feat(lobby): enter the game immediately and wait for the opponent inside it
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 1s
CI / deploy (pull_request) Successful in 1m4s

Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place.

Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent".

Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated.
This commit is contained in:
Ilia Denisov
2026-06-12 16:00:22 +02:00
parent 10dc1f0d48
commit c305363ccd
42 changed files with 1248 additions and 768 deletions
+9 -1
View File
@@ -1,6 +1,8 @@
package game
import (
"github.com/google/uuid"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/notify"
)
@@ -21,9 +23,15 @@ func gameSummary(g Game, names []string) notify.GameSummary {
if s.Seat >= 0 && s.Seat < len(names) {
name = names[s.Seat]
}
// An open game's still-empty opponent seat carries no account: send an empty id
// (not the nil-UUID string) so the client renders it as "searching for opponent".
accountID := ""
if s.AccountID != uuid.Nil {
accountID = s.AccountID.String()
}
seats = append(seats, notify.SeatStanding{
Seat: s.Seat,
AccountID: s.AccountID.String(),
AccountID: accountID,
DisplayName: name,
Score: s.Score,
HintsUsed: s.HintsUsed,