Logger
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mu sync.Mutex
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queues map[engine.Variant][]uuid.UUID
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queued map[uuid.UUID]engine.Variant
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queues map[matchKey][]uuid.UUID
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queued map[uuid.UUID]matchKey
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waitingSince map[uuid.UUID]time.Time
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results map[uuid.UUID]game.Game
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rng *rand.Rand
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@@ -55,8 +63,8 @@ func NewMatchmaker(games GameCreator, robots RobotProvider, waitDelay time.Durat
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clock: func() time.Time { return time.Now().UTC() },
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pub: notify.Nop{},
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log: log,
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queues: make(map[engine.Variant][]uuid.UUID),
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queued: make(map[uuid.UUID]engine.Variant),
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queues: make(map[matchKey][]uuid.UUID),
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queued: make(map[uuid.UUID]matchKey),
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waitingSince: make(map[uuid.UUID]time.Time),
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results: make(map[uuid.UUID]game.Game),
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rng: rand.New(rand.NewSource(time.Now().UnixNano())),
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@@ -101,34 +109,36 @@ type EnqueueResult struct {
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Game game.Game
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}
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// Enqueue joins accountID to the variant pool. If an opponent already waits, the
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// two are paired (seat order randomised for first-move fairness) and a game starts
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// immediately; otherwise the account waits, and a later pairing or robot
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// substitution is delivered through Poll. An account already waiting in any pool
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// gets ErrAlreadyQueued.
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func (m *Matchmaker) Enqueue(ctx context.Context, accountID uuid.UUID, variant engine.Variant) (EnqueueResult, error) {
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// Enqueue joins accountID to the auto-match pool for variant under the chosen
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// per-turn word rule (multipleWords). If an opponent already waits for the same
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// variant and rule, the two are paired (seat order randomised for first-move
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// fairness) and a game starts immediately; otherwise the account waits, and a later
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// pairing or robot substitution is delivered through Poll. An account already waiting
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// in any pool gets ErrAlreadyQueued.
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func (m *Matchmaker) Enqueue(ctx context.Context, accountID uuid.UUID, variant engine.Variant, multipleWords bool) (EnqueueResult, error) {
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key := matchKey{variant: variant, multipleWords: multipleWords}
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m.mu.Lock()
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if _, ok := m.queued[accountID]; ok {
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m.mu.Unlock()
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return EnqueueResult{}, ErrAlreadyQueued
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}
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q := m.queues[variant]
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q := m.queues[key]
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if len(q) == 0 {
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m.queues[variant] = append(q, accountID)
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m.queued[accountID] = variant
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m.queues[key] = append(q, accountID)
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m.queued[accountID] = key
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m.waitingSince[accountID] = m.clock()
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m.mu.Unlock()
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return EnqueueResult{}, nil
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}
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opponent := q[0]
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m.removeLocked(opponent, variant)
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m.removeLocked(opponent, key)
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seats := []uuid.UUID{opponent, accountID}
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if m.rng.Intn(2) == 0 {
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seats[0], seats[1] = seats[1], seats[0]
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}
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m.mu.Unlock()
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g, err := m.games.Create(ctx, autoMatchParams(variant, seats))
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g, err := m.games.Create(ctx, autoMatchParams(key, seats))
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if err != nil {
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return EnqueueResult{}, err
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}
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@@ -161,19 +171,21 @@ func (m *Matchmaker) Cancel(_ context.Context, accountID uuid.UUID) bool {
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m.mu.Lock()
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defer m.mu.Unlock()
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delete(m.results, accountID)
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variant, ok := m.queued[accountID]
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key, ok := m.queued[accountID]
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if !ok {
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return false
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}
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m.removeLocked(accountID, variant)
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m.removeLocked(accountID, key)
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return true
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}
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// QueueLen returns the number of accounts waiting in the variant pool.
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// QueueLen returns the number of accounts waiting in the variant pool, summed across
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// both per-turn word rules.
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func (m *Matchmaker) QueueLen(variant engine.Variant) int {
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m.mu.Lock()
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defer m.mu.Unlock()
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return len(m.queues[variant])
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return len(m.queues[matchKey{variant: variant, multipleWords: false}]) +
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len(m.queues[matchKey{variant: variant, multipleWords: true}])
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}
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// RunReaper substitutes a robot for any player that has waited past waitDelay,
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@@ -198,9 +210,9 @@ func (m *Matchmaker) RunReaper(ctx context.Context, interval time.Duration) {
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// momentarily empty pool just defers substitution to a later tick.
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func (m *Matchmaker) Reap(ctx context.Context, now time.Time) {
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type sub struct {
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human uuid.UUID
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variant engine.Variant
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seats []uuid.UUID
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human uuid.UUID
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key matchKey
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seats []uuid.UUID
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}
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m.mu.Lock()
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var due []uuid.UUID
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@@ -211,23 +223,23 @@ func (m *Matchmaker) Reap(ctx context.Context, now time.Time) {
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}
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var subs []sub
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for _, acc := range due {
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variant := m.queued[acc]
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robotID, err := m.robots.Pick(variant)
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key := m.queued[acc]
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robotID, err := m.robots.Pick(key.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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m.removeLocked(acc, variant)
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m.removeLocked(acc, key)
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seats := []uuid.UUID{acc, robotID}
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if m.rng.Intn(2) == 0 {
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seats[0], seats[1] = seats[1], seats[0]
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}
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subs = append(subs, sub{human: acc, variant: variant, seats: seats})
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subs = append(subs, sub{human: acc, key: key, seats: seats})
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}
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m.mu.Unlock()
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for _, s := range subs {
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g, err := m.games.Create(ctx, autoMatchParams(s.variant, s.seats))
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g, err := m.games.Create(ctx, autoMatchParams(s.key, s.seats))
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if err != nil {
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m.log.Warn("robot substitution failed", zap.String("human", s.human.String()), zap.Error(err))
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continue
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@@ -241,13 +253,13 @@ func (m *Matchmaker) Reap(ctx context.Context, now time.Time) {
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// removeLocked drops accountID from the queue, the queued index and the waiting
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// clock. The caller holds m.mu.
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func (m *Matchmaker) removeLocked(accountID uuid.UUID, variant engine.Variant) {
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func (m *Matchmaker) removeLocked(accountID uuid.UUID, key matchKey) {
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delete(m.queued, accountID)
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delete(m.waitingSince, accountID)
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q := m.queues[variant]
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q := m.queues[key]
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for i, id := range q {
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if id == accountID {
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m.queues[variant] = append(q[:i], q[i+1:]...)
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m.queues[key] = append(q[:i], q[i+1:]...)
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break
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}
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}
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@@ -255,12 +267,13 @@ func (m *Matchmaker) removeLocked(accountID uuid.UUID, variant engine.Variant) {
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// autoMatchParams builds the create parameters for a two-player auto-match with
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// the casual defaults.
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func autoMatchParams(variant engine.Variant, seats []uuid.UUID) game.CreateParams {
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func autoMatchParams(key matchKey, seats []uuid.UUID) game.CreateParams {
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return game.CreateParams{
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Variant: variant,
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Seats: seats,
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TurnTimeout: game.DefaultTurnTimeout,
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HintsAllowed: autoMatchHintsAllowed,
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HintsPerPlayer: autoMatchHintsPerPlayer,
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Variant: key.variant,
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Seats: seats,
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TurnTimeout: game.DefaultTurnTimeout,
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HintsAllowed: autoMatchHintsAllowed,
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HintsPerPlayer: autoMatchHintsPerPlayer,
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MultipleWordsPerTurn: key.multipleWords,
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}
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}
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