Stage 4: lobby & social (matchmaking, friends, blocks, chat+nudge, invitations, profile, email, multi-player drop-out)
Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged. New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer). Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated.
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package lobby
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import (
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"context"
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"math/rand"
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"sync"
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"time"
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"github.com/google/uuid"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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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. It holds no database state and is
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// lost on restart (players simply re-queue). It is safe for concurrent use.
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//
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// Auto-match is anonymous, so the pool does not consult per-user blocks (those
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// govern friends, chat and invitations between known players). Robot substitution
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// for a missing human is added in a later stage.
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type Matchmaker struct {
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games GameCreator
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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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rng *rand.Rand
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}
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// NewMatchmaker constructs a Matchmaker that starts matched games through games.
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func NewMatchmaker(games GameCreator) *Matchmaker {
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return &Matchmaker{
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games: games,
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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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rng: rand.New(rand.NewSource(time.Now().UnixNano())),
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}
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}
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// EnqueueResult reports the outcome of joining the pool: either a started game or a
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// queued ticket awaiting an opponent.
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type EnqueueResult struct {
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Matched bool
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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. 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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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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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.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.queues[variant] = q[1:]
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delete(m.queued, opponent)
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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, 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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})
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if err != nil {
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return EnqueueResult{}, err
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}
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return EnqueueResult{Matched: true, Game: g}, nil
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}
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// Cancel removes accountID from whatever pool it waits in, reporting whether it
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// was queued.
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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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variant, ok := m.queued[accountID]
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if !ok {
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return false
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}
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delete(m.queued, accountID)
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q := m.queues[variant]
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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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break
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}
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}
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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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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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}
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