feat: AI-game refinements (GCG, your_turn, admin, metrics)
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Follow-ups on the honest-AI game, same PR: - GCG export labels the robot seat "AI" instead of its pool name (ExportGCG overrides via accounts.IsRobot); the in-app 🤖 is unchanged. - vs_ai games emit no your_turn (the robot replies instantly, so it would be redundant); opponent_moved still advances the UI. - Admin console shows the AI flag: a 🤖 column in /games and an "AI game" line on the game card (GameRow/GameDetailView gain VsAI). - games_started_total / games_abandoned_total gain a vs_ai attribute; the Grafana Game-domain dashboard splits started/abandoned into human and AI panels. Tests: metrics unit (vs_ai split); integration (no your_turn, GCG "AI").
This commit is contained in:
@@ -7,6 +7,7 @@
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<li><b>Variant</b> {{.Variant}}</li>
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<li><b>Dictionary</b> {{.DictVersion}}</li>
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<li><b>Status</b> {{.Status}}{{if .EndReason}} ({{.EndReason}}){{end}}</li>
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<li><b>AI game</b> {{if .VsAI}}🤖 yes{{else}}no{{end}}</li>
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<li><b>Players</b> {{.Players}}</li>
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<li><b>To move</b> seat {{.ToMove}}</li>
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<li><b>Moves</b> {{.MoveCount}}</li>
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@@ -8,11 +8,11 @@
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<a href="/_gm/games?status=finished"{{if eq .Status "finished"}} class="active"{{end}}>finished</a>
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</nav>
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<table class="list">
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<thead><tr><th>Game</th><th>Variant</th><th>Status</th><th class="num">Players</th><th>Updated</th></tr></thead>
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<thead><tr><th>Game</th><th>Variant</th><th>Status</th><th>🤖</th><th class="num">Players</th><th>Updated</th></tr></thead>
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<tbody>
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{{range .Items}}
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<tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Status}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr>
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{{else}}<tr><td colspan="5"><span class="note">no games</span></td></tr>{{end}}
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<tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Status}}</td><td>{{if .VsAI}}🤖{{end}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr>
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{{else}}<tr><td colspan="6"><span class="note">no games</span></td></tr>{{end}}
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</tbody>
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</table>
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<nav class="pager">
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@@ -192,6 +192,8 @@ type GameRow struct {
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Status string
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Players int
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UpdatedAt string
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// VsAI marks an honest-AI game (rendered as 🤖 in the list's AI column).
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VsAI bool
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}
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// GamesView is the paginated games list, optionally filtered by status.
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@@ -214,7 +216,9 @@ type GameDetailView struct {
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CreatedAt string
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UpdatedAt string
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FinishedAt string
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Seats []SeatRow
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// VsAI marks an honest-AI game (shown as a 🤖 flag in the summary).
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VsAI bool
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Seats []SeatRow
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// HasRobot is true when any seat is a robot, gating the robot-target caption;
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// RobotTargetPct is the configured global play-to-win rate, in percent.
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HasRobot bool
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@@ -101,15 +101,22 @@ func phaseOf(moveCount int) string {
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}
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}
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// recordStarted counts one started game of variant.
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func (m *gameMetrics) recordStarted(ctx context.Context, v engine.Variant) {
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m.started.Add(ctx, 1, variantAttr(v))
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// recordStarted counts one started game of variant, split by whether it is an
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// honest-AI game (the vs_ai attribute), so AI and human games chart separately.
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func (m *gameMetrics) recordStarted(ctx context.Context, v engine.Variant, vsAI bool) {
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m.started.Add(ctx, 1, gameKindAttr(v, vsAI))
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}
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// recordAbandoned counts one seat dropped by the turn-timeout sweeper in a game of
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// variant.
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func (m *gameMetrics) recordAbandoned(ctx context.Context, v engine.Variant) {
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m.abandoned.Add(ctx, 1, variantAttr(v))
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// variant, split by the vs_ai attribute (an AI game's abandon is the 7-day rule).
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func (m *gameMetrics) recordAbandoned(ctx context.Context, v engine.Variant, vsAI bool) {
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m.abandoned.Add(ctx, 1, gameKindAttr(v, vsAI))
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}
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// gameKindAttr is the (variant, vs_ai) attribute set shared by the started and
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// abandoned counters so AI and human games are split on the same labels.
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func gameKindAttr(v engine.Variant, vsAI bool) metric.MeasurementOption {
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return metric.WithAttributes(attribute.String("variant", v.String()), attribute.Bool("vs_ai", vsAI))
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}
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// variantAttr is the shared "variant" attribute option, usable for both Record and
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@@ -20,10 +20,12 @@ func TestGameMetrics(t *testing.T) {
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meter := sdkmetric.NewMeterProvider(sdkmetric.WithReader(reader)).Meter("test")
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m := newGameMetrics(meter)
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m.recordStarted(ctx, engine.VariantEnglish)
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m.recordStarted(ctx, engine.VariantEnglish)
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m.recordStarted(ctx, engine.VariantRussianScrabble)
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m.recordAbandoned(ctx, engine.VariantErudit)
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m.recordStarted(ctx, engine.VariantEnglish, false)
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m.recordStarted(ctx, engine.VariantEnglish, false)
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m.recordStarted(ctx, engine.VariantRussianScrabble, false)
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m.recordStarted(ctx, engine.VariantEnglish, true) // an honest-AI game
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m.recordAbandoned(ctx, engine.VariantErudit, false)
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m.recordAbandoned(ctx, engine.VariantEnglish, true) // an AI game abandoned (the 7-day rule)
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m.recordReplay(ctx, engine.VariantEnglish, time.Now().Add(-time.Millisecond))
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m.recordValidate(ctx, engine.VariantRussianScrabble, time.Now().Add(-time.Millisecond))
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m.recordMoveDuration(ctx, engine.VariantEnglish, 3, 5*time.Second)
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@@ -35,11 +37,15 @@ func TestGameMetrics(t *testing.T) {
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}
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started := counterByAttr(t, rm, "games_started_total", "variant")
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if started["scrabble_en"] != 2 || started["scrabble_ru"] != 1 {
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t.Errorf("games_started_total = %v, want scrabble_en:2 scrabble_ru:1", started)
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if started["scrabble_en"] != 3 || started["scrabble_ru"] != 1 {
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t.Errorf("games_started_total = %v, want scrabble_en:3 scrabble_ru:1", started)
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}
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if abandoned := counterByAttr(t, rm, "games_abandoned_total", "variant"); abandoned["erudit_ru"] != 1 {
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t.Errorf("games_abandoned_total = %v, want erudit_ru:1", abandoned)
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// The vs_ai attribute splits AI from human games for the per-kind Grafana panels.
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if byKind := counterByAttr(t, rm, "games_started_total", "vs_ai"); byKind["false"] != 3 || byKind["true"] != 1 {
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t.Errorf("games_started_total by vs_ai = %v, want false:3 true:1", byKind)
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}
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if abandoned := counterByAttr(t, rm, "games_abandoned_total", "vs_ai"); abandoned["false"] != 1 || abandoned["true"] != 1 {
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t.Errorf("games_abandoned_total by vs_ai = %v, want false:1 true:1", abandoned)
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}
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if c := histogramCount(t, rm, "game_replay_duration"); c != 1 {
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t.Errorf("game_replay_duration observations = %d, want 1", c)
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@@ -78,7 +84,7 @@ func counterByAttr(t *testing.T, rm metricdata.ResourceMetrics, name, attr strin
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}
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for _, dp := range sum.DataPoints {
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v, _ := dp.Attributes.Value(attribute.Key(attr))
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out[v.AsString()] += dp.Value
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out[v.Emit()] += dp.Value // Emit renders any attribute type (string or bool) to a key
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}
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}
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}
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@@ -235,7 +235,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
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return Game{}, err
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}
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svc.cache.put(id, g, params.Variant.String())
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svc.metrics.recordStarted(ctx, params.Variant)
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svc.metrics.recordStarted(ctx, params.Variant, params.VsAI)
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created, err := svc.store.GetGame(ctx, id)
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if err != nil {
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return Game{}, err
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@@ -303,7 +303,7 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
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return Game{}, false, err
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}
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if created {
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svc.metrics.recordStarted(ctx, params.Variant)
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svc.metrics.recordStarted(ctx, params.Variant, params.VsAI)
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}
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g, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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@@ -645,8 +645,9 @@ func (svc *Service) commit(ctx context.Context, gameID uuid.UUID, g *engine.Game
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// emitMove publishes the live events for a just-committed move: opponent_moved to
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// every seat — including the actor's own account, so the mover's other devices (and
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// their lobby) refresh too — and your_turn to the next mover while the game is still
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// active. opponent_moved is in-app only (the gateway never turns it into an
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// their lobby) refresh too — and, in human games only, your_turn to the next mover
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// while the game is still active (an honest-AI game suppresses your_turn, since the
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// robot replies at once). opponent_moved is in-app only (the gateway never turns it into an
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// out-of-app push), so the actor is not notified out of band about their own move.
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// Delivery is best-effort (notify.Publisher never blocks) and the gateway fans each
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// event out to all of the recipient's live streams.
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@@ -666,7 +667,10 @@ func (svc *Service) emitMove(ctx context.Context, post Game, rec engine.MoveReco
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lang := post.Variant.Language()
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switch post.Status {
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case StatusActive:
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if next, ok := seatAccount(post.Seats, post.ToMove); ok {
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// Honest-AI games suppress your_turn: the robot replies instantly, so a "your turn"
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// notification would arrive together with the AI's move and carry no value — the
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// human's UI already advances from opponent_moved. Only human games signal the mover.
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if next, ok := seatAccount(post.Seats, post.ToMove); ok && !post.VsAI {
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deadline := post.TurnStartedAt.Add(post.TurnTimeout)
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action := rec.Action.String()
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word := ""
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@@ -674,9 +678,6 @@ func (svc *Service) emitMove(ctx context.Context, post Game, rec engine.MoveReco
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word = rec.Words[0]
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}
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opponent := svc.displayName(ctx, post.Seats, rec.Player)
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if post.VsAI {
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opponent = aiOpponentName // the player chose an AI game; show the robot as 🤖, not its pool name
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}
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yourTurn := notify.YourTurn(next, post.ID, deadline, opponent, action, word, scoreLine(post, post.ToMove), post.MoveCount)
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yourTurn.Language = lang
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intents = append(intents, yourTurn)
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@@ -809,7 +810,7 @@ func (svc *Service) timeoutGame(ctx context.Context, gameID uuid.UUID, now time.
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if _, err := svc.commit(ctx, gameID, g, rec, "timeout", rackBefore, nil, cur.Seats, cur.VsAI); err != nil {
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return false, err
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}
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svc.metrics.recordAbandoned(ctx, cur.Variant)
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svc.metrics.recordAbandoned(ctx, cur.Variant, cur.VsAI)
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return true, nil
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}
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@@ -1210,7 +1211,16 @@ func (svc *Service) ExportGCG(ctx context.Context, gameID uuid.UUID) (string, er
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if err != nil {
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return "", err
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}
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return writeGCG(g, svc.seatNames(ctx, g), moves), nil
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names := svc.seatNames(ctx, g)
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if g.VsAI {
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// Label the robot seat "AI" in an honest-AI game's export, not its pool name.
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for _, s := range g.Seats {
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if robot, err := svc.accounts.IsRobot(ctx, s.AccountID); err == nil && robot {
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names[s.Seat] = aiPlayerName
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}
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}
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}
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return writeGCG(g, names, moves), nil
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}
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// liveGame returns the live engine.Game for pre, rebuilding it from the journal
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@@ -87,10 +87,10 @@ const DefaultTurnTimeout = 24 * time.Hour
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// one of AllowedTurnTimeouts (never offered in the creation UI).
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const AIInactivityTimeout = 7 * 24 * time.Hour
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// aiOpponentName is the display marker shown for the robot in an honest-AI game's
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// out-of-app pushes, so the player who chose an AI game never sees the robot's
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// human-like pool name. The in-app UI applies the same 🤖 from the game's vs_ai flag.
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const aiOpponentName = "🤖"
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// aiPlayerName labels the robot seat in an honest-AI game's GCG export, so a downloaded
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// game file shows a clean "AI" rather than the robot's human-like pool name (the in-app
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// UI shows 🤖 from the game's vs_ai flag).
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const aiPlayerName = "AI"
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// CreateParams describes a new game. Seats lists the seated accounts in turn
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// order (seat 0 moves first); lobby/matchmaking assembles it in a later stage.
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@@ -5,13 +5,16 @@ package inttest
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import (
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"context"
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"errors"
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"strings"
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"testing"
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"time"
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"github.com/google/uuid"
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/notify"
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"scrabble/backend/internal/robot"
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"scrabble/backend/internal/social"
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)
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@@ -173,6 +176,78 @@ func TestAIGameSevenDayTimeout(t *testing.T) {
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}
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}
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// TestAIGameSuppressesYourTurn checks an honest-AI game emits opponent_moved but no your_turn:
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// the robot replies instantly, so a "your turn" signal would arrive with the AI's move and be
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// pointless (the human's UI advances from opponent_moved).
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func TestAIGameSuppressesYourTurn(t *testing.T) {
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ctx := context.Background()
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svc := newGameService()
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pub := &capturePublisher{}
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svc.SetNotifier(pub)
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robots := newRobotService(t, svc)
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if err := robots.EnsurePool(ctx); err != nil {
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t.Fatalf("ensure pool: %v", err)
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}
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seed := openingSeed(t)
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g, human, _ := startAIGame(t, svc, robots, true, seed) // human at seat 0, to move
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hint, ok := newMirror(t, seed, 2).HintView()
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if !ok || len(hint.Tiles) == 0 {
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t.Fatal("no opening move for the seed")
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}
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if _, err := svc.SubmitPlay(ctx, g.ID, human, hint.Tiles); err != nil {
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t.Fatalf("human play: %v", err)
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}
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var opponentMoved, yourTurn int
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pub.mu.Lock()
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for _, in := range pub.intents {
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switch in.Kind {
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case notify.KindYourTurn:
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yourTurn++
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case notify.KindOpponentMoved:
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opponentMoved++
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}
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}
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pub.mu.Unlock()
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if yourTurn != 0 {
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t.Errorf("an AI game must emit no your_turn; got %d", yourTurn)
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}
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if opponentMoved == 0 {
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t.Error("an AI game must still emit opponent_moved so the human's UI advances")
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}
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}
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// TestAIGameGCGLabelsRobotAI checks the GCG export of an honest-AI game labels the robot seat
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// "AI" rather than leaking its human-like pool name.
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func TestAIGameGCGLabelsRobotAI(t *testing.T) {
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ctx := context.Background()
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svc := newGameService()
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robots := newRobotService(t, svc)
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if err := robots.EnsurePool(ctx); err != nil {
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t.Fatalf("ensure pool: %v", err)
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}
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g, human, robotID := startAIGame(t, svc, robots, true, openingSeed(t))
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if _, err := svc.Resign(ctx, g.ID, human); err != nil { // finish the game so GCG export is allowed
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t.Fatalf("resign: %v", err)
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}
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gcg, err := svc.ExportGCG(ctx, g.ID)
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if err != nil {
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t.Fatalf("export gcg: %v", err)
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}
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if !strings.Contains(gcg, " AI\n") {
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t.Errorf("GCG must label the robot seat \"AI\"; got:\n%s", gcg)
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}
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robot, err := account.NewStore(testDB).GetByID(ctx, robotID)
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if err != nil {
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t.Fatalf("get robot: %v", err)
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}
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if strings.Contains(gcg, robot.DisplayName) {
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t.Errorf("GCG must not leak the robot's pool name %q; got:\n%s", robot.DisplayName, gcg)
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}
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}
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// TestAIGameChatAndNudgeRejected checks chat and nudge are both refused in a vs_ai game (the
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// opponent is a robot), even though the game reports status 'active'.
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func TestAIGameChatAndNudgeRejected(t *testing.T) {
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@@ -406,7 +406,7 @@ func (s *Server) consoleGameDetail(c *gin.Context) {
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ID: g.ID.String(), Variant: g.Variant.String(), DictVersion: g.DictVersion,
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Status: g.Status, Players: g.Players, ToMove: g.ToMove, EndReason: g.EndReason,
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MoveCount: g.MoveCount, CreatedAt: fmtTime(g.CreatedAt), UpdatedAt: fmtTime(g.UpdatedAt),
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FinishedAt: fmtTimePtr(g.FinishedAt),
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FinishedAt: fmtTimePtr(g.FinishedAt), VsAI: g.VsAI,
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}
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// Resolve seats and detect robot seats; capture the human opponent's timezone, which
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// anchors the robot's sleep window for the next-move ETA.
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@@ -1021,7 +1021,7 @@ func (s *Server) consoleUUID(c *gin.Context, back string) (uuid.UUID, bool) {
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// gameRow projects a game summary into its console row.
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func gameRow(g game.Game) adminconsole.GameRow {
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return adminconsole.GameRow{ID: g.ID.String(), Variant: g.Variant.String(), Status: g.Status, Players: g.Players, UpdatedAt: fmtTime(g.UpdatedAt)}
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return adminconsole.GameRow{ID: g.ID.String(), Variant: g.Variant.String(), Status: g.Status, Players: g.Players, UpdatedAt: fmtTime(g.UpdatedAt), VsAI: g.VsAI}
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}
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// trimForm returns the trimmed value of a posted form field.
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