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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@@ -1,9 +1,10 @@
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// Package lobby forms games: an in-memory matchmaking pool that pairs two humans
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// for an auto-match, and friend-game invitations (invite -> accept) that start a
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// 2-4 player game once every invitee has accepted. Both produce a game through the
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// game domain (a GameCreator); neither imports the engine. The matchmaking pool
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// is in-memory and lost on restart (players re-queue); the robot that substitutes
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// for a missing human after a short wait is added in a later stage.
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// Package lobby forms games: an auto-match maker that drops a player straight into a
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// game with an empty opponent seat (or joins them into another player's waiting one),
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// and friend-game invitations (invite -> accept) that start a 2-4 player game once
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// every invitee has accepted. Both produce games through the game domain; neither
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// imports the engine. Auto-match state is the open games in the database, so it
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// survives a restart; a background reaper substitutes a pooled robot for any open game
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// that waits too long, guaranteeing every game gets an opponent.
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package lobby
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import (
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@@ -22,8 +23,8 @@ import (
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type GameCreator interface {
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Create(ctx context.Context, params game.CreateParams) (game.Game, error)
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// InitialState returns a seated player's full initial view of a started game, used
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// to enrich the match_found / game_started events so the client renders the new game
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// without a follow-up fetch.
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// to enrich the game_started event so the client renders the new game without a
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// follow-up fetch.
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InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error)
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}
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@@ -51,8 +52,6 @@ const (
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// Sentinel errors returned by the lobby.
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var (
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// ErrAlreadyQueued is returned when an account already waits in a pool.
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ErrAlreadyQueued = errors.New("lobby: account already in the matchmaking pool")
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// ErrInvalidInvitation is returned for a malformed invitation (bad player
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// count, duplicate or self invitee, or unacceptable settings).
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ErrInvalidInvitation = errors.New("lobby: invalid invitation")
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