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.
This commit is contained in:
@@ -0,0 +1,75 @@
|
||||
// Package social owns the player-facing social fabric around games: the friend
|
||||
// graph (request/accept), per-user blocks, and per-game chat with nudges folded
|
||||
// in as a message kind. It owns the friendships, blocks and chat_messages tables,
|
||||
// reads the account-level block toggles through account.Store, and gates chat and
|
||||
// nudge on game state through a GameReader so it never imports the engine. The
|
||||
// live delivery of chat and nudges (push / in-app stream) belongs to the gateway
|
||||
// in a later stage; this package only persists and reads them.
|
||||
package social
|
||||
|
||||
import (
|
||||
"context"
|
||||
"errors"
|
||||
"time"
|
||||
|
||||
"github.com/google/uuid"
|
||||
|
||||
"scrabble/backend/internal/account"
|
||||
)
|
||||
|
||||
// GameReader is the slice of the game domain the social package needs: the seated
|
||||
// accounts in seat order, the seat index whose turn it is, and the game status.
|
||||
// game.Service satisfies it, so chat and nudge gate on game state without a
|
||||
// dependency on the engine or the game's private state.
|
||||
type GameReader interface {
|
||||
Participants(ctx context.Context, gameID uuid.UUID) (seats []uuid.UUID, toMove int, status string, err error)
|
||||
}
|
||||
|
||||
// Sentinel errors returned by the service.
|
||||
var (
|
||||
// ErrSelfRelation is returned when an account targets itself.
|
||||
ErrSelfRelation = errors.New("social: cannot target yourself")
|
||||
// ErrRequestExists is returned when a friend request or friendship already
|
||||
// exists between the two accounts (in either direction).
|
||||
ErrRequestExists = errors.New("social: a friend request or friendship already exists")
|
||||
// ErrRequestBlocked is returned when the addressee does not accept friend
|
||||
// requests (their global toggle) or a block stands between the two accounts.
|
||||
ErrRequestBlocked = errors.New("social: the addressee is not accepting friend requests")
|
||||
// ErrRequestNotFound is returned when no pending friend request matches.
|
||||
ErrRequestNotFound = errors.New("social: no pending friend request")
|
||||
// ErrNotParticipant is returned when an account is not seated in the game.
|
||||
ErrNotParticipant = errors.New("social: account is not a player in this game")
|
||||
// ErrChatBlocked is returned when the sender has disabled chat for themselves.
|
||||
ErrChatBlocked = errors.New("social: chat is disabled for this account")
|
||||
// ErrMessageTooLong is returned when a chat message exceeds the rune limit.
|
||||
ErrMessageTooLong = errors.New("social: message exceeds the length limit")
|
||||
// ErrEmptyMessage is returned when a chat message is blank after trimming.
|
||||
ErrEmptyMessage = errors.New("social: message is empty")
|
||||
// ErrNudgeOnOwnTurn is returned when a player tries to nudge while it is their
|
||||
// own turn (there is no awaited opponent to nudge).
|
||||
ErrNudgeOnOwnTurn = errors.New("social: cannot nudge while it is your turn")
|
||||
// ErrNudgeTooSoon is returned when the per-game once-per-hour nudge limit is hit.
|
||||
ErrNudgeTooSoon = errors.New("social: a nudge was already sent in the last hour")
|
||||
// ErrGameNotActive is returned when a nudge is attempted on a finished game.
|
||||
ErrGameNotActive = errors.New("social: game is not active")
|
||||
)
|
||||
|
||||
// Service is the social domain. It is the only writer of the friendships, blocks
|
||||
// and chat_messages tables and is safe for concurrent use.
|
||||
type Service struct {
|
||||
store *Store
|
||||
accounts *account.Store
|
||||
games GameReader
|
||||
now func() time.Time
|
||||
}
|
||||
|
||||
// NewService constructs a Service. store owns the social tables; accounts supplies
|
||||
// the block toggles; games gates chat and nudge on game state.
|
||||
func NewService(store *Store, accounts *account.Store, games GameReader) *Service {
|
||||
return &Service{
|
||||
store: store,
|
||||
accounts: accounts,
|
||||
games: games,
|
||||
now: func() time.Time { return time.Now().UTC() },
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user