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
+14 -6
View File
@@ -1,6 +1,8 @@
package server
import (
"github.com/google/uuid"
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
@@ -186,9 +188,16 @@ const awayTimeLayout = "15:04"
func gameDTOFromGame(g game.Game) gameDTO {
seats := make([]seatDTO, 0, len(g.Seats))
for _, s := range g.Seats {
// An open game's still-empty opponent seat has no account: emit an empty id (the
// display name is left empty by fillSeatNames) so the client shows "searching for
// opponent" rather than the nil-UUID.
accountID := ""
if s.AccountID != uuid.Nil {
accountID = s.AccountID.String()
}
seats = append(seats, seatDTO{
Seat: s.Seat,
AccountID: s.AccountID.String(),
AccountID: accountID,
Score: s.Score,
HintsUsed: s.HintsUsed,
IsWinner: s.IsWinner,
@@ -277,13 +286,12 @@ func stateDTOFrom(v game.StateView, includeAlphabet bool) (stateDTO, error) {
return dto, nil
}
// matchDTOFrom projects an enqueue/poll result into its DTO.
// matchDTOFrom projects an enqueue result into its DTO. Enqueue always lands the
// caller in a game (freshly opened or joined), so the game is always present; Matched
// reports whether it already had an opponent.
func matchDTOFrom(r lobby.EnqueueResult) matchDTO {
if !r.Matched {
return matchDTO{Matched: false}
}
g := gameDTOFromGame(r.Game)
return matchDTO{Matched: true, Game: &g}
return matchDTO{Matched: r.Matched, Game: &g}
}
// chatDTOFrom projects a chat message into its DTO.
+2 -4
View File
@@ -76,8 +76,6 @@ func (s *Server) registerRoutes() {
}
if s.matchmaker != nil {
u.POST("/lobby/enqueue", s.handleEnqueue)
u.POST("/lobby/cancel", s.handleCancel)
u.GET("/lobby/poll", s.handlePoll)
}
if s.invitations != nil {
u.GET("/invitations", s.handleListInvitations)
@@ -161,14 +159,14 @@ func statusForError(err error) (int, string) {
return http.StatusConflict, "nudge_own_turn"
case errors.Is(err, game.ErrFinished), errors.Is(err, social.ErrGameNotActive):
return http.StatusConflict, "game_finished"
case errors.Is(err, game.ErrNoOpponentYet):
return http.StatusConflict, "no_opponent_yet"
case errors.Is(err, game.ErrGameActive):
return http.StatusConflict, "game_active"
case errors.Is(err, account.ErrInvalidProfile):
return http.StatusBadRequest, "invalid_profile"
case errors.Is(err, account.ErrAlreadyConfirmed):
return http.StatusConflict, "already_confirmed"
case errors.Is(err, lobby.ErrAlreadyQueued):
return http.StatusConflict, "already_queued"
case errors.Is(err, lobby.ErrInvalidInvitation):
return http.StatusBadRequest, "invalid_invitation"
case errors.Is(err, lobby.ErrInvitationBlocked):
+4 -35
View File
@@ -133,13 +133,15 @@ func (s *Server) handleGameState(c *gin.Context) {
c.JSON(http.StatusOK, dto)
}
// enqueueRequest joins the per-variant auto-match pool under a per-turn word rule.
// enqueueRequest enters per-variant auto-match under a per-turn word rule.
type enqueueRequest struct {
Variant string `json:"variant"`
MultipleWordsPerTurn bool `json:"multiple_words_per_turn"`
}
// handleEnqueue joins the auto-match pool for a variant.
// handleEnqueue enters the caller into auto-match for a variant and returns the game
// they land in immediately: a freshly opened game awaiting an opponent, or another
// player's open game they just joined. The client navigates straight into the game.
func (s *Server) handleEnqueue(c *gin.Context) {
uid, ok := userID(c)
if !ok {
@@ -168,39 +170,6 @@ func (s *Server) handleEnqueue(c *gin.Context) {
c.JSON(http.StatusOK, dto)
}
// handleCancel removes the caller from the auto-match pool (and drops any pending
// matched result), so a cancelled quick-match neither blocks a re-queue nor later
// surfaces a robot-substituted game the player abandoned. It is idempotent: cancelling
// when not queued is a no-op success.
func (s *Server) handleCancel(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
s.matchmaker.Cancel(c.Request.Context(), uid)
c.Status(http.StatusNoContent)
}
// handlePoll reports whether the caller has been paired since queueing.
func (s *Server) handlePoll(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
res, err := s.matchmaker.Poll(c.Request.Context(), uid)
if err != nil {
s.abortErr(c, err)
return
}
dto := matchDTOFrom(res)
if dto.Game != nil {
s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
}
c.JSON(http.StatusOK, dto)
}
// chatPostRequest posts a per-game chat message.
type chatPostRequest struct {
Body string `json:"body"`