feat(lobby): enter the game immediately and wait for the opponent inside it
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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.
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@@ -30,31 +30,67 @@ func englishInvite() lobby.InvitationSettings {
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}
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}
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func TestMatchmakingPairsAndStartsGame(t *testing.T) {
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func TestMatchmakingOpensThenJoins(t *testing.T) {
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ctx := context.Background()
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mm := newMatchmaker(t, newRobotService(t, newGameService()), 10*time.Second)
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clearOpenGames(t)
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mm := newMatchmaker(t, newRobotService(t, newGameService()), 90*time.Second, 90*time.Second)
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a, b := provisionAccount(t), provisionAccount(t)
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// The first player opens a game and enters it immediately, still awaiting an opponent.
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r1, err := mm.Enqueue(ctx, a, engine.VariantEnglish, true)
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if err != nil {
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t.Fatalf("enqueue a: %v", err)
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}
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if r1.Matched {
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t.Fatal("first enqueue must wait")
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t.Fatal("first enqueue must open a game awaiting an opponent, not match")
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}
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if _, _, status, err := newGameService().Participants(ctx, r1.Game.ID); err != nil || status != "open" {
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t.Fatalf("opened game status = %q err %v, want open", status, err)
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}
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// A second player for the same variant and rule joins that open game, which starts.
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r2, err := mm.Enqueue(ctx, b, engine.VariantEnglish, true)
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if err != nil {
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t.Fatalf("enqueue b: %v", err)
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}
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if !r2.Matched {
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t.Fatal("second enqueue must match")
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if !r2.Matched || r2.Game.ID != r1.Game.ID {
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t.Fatalf("second enqueue = (matched %v, game %s), want it to join the open game %s", r2.Matched, r2.Game.ID, r1.Game.ID)
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}
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seats, _, status, err := newGameService().Participants(ctx, r2.Game.ID)
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if err != nil {
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t.Fatalf("participants: %v", err)
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}
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if status != "active" || len(seats) != 2 {
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t.Fatalf("matched game state: status %q seats %v", status, seats)
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has := func(id uuid.UUID) bool {
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for _, s := range seats {
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if s == id {
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return true
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}
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}
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return false
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}
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if status != "active" || len(seats) != 2 || !has(a) || !has(b) {
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t.Fatalf("joined game: status %q seats %v (want active with a=%s and b=%s)", status, seats, a, b)
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}
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}
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// TestMatchmakingReEnqueueReturnsOwnOpenGame checks a re-enqueue is idempotent: the
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// caller gets their existing open game rather than a second one.
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func TestMatchmakingReEnqueueReturnsOwnOpenGame(t *testing.T) {
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ctx := context.Background()
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clearOpenGames(t)
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mm := newMatchmaker(t, newRobotService(t, newGameService()), 90*time.Second, 90*time.Second)
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a := provisionAccount(t)
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r1, err := mm.Enqueue(ctx, a, engine.VariantEnglish, true)
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if err != nil {
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t.Fatalf("enqueue: %v", err)
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}
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r2, err := mm.Enqueue(ctx, a, engine.VariantEnglish, true)
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if err != nil {
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t.Fatalf("re-enqueue: %v", err)
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}
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if r2.Game.ID != r1.Game.ID || r2.Matched {
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t.Fatalf("re-enqueue = (game %s, matched %v), want the same open game %s unmatched", r2.Game.ID, r2.Matched, r1.Game.ID)
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}
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}
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