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
+20 -9
View File
@@ -5,22 +5,30 @@ import (
"time"
)
// Config configures the matchmaking pool's robot substitution.
// Config configures auto-match robot substitution: how long an open game waits for a
// human opponent before a robot is substituted, and how often the reaper scans.
type Config struct {
// RobotWait is how long an auto-match player waits for a human before a robot
// is substituted. Sourced from BACKEND_LOBBY_ROBOT_WAIT.
// RobotWait is the fixed minimum an open auto-match game waits for a human
// opponent before it is eligible for robot substitution. Sourced from
// BACKEND_LOBBY_ROBOT_WAIT.
RobotWait time.Duration
// ReaperInterval is how often the substitution reaper scans for over-waited
// players. Sourced from BACKEND_LOBBY_REAPER_INTERVAL.
// RobotWaitJitter is a random extra wait in [0, RobotWaitJitter) added on top of
// RobotWait per game, so the substitution time varies. Sourced from
// BACKEND_LOBBY_ROBOT_WAIT_JITTER.
RobotWaitJitter time.Duration
// ReaperInterval is how often the reaper scans for open games due for a robot.
// Sourced from BACKEND_LOBBY_REAPER_INTERVAL.
ReaperInterval time.Duration
}
// DefaultConfig returns the matchmaking defaults: a 10-second wait
// (docs/ARCHITECTURE.md §7) scanned every second.
// DefaultConfig returns the matchmaking defaults: a guaranteed 90-second wait for a
// human plus up to 90 random seconds (90180 s total) before a robot substitutes
// (docs/ARCHITECTURE.md §7), scanned every five seconds.
func DefaultConfig() Config {
return Config{
RobotWait: 10 * time.Second,
ReaperInterval: time.Second,
RobotWait: 90 * time.Second,
RobotWaitJitter: 90 * time.Second,
ReaperInterval: 5 * time.Second,
}
}
@@ -29,6 +37,9 @@ func (c Config) Validate() error {
if c.RobotWait <= 0 {
return fmt.Errorf("lobby: robot wait must be positive, got %s", c.RobotWait)
}
if c.RobotWaitJitter < 0 {
return fmt.Errorf("lobby: robot wait jitter must not be negative, got %s", c.RobotWaitJitter)
}
if c.ReaperInterval <= 0 {
return fmt.Errorf("lobby: reaper interval must be positive, got %s", c.ReaperInterval)
}