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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@@ -133,13 +133,15 @@ func (s *Server) handleGameState(c *gin.Context) {
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c.JSON(http.StatusOK, dto)
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}
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// enqueueRequest joins the per-variant auto-match pool under a per-turn word rule.
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// enqueueRequest enters per-variant auto-match under a per-turn word rule.
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type enqueueRequest struct {
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Variant string `json:"variant"`
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MultipleWordsPerTurn bool `json:"multiple_words_per_turn"`
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}
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// handleEnqueue joins the auto-match pool for a variant.
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// handleEnqueue enters the caller into auto-match for a variant and returns the game
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// they land in immediately: a freshly opened game awaiting an opponent, or another
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// player's open game they just joined. The client navigates straight into the game.
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func (s *Server) handleEnqueue(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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@@ -168,39 +170,6 @@ func (s *Server) handleEnqueue(c *gin.Context) {
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c.JSON(http.StatusOK, dto)
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}
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// handleCancel removes the caller from the auto-match pool (and drops any pending
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// matched result), so a cancelled quick-match neither blocks a re-queue nor later
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// surfaces a robot-substituted game the player abandoned. It is idempotent: cancelling
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// when not queued is a no-op success.
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func (s *Server) handleCancel(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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s.matchmaker.Cancel(c.Request.Context(), uid)
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c.Status(http.StatusNoContent)
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}
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// handlePoll reports whether the caller has been paired since queueing.
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func (s *Server) handlePoll(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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res, err := s.matchmaker.Poll(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto := matchDTOFrom(res)
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if dto.Game != nil {
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s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
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}
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c.JSON(http.StatusOK, dto)
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}
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// chatPostRequest posts a per-game chat message.
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type chatPostRequest struct {
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Body string `json:"body"`
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