Stage 5: robot opponent (pool, seed-derived strategy, move driver, matchmaker substitution)
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- internal/robot: durable kind='robot' account pool (migration 00004); every
  per-game and per-turn choice derived deterministically from the game seed
  (restart-stable FNV mix); a background move driver; margin targeting (band
  1-30, closest-to-band); right-skewed [2,90]min delays (median ~10m);
  opponent-anchored sleep with +/-3h drift; daytime nudge reply + proactive
  12h nudge; friend/chat blocked via profile toggles.
- engine.Candidates (decoded ranked plays); game.Candidates + RobotTurns;
  social.LastNudgeAt.
- matchmaker: 10s wait then robot substitution (reaper) + Poll delivery seam.
- config (BACKEND_ROBOT_DRIVE_INTERVAL, BACKEND_LOBBY_ROBOT_WAIT,
  BACKEND_LOBBY_REAPER_INTERVAL); main wiring + boot-time pool provisioning.
- metrics: robot account_stats (authoritative balance) + robot_games_finished_total
  OTel counter + per-finish log.
- docs: PLAN, ARCHITECTURE, FUNCTIONAL(+ru), TESTING, README; account.go comment.
- tests: robot strategy units, matchmaker reaper/Poll, engine.Candidates; inttest
  robot full-game / substitution / proactive-nudge.
This commit is contained in:
Ilia Denisov
2026-06-02 21:02:20 +02:00
parent 12fc6e498e
commit 85baabe4ba
26 changed files with 1700 additions and 85 deletions
+36
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@@ -0,0 +1,36 @@
package lobby
import (
"fmt"
"time"
)
// Config configures the matchmaking pool's robot substitution.
type Config struct {
// RobotWait is how long an auto-match player waits for a human before a robot
// is substituted. Sourced from BACKEND_LOBBY_ROBOT_WAIT.
RobotWait time.Duration
// ReaperInterval is how often the substitution reaper scans for over-waited
// players. Sourced from BACKEND_LOBBY_REAPER_INTERVAL.
ReaperInterval time.Duration
}
// DefaultConfig returns the matchmaking defaults: a 10-second wait
// (docs/ARCHITECTURE.md §7) scanned every second.
func DefaultConfig() Config {
return Config{
RobotWait: 10 * time.Second,
ReaperInterval: time.Second,
}
}
// Validate reports whether the configuration is usable.
func (c Config) Validate() error {
if c.RobotWait <= 0 {
return fmt.Errorf("lobby: robot wait must be positive, got %s", c.RobotWait)
}
if c.ReaperInterval <= 0 {
return fmt.Errorf("lobby: reaper interval must be positive, got %s", c.ReaperInterval)
}
return nil
}
+7
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@@ -21,6 +21,13 @@ type GameCreator interface {
Create(ctx context.Context, params game.CreateParams) (game.Game, error)
}
// RobotProvider supplies a robot account to substitute for a missing human in
// auto-match. robot.Service satisfies it; it returns an error when no robot is
// available so the matchmaker can defer substitution.
type RobotProvider interface {
Pick() (uuid.UUID, error)
}
// Blocker reports whether two accounts have a block between them (either
// direction). social.Service satisfies it; the lobby uses it to refuse
// invitations between blocked accounts.
+148 -33
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@@ -7,34 +7,56 @@ import (
"time"
"github.com/google/uuid"
"go.uber.org/zap"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
)
// Matchmaker is the in-memory auto-match pool: a FIFO queue per variant that pairs
// the next two humans into a two-player game. It holds no database state and is
// lost on restart (players simply re-queue). It is safe for concurrent use.
// the next two humans into a two-player game, or — when no human arrives within
// the wait window — substitutes a robot. It holds no database state and is lost on
// restart (players simply re-queue). It is safe for concurrent use.
//
// Auto-match is anonymous, so the pool does not consult per-user blocks (those
// govern friends, chat and invitations between known players). Robot substitution
// for a missing human is added in a later stage.
// govern friends, chat and invitations between known players).
//
// A player who is queued learns of a match — by a waiting human being paired, or
// by robot substitution — through Poll, the interim delivery seam: production
// delivery is a notification (session/in-app push and the platform side-service,
// docs/ARCHITECTURE.md §10), wired with the gateway in a later stage.
type Matchmaker struct {
games GameCreator
games GameCreator
robots RobotProvider
waitDelay time.Duration
clock func() time.Time
log *zap.Logger
mu sync.Mutex
queues map[engine.Variant][]uuid.UUID
queued map[uuid.UUID]engine.Variant
rng *rand.Rand
mu sync.Mutex
queues map[engine.Variant][]uuid.UUID
queued map[uuid.UUID]engine.Variant
waitingSince map[uuid.UUID]time.Time
results map[uuid.UUID]game.Game
rng *rand.Rand
}
// NewMatchmaker constructs a Matchmaker that starts matched games through games.
func NewMatchmaker(games GameCreator) *Matchmaker {
// NewMatchmaker constructs a Matchmaker that starts matched games through games
// and substitutes a robot from robots when a player waits longer than waitDelay.
func NewMatchmaker(games GameCreator, robots RobotProvider, waitDelay time.Duration, log *zap.Logger) *Matchmaker {
if log == nil {
log = zap.NewNop()
}
return &Matchmaker{
games: games,
queues: make(map[engine.Variant][]uuid.UUID),
queued: make(map[uuid.UUID]engine.Variant),
rng: rand.New(rand.NewSource(time.Now().UnixNano())),
games: games,
robots: robots,
waitDelay: waitDelay,
clock: func() time.Time { return time.Now().UTC() },
log: log,
queues: make(map[engine.Variant][]uuid.UUID),
queued: make(map[uuid.UUID]engine.Variant),
waitingSince: make(map[uuid.UUID]time.Time),
results: make(map[uuid.UUID]game.Game),
rng: rand.New(rand.NewSource(time.Now().UnixNano())),
}
}
@@ -47,7 +69,8 @@ type EnqueueResult struct {
// Enqueue joins accountID to the variant pool. If an opponent already waits, the
// two are paired (seat order randomised for first-move fairness) and a game starts
// immediately; otherwise the account waits. An account already waiting in any pool
// immediately; otherwise the account waits, and a later pairing or robot
// substitution is delivered through Poll. An account already waiting in any pool
// gets ErrAlreadyQueued.
func (m *Matchmaker) Enqueue(ctx context.Context, accountID uuid.UUID, variant engine.Variant) (EnqueueResult, error) {
m.mu.Lock()
@@ -59,31 +82,42 @@ func (m *Matchmaker) Enqueue(ctx context.Context, accountID uuid.UUID, variant e
if len(q) == 0 {
m.queues[variant] = append(q, accountID)
m.queued[accountID] = variant
m.waitingSince[accountID] = m.clock()
m.mu.Unlock()
return EnqueueResult{}, nil
}
opponent := q[0]
m.queues[variant] = q[1:]
delete(m.queued, opponent)
m.removeLocked(opponent, variant)
seats := []uuid.UUID{opponent, accountID}
if m.rng.Intn(2) == 0 {
seats[0], seats[1] = seats[1], seats[0]
}
m.mu.Unlock()
g, err := m.games.Create(ctx, game.CreateParams{
Variant: variant,
Seats: seats,
TurnTimeout: game.DefaultTurnTimeout,
HintsAllowed: autoMatchHintsAllowed,
HintsPerPlayer: autoMatchHintsPerPlayer,
})
g, err := m.games.Create(ctx, autoMatchParams(variant, seats))
if err != nil {
return EnqueueResult{}, err
}
// The opponent was waiting; record the game so they can collect it via Poll.
m.mu.Lock()
m.results[opponent] = g
m.mu.Unlock()
return EnqueueResult{Matched: true, Game: g}, nil
}
// Poll reports whether accountID has been matched since it queued, returning the
// started game once (the result is drained on read). It reports Matched=false
// while the account is still waiting or has no pending result.
func (m *Matchmaker) Poll(_ context.Context, accountID uuid.UUID) (EnqueueResult, error) {
m.mu.Lock()
defer m.mu.Unlock()
if g, ok := m.results[accountID]; ok {
delete(m.results, accountID)
return EnqueueResult{Matched: true, Game: g}, nil
}
return EnqueueResult{}, nil
}
// Cancel removes accountID from whatever pool it waits in, reporting whether it
// was queued.
func (m *Matchmaker) Cancel(_ context.Context, accountID uuid.UUID) bool {
@@ -93,14 +127,7 @@ func (m *Matchmaker) Cancel(_ context.Context, accountID uuid.UUID) bool {
if !ok {
return false
}
delete(m.queued, accountID)
q := m.queues[variant]
for i, id := range q {
if id == accountID {
m.queues[variant] = append(q[:i], q[i+1:]...)
break
}
}
m.removeLocked(accountID, variant)
return true
}
@@ -110,3 +137,91 @@ func (m *Matchmaker) QueueLen(variant engine.Variant) int {
defer m.mu.Unlock()
return len(m.queues[variant])
}
// RunReaper substitutes a robot for any player that has waited past waitDelay,
// scanning every interval until ctx is cancelled. It is started once from main.
func (m *Matchmaker) RunReaper(ctx context.Context, interval time.Duration) {
ticker := time.NewTicker(interval)
defer ticker.Stop()
for {
select {
case <-ctx.Done():
return
case <-ticker.C:
m.Reap(ctx, m.clock())
}
}
}
// Reap pairs every player that has waited past waitDelay with a freshly picked
// robot and starts the game, recording it for the player's Poll. RunReaper calls
// it on a timer; it takes now explicitly so tests and ops can drive a single pass
// at a chosen instant. A waiter is only dequeued once a robot is secured, so a
// momentarily empty pool just defers substitution to a later tick.
func (m *Matchmaker) Reap(ctx context.Context, now time.Time) {
type sub struct {
human uuid.UUID
variant engine.Variant
seats []uuid.UUID
}
m.mu.Lock()
var due []uuid.UUID
for acc, since := range m.waitingSince {
if now.Sub(since) >= m.waitDelay {
due = append(due, acc)
}
}
var subs []sub
for _, acc := range due {
robotID, err := m.robots.Pick()
if err != nil {
m.log.Warn("robot substitution deferred", zap.Error(err))
continue
}
variant := m.queued[acc]
m.removeLocked(acc, variant)
seats := []uuid.UUID{acc, robotID}
if m.rng.Intn(2) == 0 {
seats[0], seats[1] = seats[1], seats[0]
}
subs = append(subs, sub{human: acc, variant: variant, seats: seats})
}
m.mu.Unlock()
for _, s := range subs {
g, err := m.games.Create(ctx, autoMatchParams(s.variant, s.seats))
if err != nil {
m.log.Warn("robot substitution failed", zap.String("human", s.human.String()), zap.Error(err))
continue
}
m.mu.Lock()
m.results[s.human] = g
m.mu.Unlock()
}
}
// removeLocked drops accountID from the queue, the queued index and the waiting
// clock. The caller holds m.mu.
func (m *Matchmaker) removeLocked(accountID uuid.UUID, variant engine.Variant) {
delete(m.queued, accountID)
delete(m.waitingSince, accountID)
q := m.queues[variant]
for i, id := range q {
if id == accountID {
m.queues[variant] = append(q[:i], q[i+1:]...)
break
}
}
}
// autoMatchParams builds the create parameters for a two-player auto-match with
// the casual defaults.
func autoMatchParams(variant engine.Variant, seats []uuid.UUID) game.CreateParams {
return game.CreateParams{
Variant: variant,
Seats: seats,
TurnTimeout: game.DefaultTurnTimeout,
HintsAllowed: autoMatchHintsAllowed,
HintsPerPlayer: autoMatchHintsPerPlayer,
}
}
+113 -5
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@@ -4,8 +4,10 @@ import (
"context"
"errors"
"testing"
"time"
"github.com/google/uuid"
"go.uber.org/zap"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
@@ -25,6 +27,28 @@ func (f *fakeCreator) Create(_ context.Context, p game.CreateParams) (game.Game,
return game.Game{ID: uuid.New(), Players: len(p.Seats)}, nil
}
// fakeRobots is a RobotProvider returning a fixed robot id, or an error to model
// an empty pool.
type fakeRobots struct {
id uuid.UUID
err error
}
func (f *fakeRobots) Pick() (uuid.UUID, error) {
if f.err != nil {
return uuid.Nil, f.err
}
return f.id, nil
}
// testWaitDelay is long enough that the reaper never fires in the pairing tests
// (which do not run it); the substitution tests drive reap directly.
const testWaitDelay = 10 * time.Second
func newTestMatchmaker(creator GameCreator, robotID uuid.UUID) *Matchmaker {
return NewMatchmaker(creator, &fakeRobots{id: robotID}, testWaitDelay, zap.NewNop())
}
func seatsContain(seats []uuid.UUID, want ...uuid.UUID) bool {
for _, w := range want {
found := false
@@ -43,7 +67,7 @@ func seatsContain(seats []uuid.UUID, want ...uuid.UUID) bool {
func TestMatchmakerPairsTwoHumans(t *testing.T) {
creator := &fakeCreator{}
mm := NewMatchmaker(creator)
mm := newTestMatchmaker(creator, uuid.New())
ctx := context.Background()
a, b := uuid.New(), uuid.New()
@@ -78,10 +102,22 @@ func TestMatchmakerPairsTwoHumans(t *testing.T) {
if p.TurnTimeout != game.DefaultTurnTimeout || !p.HintsAllowed || p.HintsPerPlayer != autoMatchHintsPerPlayer {
t.Errorf("auto-match defaults not applied: %+v", p)
}
// The waiting opponent learns of the match through Poll, exactly once.
got, err := mm.Poll(ctx, a)
if err != nil {
t.Fatalf("poll a: %v", err)
}
if !got.Matched || got.Game.ID != r2.Game.ID {
t.Errorf("poll a = %+v, want the matched game %s", got, r2.Game.ID)
}
if again, _ := mm.Poll(ctx, a); again.Matched {
t.Error("poll result must drain after the first read")
}
}
func TestMatchmakerAlreadyQueued(t *testing.T) {
mm := NewMatchmaker(&fakeCreator{})
mm := newTestMatchmaker(&fakeCreator{}, uuid.New())
ctx := context.Background()
a := uuid.New()
if _, err := mm.Enqueue(ctx, a, engine.VariantEnglish); err != nil {
@@ -93,7 +129,7 @@ func TestMatchmakerAlreadyQueued(t *testing.T) {
}
func TestMatchmakerCancel(t *testing.T) {
mm := NewMatchmaker(&fakeCreator{})
mm := newTestMatchmaker(&fakeCreator{}, uuid.New())
ctx := context.Background()
a := uuid.New()
if _, err := mm.Enqueue(ctx, a, engine.VariantEnglish); err != nil {
@@ -112,7 +148,7 @@ func TestMatchmakerCancel(t *testing.T) {
func TestMatchmakerVariantsAreSeparate(t *testing.T) {
creator := &fakeCreator{}
mm := NewMatchmaker(creator)
mm := newTestMatchmaker(creator, uuid.New())
ctx := context.Background()
if _, err := mm.Enqueue(ctx, uuid.New(), engine.VariantEnglish); err != nil {
t.Fatalf("enqueue en: %v", err)
@@ -130,7 +166,7 @@ func TestMatchmakerVariantsAreSeparate(t *testing.T) {
func TestMatchmakerFIFO(t *testing.T) {
creator := &fakeCreator{}
mm := NewMatchmaker(creator)
mm := newTestMatchmaker(creator, uuid.New())
ctx := context.Background()
a, b, c := uuid.New(), uuid.New(), uuid.New()
for _, id := range []uuid.UUID{a, b, c} {
@@ -149,3 +185,75 @@ func TestMatchmakerFIFO(t *testing.T) {
t.Errorf("c should remain queued; len = %d", mm.QueueLen(engine.VariantEnglish))
}
}
func TestMatchmakerReaperSubstitutesRobot(t *testing.T) {
creator := &fakeCreator{}
robotID := uuid.New()
mm := newTestMatchmaker(creator, robotID)
base := time.Now()
mm.clock = func() time.Time { return base }
ctx := context.Background()
a := uuid.New()
if _, err := mm.Enqueue(ctx, a, engine.VariantEnglish); err != nil {
t.Fatalf("enqueue: %v", err)
}
mm.Reap(ctx, base.Add(5*time.Second)) // before the wait window
if len(creator.created) != 0 || mm.QueueLen(engine.VariantEnglish) != 1 {
t.Fatalf("must not substitute before the wait: created=%d queued=%d", len(creator.created), mm.QueueLen(engine.VariantEnglish))
}
mm.Reap(ctx, base.Add(testWaitDelay+time.Second)) // past the wait window
if len(creator.created) != 1 {
t.Fatalf("created %d games, want 1 after substitution", len(creator.created))
}
if !seatsContain(creator.created[0].Seats, a, robotID) {
t.Errorf("substituted game seats = %v, want human %s and robot %s", creator.created[0].Seats, a, robotID)
}
if mm.QueueLen(engine.VariantEnglish) != 0 {
t.Errorf("waiter should be dequeued after substitution")
}
got, err := mm.Poll(ctx, a)
if err != nil || !got.Matched {
t.Errorf("poll after substitution = %+v err=%v, want matched", got, err)
}
}
func TestMatchmakerReaperSkipsCancelled(t *testing.T) {
creator := &fakeCreator{}
mm := newTestMatchmaker(creator, uuid.New())
base := time.Now()
mm.clock = func() time.Time { return base }
ctx := context.Background()
a := uuid.New()
if _, err := mm.Enqueue(ctx, a, engine.VariantEnglish); err != nil {
t.Fatalf("enqueue: %v", err)
}
mm.Cancel(ctx, a)
mm.Reap(ctx, base.Add(testWaitDelay+time.Second))
if len(creator.created) != 0 {
t.Errorf("a cancelled waiter must not be substituted; created %d", len(creator.created))
}
}
func TestMatchmakerReaperDefersWithoutRobot(t *testing.T) {
creator := &fakeCreator{}
mm := NewMatchmaker(creator, &fakeRobots{err: errors.New("empty pool")}, testWaitDelay, zap.NewNop())
base := time.Now()
mm.clock = func() time.Time { return base }
ctx := context.Background()
a := uuid.New()
if _, err := mm.Enqueue(ctx, a, engine.VariantEnglish); err != nil {
t.Fatalf("enqueue: %v", err)
}
mm.Reap(ctx, base.Add(testWaitDelay+time.Second))
if len(creator.created) != 0 {
t.Errorf("no robot available: must not create a game; created %d", len(creator.created))
}
if mm.QueueLen(engine.VariantEnglish) != 1 {
t.Errorf("waiter must stay queued when substitution is deferred; len %d", mm.QueueLen(engine.VariantEnglish))
}
}