Stage 5: robot opponent (pool, seed-derived strategy, move driver, matchmaker substitution)
- 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:
@@ -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,
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user