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.
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
+113 -199
View File
@@ -2,8 +2,7 @@ package lobby
import (
"context"
"math/rand"
"sync"
"math/rand/v2"
"time"
"github.com/google/uuid"
@@ -14,182 +13,91 @@ import (
"scrabble/backend/internal/notify"
)
// matchKey buckets the auto-match pool: two players are paired only when they chose
// the same variant and the same per-turn word rule (multipleWords), so a game always
// starts under a rule both players asked for.
type matchKey struct {
variant engine.Variant
multipleWords bool
// GameMatcher is the slice of the game domain the matchmaker drives: opening or
// joining an auto-match game, substituting a robot into one whose wait elapsed, and
// reading a player's view to enrich the opponent_joined event. game.Service satisfies
// it.
type GameMatcher interface {
OpenOrJoin(ctx context.Context, accountID uuid.UUID, params game.CreateParams, openDeadline time.Time) (game.Game, bool, error)
AttachRobot(ctx context.Context, gameID, robotID uuid.UUID) (game.Game, bool, error)
ExpiredOpen(ctx context.Context, now time.Time) ([]game.OpenGame, error)
InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error)
}
// Matchmaker is the in-memory auto-match pool: a FIFO queue per variant that pairs
// the next two humans into a two-player game, or — when no human arrives within
// the wait window — substitutes a robot. It holds no database state and is lost on
// restart (players simply re-queue). It is safe for concurrent use.
// Matchmaker turns an auto-match enqueue into a real game the player enters at once:
// it opens a game with an empty opponent seat, or joins the caller into another
// player's waiting one. A background reaper substitutes a pooled robot for any open
// game whose wait window has elapsed, guaranteeing every game gets an opponent. All
// matchmaking state is the open games in the database, so it survives a restart; the
// Matchmaker holds only the wait policy and the live-event publisher, and is safe for
// concurrent use.
//
// Auto-match is anonymous, so the pool does not consult per-user blocks (those
// govern friends, chat and invitations between known players).
//
// A player who is queued learns of a match — by a waiting human being paired, or
// by robot substitution — through Poll, the interim delivery seam: production
// delivery is a notification (session/in-app push and the platform side-service,
// docs/ARCHITECTURE.md §10), wired with the gateway in a later stage.
// Auto-match is anonymous, so it does not consult per-user blocks (those govern
// friends, chat and invitations between known players).
type Matchmaker struct {
games GameCreator
robots RobotProvider
waitDelay time.Duration
clock func() time.Time
pub notify.Publisher
log *zap.Logger
mu sync.Mutex
queues map[matchKey][]uuid.UUID
queued map[uuid.UUID]matchKey
waitingSince map[uuid.UUID]time.Time
results map[uuid.UUID]game.Game
rng *rand.Rand
games GameMatcher
robots RobotProvider
minWait time.Duration
jitter time.Duration
clock func() time.Time
pub notify.Publisher
log *zap.Logger
}
// NewMatchmaker constructs a Matchmaker that starts matched games through games
// and substitutes a robot from robots when a player waits longer than waitDelay.
func NewMatchmaker(games GameCreator, robots RobotProvider, waitDelay time.Duration, log *zap.Logger) *Matchmaker {
// NewMatchmaker constructs a Matchmaker that opens auto-match games through games and,
// after a per-game wait of minWait plus a random jitter in [0, jitter), substitutes a
// pooled robot from robots when no human has joined.
func NewMatchmaker(games GameMatcher, robots RobotProvider, minWait, jitter time.Duration, log *zap.Logger) *Matchmaker {
if log == nil {
log = zap.NewNop()
}
return &Matchmaker{
games: games,
robots: robots,
waitDelay: waitDelay,
clock: func() time.Time { return time.Now().UTC() },
pub: notify.Nop{},
log: log,
queues: make(map[matchKey][]uuid.UUID),
queued: make(map[uuid.UUID]matchKey),
waitingSince: make(map[uuid.UUID]time.Time),
results: make(map[uuid.UUID]game.Game),
rng: rand.New(rand.NewSource(time.Now().UnixNano())),
games: games,
robots: robots,
minWait: minWait,
jitter: jitter,
clock: func() time.Time { return time.Now().UTC() },
pub: notify.Nop{},
log: log,
}
}
// SetNotifier installs the live-event publisher used to push match_found to the
// seated players when a pairing or robot substitution starts a game. It must be
// called during startup wiring, before the reaper runs; the default is
// notify.Nop (no live events; waiters still discover the game via Poll).
// SetNotifier installs the live-event publisher used to push opponent_joined to a
// waiting starter when a human or a robot takes the empty seat. It must be called
// during startup wiring, before the reaper runs; the default is notify.Nop (no live
// events).
func (m *Matchmaker) SetNotifier(p notify.Publisher) {
if p != nil {
m.pub = p
}
}
// emitMatchFound pushes match_found to every seat of a freshly started game.
// Emitting to a robot seat is harmless (no client subscription exists for it).
func (m *Matchmaker) emitMatchFound(ctx context.Context, g game.Game) {
lang := g.Variant.Language() // route the push by the game's language, not the recipient's bot
intents := make([]notify.Intent, 0, len(g.Seats))
for _, s := range g.Seats {
state, err := m.games.InitialState(ctx, g.ID, s.AccountID)
if err != nil {
// A waiter still discovers the game through Poll (the ws-down fallback), so skip the
// enriched push for this seat rather than failing the match.
m.log.Warn("match_found initial state",
zap.String("game", g.ID.String()), zap.String("account", s.AccountID.String()), zap.Error(err))
continue
}
mf := notify.MatchFound(s.AccountID, g.ID, state)
mf.Language = lang
intents = append(intents, mf)
}
m.pub.Publish(intents...)
}
// EnqueueResult reports the outcome of joining the pool: either a started game or a
// queued ticket awaiting an opponent.
// EnqueueResult is the outcome of an auto-match enqueue: the game the caller now plays
// in, and whether it already had an opponent (they joined a waiting game) rather than
// being freshly opened and still awaiting one.
type EnqueueResult struct {
Matched bool
Game game.Game
}
// Enqueue joins accountID to the auto-match pool for variant under the chosen
// per-turn word rule (multipleWords). If an opponent already waits for the same
// variant and rule, the two are paired (seat order randomised for first-move
// fairness) and a game starts immediately; otherwise the account waits, and a later
// pairing or robot substitution is delivered through Poll. An account already waiting
// in any pool gets ErrAlreadyQueued.
// Enqueue resolves an auto-match request for accountID under variant and the per-turn
// word rule (multipleWords) into the game they enter immediately — a freshly opened
// game awaiting an opponent, the caller's own still-open game (a re-enqueue is
// idempotent), or another player's open game they just joined. When the caller joins
// an existing game, opponent_joined is pushed to that game's waiting starter.
func (m *Matchmaker) Enqueue(ctx context.Context, accountID uuid.UUID, variant engine.Variant, multipleWords bool) (EnqueueResult, error) {
key := matchKey{variant: variant, multipleWords: multipleWords}
m.mu.Lock()
if _, ok := m.queued[accountID]; ok {
m.mu.Unlock()
return EnqueueResult{}, ErrAlreadyQueued
}
q := m.queues[key]
if len(q) == 0 {
m.queues[key] = append(q, accountID)
m.queued[accountID] = key
m.waitingSince[accountID] = m.clock()
m.mu.Unlock()
return EnqueueResult{}, nil
}
opponent := q[0]
m.removeLocked(opponent, key)
seats := []uuid.UUID{opponent, accountID}
if m.rng.Intn(2) == 0 {
seats[0], seats[1] = seats[1], seats[0]
}
m.mu.Unlock()
g, err := m.games.Create(ctx, autoMatchParams(key, seats))
g, joined, err := m.games.OpenOrJoin(ctx, accountID, autoMatchParams(variant, multipleWords), m.openDeadline())
if err != nil {
return EnqueueResult{}, err
}
// The opponent was waiting; record the game so they can collect it via Poll.
m.mu.Lock()
m.results[opponent] = g
m.mu.Unlock()
m.emitMatchFound(ctx, g)
return EnqueueResult{Matched: true, Game: g}, nil
}
// Poll reports whether accountID has been matched since it queued, returning the
// started game once (the result is drained on read). It reports Matched=false
// while the account is still waiting or has no pending result.
func (m *Matchmaker) Poll(_ context.Context, accountID uuid.UUID) (EnqueueResult, error) {
m.mu.Lock()
defer m.mu.Unlock()
if g, ok := m.results[accountID]; ok {
delete(m.results, accountID)
return EnqueueResult{Matched: true, Game: g}, nil
if joined {
m.announceOpponent(ctx, g, accountID)
}
return EnqueueResult{}, nil
return EnqueueResult{Matched: joined, Game: g}, nil
}
// Cancel removes accountID from whatever pool it waits in and drops any pending
// matched result, reporting whether it was queued. Clearing the result closes the
// race where the reaper substituted a robot just before the player cancelled: the
// stale game must not later surface through Poll as a game the player did not want.
func (m *Matchmaker) Cancel(_ context.Context, accountID uuid.UUID) bool {
m.mu.Lock()
defer m.mu.Unlock()
delete(m.results, accountID)
key, ok := m.queued[accountID]
if !ok {
return false
}
m.removeLocked(accountID, key)
return true
}
// QueueLen returns the number of accounts waiting in the variant pool, summed across
// both per-turn word rules.
func (m *Matchmaker) QueueLen(variant engine.Variant) int {
m.mu.Lock()
defer m.mu.Unlock()
return len(m.queues[matchKey{variant: variant, multipleWords: false}]) +
len(m.queues[matchKey{variant: variant, multipleWords: true}])
}
// RunReaper substitutes a robot for any player that has waited past waitDelay,
// scanning every interval until ctx is cancelled. It is started once from main.
// RunReaper substitutes a robot for any open game past its wait window, scanning every
// interval until ctx is cancelled. It is started once from main.
func (m *Matchmaker) RunReaper(ctx context.Context, interval time.Duration) {
ticker := time.NewTicker(interval)
defer ticker.Stop()
@@ -203,77 +111,83 @@ func (m *Matchmaker) RunReaper(ctx context.Context, interval time.Duration) {
}
}
// Reap pairs every player that has waited past waitDelay with a freshly picked
// robot and starts the game, recording it for the player's Poll. RunReaper calls
// it on a timer; it takes now explicitly so tests and ops can drive a single pass
// at a chosen instant. A waiter is only dequeued once a robot is secured, so a
// momentarily empty pool just defers substitution to a later tick.
// Reap substitutes a robot into every open game whose wait window elapsed by now and
// pushes opponent_joined to its starter. RunReaper calls it on a timer; it takes now
// explicitly so tests and ops can drive a single pass at a chosen instant. A game for
// which no robot is available is left for a later tick.
func (m *Matchmaker) Reap(ctx context.Context, now time.Time) {
type sub struct {
human uuid.UUID
key matchKey
seats []uuid.UUID
due, err := m.games.ExpiredOpen(ctx, now)
if err != nil {
m.log.Warn("scan open games", zap.Error(err))
return
}
m.mu.Lock()
var due []uuid.UUID
for acc, since := range m.waitingSince {
if now.Sub(since) >= m.waitDelay {
due = append(due, acc)
}
}
var subs []sub
for _, acc := range due {
key := m.queued[acc]
robotID, err := m.robots.Pick(key.variant)
for _, og := range due {
robotID, err := m.robots.Pick(og.Variant)
if err != nil {
m.log.Warn("robot substitution deferred", zap.Error(err))
continue
}
m.removeLocked(acc, key)
seats := []uuid.UUID{acc, robotID}
if m.rng.Intn(2) == 0 {
seats[0], seats[1] = seats[1], seats[0]
}
subs = append(subs, sub{human: acc, key: key, seats: seats})
}
m.mu.Unlock()
for _, s := range subs {
g, err := m.games.Create(ctx, autoMatchParams(s.key, s.seats))
g, attached, err := m.games.AttachRobot(ctx, og.ID, robotID)
if err != nil {
m.log.Warn("robot substitution failed", zap.String("human", s.human.String()), zap.Error(err))
m.log.Warn("robot substitution failed", zap.String("game", og.ID.String()), zap.Error(err))
continue
}
m.mu.Lock()
m.results[s.human] = g
m.mu.Unlock()
m.emitMatchFound(ctx, g)
if !attached {
continue // a human joined first between the scan and the substitution
}
m.announceOpponent(ctx, g, robotID)
}
}
// removeLocked drops accountID from the queue, the queued index and the waiting
// clock. The caller holds m.mu.
func (m *Matchmaker) removeLocked(accountID uuid.UUID, key matchKey) {
delete(m.queued, accountID)
delete(m.waitingSince, accountID)
q := m.queues[key]
for i, id := range q {
if id == accountID {
m.queues[key] = append(q[:i], q[i+1:]...)
break
// announceOpponent pushes opponent_joined to the game's waiting starter — the seat
// that is not joinerID — so its client fills the opponent card and re-enables resign
// and chat in place. Routed by the game's language, like every game push.
func (m *Matchmaker) announceOpponent(ctx context.Context, g game.Game, joinerID uuid.UUID) {
starter, ok := otherSeat(g, joinerID)
if !ok {
return
}
state, err := m.games.InitialState(ctx, g.ID, starter)
if err != nil {
m.log.Warn("opponent_joined initial state",
zap.String("game", g.ID.String()), zap.String("account", starter.String()), zap.Error(err))
return
}
intent := notify.OpponentJoined(starter, g.ID, state)
intent.Language = g.Variant.Language()
m.pub.Publish(intent)
}
// openDeadline is when the reaper substitutes a robot for a game opened now: a fixed
// minimum wait plus a random jitter, so the substitution time varies per game.
func (m *Matchmaker) openDeadline() time.Time {
d := m.minWait
if m.jitter > 0 {
d += rand.N(m.jitter)
}
return m.clock().Add(d)
}
// otherSeat returns the account at the seat that is not accountID — the open game's
// starter when accountID is the joiner — and false when no seat differs or it is still
// empty.
func otherSeat(g game.Game, accountID uuid.UUID) (uuid.UUID, bool) {
for _, s := range g.Seats {
if s.AccountID != accountID && s.AccountID != uuid.Nil {
return s.AccountID, true
}
}
return uuid.Nil, false
}
// autoMatchParams builds the create parameters for a two-player auto-match with
// the casual defaults.
func autoMatchParams(key matchKey, seats []uuid.UUID) game.CreateParams {
// autoMatchParams builds the create parameters for a two-player auto-match with the
// casual defaults; the game service assembles the seats and pins the bag seed.
func autoMatchParams(variant engine.Variant, multipleWords bool) game.CreateParams {
return game.CreateParams{
Variant: key.variant,
Seats: seats,
Variant: variant,
TurnTimeout: game.DefaultTurnTimeout,
HintsAllowed: autoMatchHintsAllowed,
HintsPerPlayer: autoMatchHintsPerPlayer,
MultipleWordsPerTurn: key.multipleWords,
MultipleWordsPerTurn: multipleWords,
}
}