Stage 4: lobby & social (matchmaking, friends, blocks, chat+nudge, invitations, profile, email, multi-player drop-out)
Tests · Go / test (push) Successful in 6s
Tests · Integration / integration (push) Successful in 9s
Tests · Go / test (pull_request) Successful in 6s
Tests · Integration / integration (pull_request) Successful in 9s

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.
This commit is contained in:
Ilia Denisov
2026-06-02 19:29:30 +02:00
parent 571bc8c9f2
commit bfa8797f8c
54 changed files with 4270 additions and 81 deletions
+32
View File
@@ -17,6 +17,9 @@ import (
"github.com/gin-gonic/gin"
"go.uber.org/zap"
"scrabble/backend/internal/account"
"scrabble/backend/internal/lobby"
"scrabble/backend/internal/social"
"scrabble/backend/internal/telemetry"
)
@@ -39,6 +42,14 @@ type Deps struct {
// SessionsReady reports whether the session cache has been warmed. A nil
// func skips the session-readiness check.
SessionsReady func() bool
// Social, Matchmaker, Invitations and Emails are the Stage 4 domain services.
// They are held for the REST/stream handlers the gateway adds in Stage 6 (like
// the route groups, this is scaffolding exposed via accessors); the server
// itself does not route to them yet.
Social *social.Service
Matchmaker *lobby.Matchmaker
Invitations *lobby.InvitationService
Emails *account.EmailService
}
// Server owns the gin engine, the underlying HTTP server and the readiness
@@ -50,6 +61,11 @@ type Server struct {
pingTimeout time.Duration
sessionsReady func() bool
social *social.Service
matchmaker *lobby.Matchmaker
invitations *lobby.InvitationService
emails *account.EmailService
public *gin.RouterGroup
user *gin.RouterGroup
internal *gin.RouterGroup
@@ -78,6 +94,10 @@ func New(addr string, deps Deps) *Server {
db: deps.DB,
pingTimeout: pingTimeout,
sessionsReady: deps.SessionsReady,
social: deps.Social,
matchmaker: deps.Matchmaker,
invitations: deps.Invitations,
emails: deps.Emails,
http: &http.Server{Addr: addr, Handler: engine},
}
s.registerProbes(engine)
@@ -136,6 +156,18 @@ func (s *Server) InternalGroup() *gin.RouterGroup { return s.internal }
// AdminGroup returns the admin route group (authenticated at the gateway).
func (s *Server) AdminGroup() *gin.RouterGroup { return s.admin }
// Social returns the social domain service for the handlers added in Stage 6.
func (s *Server) Social() *social.Service { return s.social }
// Matchmaker returns the in-memory matchmaking pool for the Stage 6 handlers.
func (s *Server) Matchmaker() *lobby.Matchmaker { return s.matchmaker }
// Invitations returns the friend-game invitation service for the Stage 6 handlers.
func (s *Server) Invitations() *lobby.InvitationService { return s.invitations }
// Emails returns the email confirm-code service for the Stage 6 handlers.
func (s *Server) Emails() *account.EmailService { return s.emails }
// Handler returns the underlying HTTP handler. It lets tests drive the server
// without binding a socket and lets later stages compose the backend behind
// another listener.