Merge pull request 'feat(backend): per-tier, per-kind active-game limits with a guest funnel' (#234) from feature/e8-guest-limits into development
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This commit was merged in pull request #234.
This commit is contained in:
2026-07-10 07:17:54 +00:00
35 changed files with 897 additions and 223 deletions
+64 -23
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@@ -37,7 +37,7 @@ status — without re-deriving decisions.
| E5 | Payment intake | 2 | DONE | | E5 | Payment intake | 2 | DONE |
| E6 | Ads | 2 | DONE | | E6 | Ads | 2 | DONE |
| E7 | Admin, reports & catalog | 2 | DONE | | E7 | Admin, reports & catalog | 2 | DONE |
| E8 | Guest limits | — | TODO | | E8 | Guest limits | — | WIP |
| E9 | Tournament fee | future | TODO | | E9 | Tournament fee | future | TODO |
**Release 1** = full mechanics with no real money, exercised via `admin_grant` (E0→E1→E2→E3). **Release 1** = full mechanics with no real money, exercised via `admin_grant` (E0→E1→E2→E3).
@@ -782,38 +782,79 @@ become bootstrap-only.
## E8 — Guest limits ## E8 — Guest limits
**Status:** TODO · **standalone** (game-behaviour change; can run in parallel) · depends on: **Status:** WIP · **standalone** (game-behaviour change) · depends on: none · mechanics: PAYMENTS §6.
none · mechanics: PAYMENTS §6.
**Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today the **Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today UI-only),
gating is UI-only). with configurable per-tier × per-kind limits so the pressure tunes without a release.
**Finding (verified).** The friend/invitation paths do **not** check `is_guest` on the **Finding (verified).** Two gaps. (a) The friend/invitation paths do **not** check `is_guest` on the
server — only the UI hides them: `social/friends.go:50` `SendFriendRequest`, server — only the UI hides them: `social/friends.go`, `robotfriends.go`, `friendcodes.go`,
`robotfriends.go:41` `RequestInGame`, `friendcodes.go:67` `RedeemFriendCode`, `lobby/invitations.go`. A guest with a valid `X-User-ID` can call them. (b) A **pre-existing** flat
`lobby/invitations.go:208` `CreateInvitation`. A guest with a valid `X-User-ID` can call them cap already existed: `game.MaxActiveQuickGames`=10 — a **combined** cap on `active`+`open` quick
in the UI's stead. games (vs_ai+random together, friend games excluded), counted by `CountActiveQuickGames`, enforced at
the handler (`ensureUnderGameLimit`) with **409 `game_limit_reached`**, surfaced as `at_game_limit`.
E8's per-tier × per-kind config **subsumes and replaces** it (decided: option A).
**Delivery & baked decisions (this planning round).** A linear PR stack; E8 is game-behaviour, no
payments mixed in.
- **`games.game_kind smallint DEFAULT 0`** (0=unknown — pre-E8 games, never gated; 1=vs_ai; 2=random;
3=friends), set on creation (`StartVsAI`=1, `Enqueue`=2, a friend invitation=3). Existing games
stay 0 and fall outside the gate.
- **Limits are per-tier × per-kind**, in a **new single-row `backend.config`** table:
`guest_{vs_ai,random,friends}_limit` + `durable_{vs_ai,random,friends}_limit` (smallint,
**`-1`=unlimited**), seeded `(1,1,0, 10,10,10)`. A guest is capped at 1 vs_ai + 1 random (friends
is moot — the guest gate blocks friend games); a durable account is **10 per kind** — the old flat
MaxActiveQuickGames=10, now split per kind. Editable in the admin.
- **The old flat cap is removed** (option A, owner-agreed): `MaxActiveQuickGames`,
`CountActiveQuickGames`, `atGameLimit` deleted; the per-tier/kind config is the single mechanism,
enforced at the **same handler gate** (`ensureUnderGameLimit(kind)` for `enqueue`
random/vs_ai) plus the durable **friends cap** inside `CreateInvitation`. The gate stays out of the
game domain — `game.Service.AtGameLimit(account, kind)` only resolves tier + counts.
- **A hot in-memory cache** fronts the config (read once on start, invalidated on the admin edit —
mirrors the payments read-cache) so a login / game-create never queries it.
- **"Active" = `open` + `active`** (an open, unmatched random game holds a slot); the limit is on
**creation** — an existing game is grandfathered, never interrupted.
- **Limits ride the wire (forward-compat, no double break):** `Profile.game_limits`
(`GameLimits{vs_ai, random, friends}` — the caller's tier resolved server-side) + `GameView.kind`,
so the client counts active games **per kind** from its lobby and locks the right start button. On
a guest → durable upgrade (register / link) the client **re-fetches the profile** so the new
(durable) limits apply. The client picks the lock's message by tier: a **guest** → the login funnel;
a **durable** account at its cap → a plain "finish a current game first" notice.
**Work.** **Work.**
- **Server guest gate** on friend-request / redeem-code / invitation-create: refuse when the - ~~**PR1 — backend + admin (server-side)** — DONE.~~ The migration (`game_kind` + `backend.config`,
caller `is_guest` (add an `ErrGuestForbidden`-style guard, as `feedback` already has). seeded `1,1,0 / 10,10,10` + jetgen); `game_kind` set on creation and projected onto `game.Game`;
- **Active-game limits** for guests: at most **1 random-opponent game + 1 vs_ai** concurrently the **guest gate** (`ErrGuestForbidden`, mapped to **403 `guest_forbidden`**) on friend-request /
(enforce on game/invitation creation in `lobby`/`game`; today no such limit exists). redeem-code / befriend-in-game / invitation-create; the **active-limit enforce** — the old flat
- Keep the existing UI gating; this adds the server as the source of truth. `MaxActiveQuickGames` mechanism removed and replaced by `ensureUnderGameLimit(kind)` on `enqueue`
(random/vs_ai) plus the durable friends cap in `CreateInvitation`, keyed off
`game.Service.AtGameLimit`; the **`internal/gamelimits` config + hot cache** (loaded at boot,
invalidated on edit); the admin **kind column** in both game lists (`/_gm/games` + the user card)
and a **config editor** (`/_gm/limits`) for the six limits.
- **PR2 — wire + client:** `Profile.game_limits` (the caller's tier) + `GameView.kind` (FBS +
transcode + codec); the client per-kind active count from the lobby; the **lock badge** on a capped
new-game start button, with two messages by tier — a **guest** login-funnel modal ("Войдите или
создайте учётную запись…", Отмена / Вход→profile) and, for a **durable** account at its cap, a plain
notice ("Вы достигли лимита одновременных игр, сначала завершите текущие", ОК; **native** popup in
Telegram — no gesture-gated API follows it); the profile re-fetch after a guest→durable upgrade.
**Tests.** **Tests.**
- integration: guest is refused friend/redeem/invitation server-side; guest blocked from a - integration (PR1, done): `game_kind` persisted per path; guest refused friend/redeem/invitation
2nd random / 2nd vs_ai; durable account unaffected. (domain + HTTP 403); guest blocked from a 2nd vs_ai / 2nd random (+ `at_game_limit`); durable on the
- UI: guest sees the funnel (existing hides + any new messaging). higher tier; the durable friends cap + config cache reflecting an admin edit; accept stays exempt.
- unit (PR1, done): the per-tier/kind limit resolution (`Cap`, `LimitsFor`).
- UI (PR2): the lock + the two modals on a capped button (mock); the profile re-fetch lifts the lock
after register.
**Done-criteria.** Guests are server-limited to 1 random + 1 vs_ai and cannot friend/invite; **Done-criteria.** A guest is server-capped (default 1 vs_ai + 1 random, configurable) and cannot
durable accounts unchanged; regression that this does not break existing durable flows. friend/invite; a durable account is capped at 10 per kind (configurable); the client shows the lock +
the tier-appropriate modal and the cap lifts on registration; durable flows otherwise unchanged.
**Notes/risks.** This changes existing game behaviour — its own tests, its own PR, no **Notes/risks.** Game-behaviour change — own PRs, own tests, no payments mixed in. The limit is on
mixed-in payments changes. Decide whether a guest may finish an already-started game (limit creation (existing games grandfathered). The config cache is single-instance (matching the deploy).
on creation, not mid-game) at implementation and record it here.
--- ---
+10 -5
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@@ -33,11 +33,16 @@ real game seating the caller with an **empty opponent seat** (status `open`) or,
another player already waits for the same variant and per-turn word rule, seats the another player already waits for the same variant and per-turn word rule, seats the
caller into that open game and starts it — and caller into that open game and starts it — and
friend-game invitations (invite → accept, starting a 24 player game once every friend-game invitations (invite → accept, starting a 24 player game once every
invitee accepts). A **simultaneous-game cap** (`game.MaxActiveQuickGames` = 10) limits a invitee accepts). **Per-tier, per-kind active-game caps** limit a player's simultaneous
player's active quick games — status `active`/`open`, excluding invitation-linked friend unfinished games by kind — `vs_ai`, `random` (quick auto-match), `friends` — with separate
games (`game.Service.CountActiveQuickGames`); the server refuses `lobby/enqueue` and guest and durable-account tiers held in the single-row `backend.config` table (a `-1` means
`invitations` creation with **409 `game_limit_reached`** at the cap (accepting an invitation unlimited), read through an in-memory cache (`internal/gamelimits`) and tuned live in the admin
is exempt), and the `games.list` response carries an `at_game_limit` flag for the lobby. (`/_gm/limits`, no redeploy). Each game is tagged with its `games.game_kind` on creation;
`game.Service.AtGameLimit` counts the account's `active`/`open` games of a kind against the
tier's cap. The server refuses `lobby/enqueue` (random/vs_ai) with **409 `game_limit_reached`**
at the cap, and the `invitations` (friends) path enforces the durable friends cap and refuses a
**guest** outright (guests cannot use friends); accepting an invitation is exempt. The
`games.list` response carries an `at_game_limit` flag (the random-kind cap) for the lobby.
`internal/social` owns the friend graph (request/accept), `internal/social` owns the friend graph (request/accept),
per-user blocks, and per-game chat with nudges folded in as a message kind; chat per-user blocks, and per-game chat with nudges folded in as a message kind; chat
messages are length-capped, content-filtered (no links/emails/phone numbers, messages are length-capped, content-filtered (no links/emails/phone numbers,
+13
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@@ -28,6 +28,7 @@ import (
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/feedback" "scrabble/backend/internal/feedback"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/link" "scrabble/backend/internal/link"
"scrabble/backend/internal/lobby" "scrabble/backend/internal/lobby"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
@@ -156,6 +157,17 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
logger.Info("active dictionary version", zap.String("version", games.ActiveVersion())) logger.Info("active dictionary version", zap.String("version", games.ActiveVersion()))
games.SetNotifier(hub) games.SetNotifier(hub)
games.SetMetrics(tel.MeterProvider().Meter("scrabble/backend/game")) games.SetMetrics(tel.MeterProvider().Meter("scrabble/backend/game"))
// Active-game limit config: the per-tier, per-kind caps in backend.config, read once into an
// in-memory cache at boot and refreshed when the admin edits them. A boot-time load fails fast if
// the single config row is missing; the game domain reads the cache on every new-game gate.
gameLimits := gamelimits.NewService(gamelimits.NewStore(db))
if err := gameLimits.Load(ctx); err != nil {
return fmt.Errorf("load game-limit config: %w", err)
}
games.SetGameLimits(gameLimits)
logger.Info("game-limit config loaded")
go games.RunSweeper(ctx, cfg.Game.TimeoutSweepInterval) go games.RunSweeper(ctx, cfg.Game.TimeoutSweepInterval)
logger.Info("game turn-timeout sweeper started", logger.Info("game turn-timeout sweeper started",
zap.Duration("interval", cfg.Game.TimeoutSweepInterval)) zap.Duration("interval", cfg.Game.TimeoutSweepInterval))
@@ -305,6 +317,7 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
BanView: banView, BanView: banView,
Ads: adsSvc, Ads: adsSvc,
Payments: paymentsSvc, Payments: paymentsSvc,
GameLimits: gameLimits,
Notifier: hub, Notifier: hub,
ExportSignKey: cfg.ExportSignKey, ExportSignKey: cfg.ExportSignKey,
Renderer: renderer, Renderer: renderer,
@@ -15,6 +15,7 @@
<a href="/_gm/"{{if eq .ActiveNav "dashboard"}} class="active"{{end}}>Dashboard</a> <a href="/_gm/"{{if eq .ActiveNav "dashboard"}} class="active"{{end}}>Dashboard</a>
<a href="/_gm/users"{{if eq .ActiveNav "users"}} class="active"{{end}}>Users</a> <a href="/_gm/users"{{if eq .ActiveNav "users"}} class="active"{{end}}>Users</a>
<a href="/_gm/games"{{if eq .ActiveNav "games"}} class="active"{{end}}>Games</a> <a href="/_gm/games"{{if eq .ActiveNav "games"}} class="active"{{end}}>Games</a>
<a href="/_gm/limits"{{if eq .ActiveNav "limits"}} class="active"{{end}}>Limits</a>
<a href="/_gm/complaints"{{if eq .ActiveNav "complaints"}} class="active"{{end}}>Complaints</a> <a href="/_gm/complaints"{{if eq .ActiveNav "complaints"}} class="active"{{end}}>Complaints</a>
<a href="/_gm/feedback"{{if eq .ActiveNav "feedback"}} class="active"{{end}}>Feedback</a> <a href="/_gm/feedback"{{if eq .ActiveNav "feedback"}} class="active"{{end}}>Feedback</a>
<a href="/_gm/messages"{{if eq .ActiveNav "messages"}} class="active"{{end}}>Messages</a> <a href="/_gm/messages"{{if eq .ActiveNav "messages"}} class="active"{{end}}>Messages</a>
@@ -8,11 +8,11 @@
<a href="/_gm/games?status=finished"{{if eq .Status "finished"}} class="active"{{end}}>finished</a> <a href="/_gm/games?status=finished"{{if eq .Status "finished"}} class="active"{{end}}>finished</a>
</nav> </nav>
<table class="list"> <table class="list">
<thead><tr><th>Game</th><th>Variant</th><th>Status</th><th>🤖</th><th class="num">Players</th><th>Updated</th></tr></thead> <thead><tr><th>Game</th><th>Variant</th><th>Kind</th><th>Status</th><th>🤖</th><th class="num">Players</th><th>Updated</th></tr></thead>
<tbody> <tbody>
{{range .Items}} {{range .Items}}
<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> <tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Kind}}</td><td>{{.Status}}</td><td>{{if .VsAI}}🤖{{end}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr>
{{else}}<tr><td colspan="6"><span class="note">no games</span></td></tr>{{end}} {{else}}<tr><td colspan="7"><span class="note">no games</span></td></tr>{{end}}
</tbody> </tbody>
</table> </table>
<nav class="pager"> <nav class="pager">
@@ -0,0 +1,19 @@
{{define "content" -}}
<h1>Active-game limits</h1>
{{with .Data}}
<p class="note">Per-tier, per-kind caps on a player's simultaneous unfinished games. <strong>-1</strong> = unlimited, <strong>0</strong> = the kind is blocked, a positive number caps concurrent games of that kind. Guests are additionally blocked from friend games outright. Changes apply immediately (no redeploy); games already in progress are never affected.</p>
<section class="panel">
<form class="form col" method="post" action="/_gm/limits">
<h2>Guest</h2>
<label>vs AI <input type="number" name="guest_vs_ai" min="-1" value="{{.GuestVsAI}}" required></label>
<label>Random <input type="number" name="guest_random" min="-1" value="{{.GuestRandom}}" required></label>
<label>Friends <input type="number" name="guest_friends" min="-1" value="{{.GuestFriends}}" required></label>
<h2>Durable account</h2>
<label>vs AI <input type="number" name="durable_vs_ai" min="-1" value="{{.DurableVsAI}}" required></label>
<label>Random <input type="number" name="durable_random" min="-1" value="{{.DurableRandom}}" required></label>
<label>Friends <input type="number" name="durable_friends" min="-1" value="{{.DurableFriends}}" required></label>
<div><button type="submit">Save</button></div>
</form>
</section>
{{end}}
{{- end}}
@@ -211,11 +211,11 @@
{{end}} {{end}}
<section class="panel"><h2>Games</h2> <section class="panel"><h2>Games</h2>
<table class="list"> <table class="list">
<thead><tr><th>Game</th><th>Variant</th><th>Status</th><th class="num">Players</th><th>Updated</th></tr></thead> <thead><tr><th>Game</th><th>Variant</th><th>Kind</th><th>Status</th><th class="num">Players</th><th>Updated</th></tr></thead>
<tbody> <tbody>
{{range .Games}} {{range .Games}}
<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> <tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Kind}}</td><td>{{.Status}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr>
{{else}}<tr><td colspan="5"><span class="note">no games</span></td></tr>{{end}} {{else}}<tr><td colspan="6"><span class="note">no games</span></td></tr>{{end}}
</tbody> </tbody>
</table> </table>
</section> </section>
+13
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@@ -312,6 +312,8 @@ type GameRow struct {
UpdatedAt string UpdatedAt string
// VsAI marks an honest-AI game (rendered as 🤖 in the list's AI column). // VsAI marks an honest-AI game (rendered as 🤖 in the list's AI column).
VsAI bool VsAI bool
// Kind is the game's origin tag label: vs_ai / random / friends / unknown.
Kind string
} }
// GamesView is the paginated games list, optionally filtered by status. // GamesView is the paginated games list, optionally filtered by status.
@@ -321,6 +323,17 @@ type GamesView struct {
Pager Pager Pager Pager
} }
// GameLimitsView is the per-tier, per-kind active-game limit form: each field is a cap where -1
// is unlimited, 0 blocks the kind, and a positive value caps concurrent games of that kind.
type GameLimitsView struct {
GuestVsAI int
GuestRandom int
GuestFriends int
DurableVsAI int
DurableRandom int
DurableFriends int
}
// GameDetailView is one game with its seats. // GameDetailView is one game with its seats.
type GameDetailView struct { type GameDetailView struct {
ID string ID string
+37 -8
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@@ -17,6 +17,7 @@ import (
"scrabble/backend/internal/account" "scrabble/backend/internal/account"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
"scrabble/backend/internal/payments" "scrabble/backend/internal/payments"
"scrabble/backend/internal/session" "scrabble/backend/internal/session"
@@ -57,6 +58,9 @@ type Service struct {
// nil, only the free per-game allowance is served (no purchased hints). vs_ai hints are // nil, only the free per-game allowance is served (no purchased hints). vs_ai hints are
// wallet-free and never touch it. // wallet-free and never touch it.
hintWallet HintWallet hintWallet HintWallet
// limits is the per-tier active-game cap config (cached). Set by SetGameLimits during wiring;
// when nil, no active-game limit is enforced (a game is always creatable).
limits *gamelimits.Service
// clearNudges, when set, marks the actor's pending nudges in a game read once they // clearNudges, when set, marks the actor's pending nudges in a game read once they
// have committed a move (a nudge answered by moving stops counting as unread). It is // have committed a move (a nudge answered by moving stops counting as unread). It is
// best-effort and kept as a func so the game package never imports the social package. // best-effort and kept as a func so the game package never imports the social package.
@@ -126,6 +130,37 @@ func (svc *Service) SetHintWallet(w HintWallet) {
svc.hintWallet = w svc.hintWallet = w
} }
// SetGameLimits installs the active-game limit config (cached), enabling the per-tier caps. When
// unset (nil), a game is always creatable.
func (svc *Service) SetGameLimits(l *gamelimits.Service) {
svc.limits = l
}
// AtGameLimit reports whether accountID has reached its tier's active-game cap for kind — the
// per-tier, per-kind limits held in backend.config, read from the in-memory cache. It resolves
// the caller's tier (guest vs durable) from the account, then counts its open+active games of that
// kind. It reports false (not at the limit) when the limits config is not wired, the account is nil,
// or the resolved cap is gamelimits.Unlimited. It backs the new-game gate (the handler aborts 409
// game_limit_reached) and the lobby's at-limit flag.
func (svc *Service) AtGameLimit(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (bool, error) {
if svc.limits == nil || accountID == uuid.Nil {
return false, nil
}
acc, err := svc.accounts.GetByID(ctx, accountID)
if err != nil {
return false, err
}
limit := svc.limits.LimitsFor(acc.IsGuest).Cap(kind)
if limit == gamelimits.Unlimited {
return false, nil
}
n, err := svc.store.CountActiveByKind(ctx, accountID, kind)
if err != nil {
return false, err
}
return n >= limit, nil
}
// walletContext resolves the payments gate inputs for an account on the current request: the // walletContext resolves the payments gate inputs for an account on the current request: the
// trusted execution context (from the session platform carried on ctx; absent ⇒ untrusted) and // trusted execution context (from the session platform carried on ctx; absent ⇒ untrusted) and
// the account's present identity sources (which chip/benefit segments are awake, §6). // the account's present identity sources (which chip/benefit segments are awake, §6).
@@ -338,6 +373,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
dropoutTiles: params.DropoutTiles.String(), dropoutTiles: params.DropoutTiles.String(),
multipleWordsPerTurn: params.MultipleWordsPerTurn, multipleWordsPerTurn: params.MultipleWordsPerTurn,
vsAI: params.VsAI, vsAI: params.VsAI,
kind: params.Kind,
} }
if err := svc.store.CreateGame(ctx, ins, seats, seeding.draws); err != nil { if err := svc.store.CreateGame(ctx, ins, seats, seeding.draws); err != nil {
return Game{}, err return Game{}, err
@@ -401,6 +437,7 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
multipleWordsPerTurn: params.MultipleWordsPerTurn, multipleWordsPerTurn: params.MultipleWordsPerTurn,
status: StatusOpen, status: StatusOpen,
openDeadline: &deadline, openDeadline: &deadline,
kind: gamelimits.KindRandom,
} }
// Decide the first move now by the official draw, with the not-yet-arrived opponent as a // Decide the first move now by the official draw, with the not-yet-arrived opponent as a
// synthetic placeholder (uuid.Nil): the draw fixes who sits at seat 0 — and so moves // synthetic placeholder (uuid.Nil): the draw fixes who sits at seat 0 — and so moves
@@ -1386,14 +1423,6 @@ func (svc *Service) ListForLobby(ctx context.Context, accountID uuid.UUID) ([]Ga
return kept, nil return kept, nil
} }
// CountActiveQuickGames reports how many in-progress quick games the account holds —
// the count the simultaneous-game limit (MaxActiveQuickGames) is checked against. It
// counts active and still-open quick games (including honest-AI ones) and excludes
// friend games created by invitation and finished games. See Store.CountActiveQuickGames.
func (svc *Service) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
return svc.store.CountActiveQuickGames(ctx, accountID)
}
// HideGame hides a finished game from accountID's own lobby (it stays visible to the other // HideGame hides a finished game from accountID's own lobby (it stays visible to the other
// players); it is irreversible by design. Only a player of a finished game may hide it // players); it is irreversible by design. Only a player of a finished game may hide it
// (ErrNotAPlayer / ErrGameActive otherwise); hiding an already-hidden game is a no-op. // (ErrNotAPlayer / ErrGameActive otherwise); hiding an already-hidden game is a no-op.
+20 -24
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@@ -15,6 +15,7 @@ import (
"scrabble/backend/internal/account" "scrabble/backend/internal/account"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/postgres/jet/backend/model" "scrabble/backend/internal/postgres/jet/backend/model"
"scrabble/backend/internal/postgres/jet/backend/table" "scrabble/backend/internal/postgres/jet/backend/table"
) )
@@ -45,6 +46,8 @@ type gameInsert struct {
multipleWordsPerTurn bool multipleWordsPerTurn bool
// vsAI marks an honest-AI game (games.vs_ai). // vsAI marks an honest-AI game (games.vs_ai).
vsAI bool vsAI bool
// kind tags the game's origin (games.game_kind) for the active-game limits.
kind gamelimits.Kind
// status is the lifecycle state to create the game in: StatusActive for a normal // status is the lifecycle state to create the game in: StatusActive for a normal
// seated game, StatusOpen for an auto-match game still awaiting an opponent. An // seated game, StatusOpen for an auto-match game still awaiting an opponent. An
// empty string defaults to StatusActive. // empty string defaults to StatusActive.
@@ -138,6 +141,20 @@ func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInse
}) })
} }
// CountActiveByKind counts the account's active (open or in-progress) games of the given kind — the
// per-tier active-game limit is checked against it before a new game of that kind is created.
func (s *Store) CountActiveByKind(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (int, error) {
var n int
if err := s.db.QueryRowContext(ctx,
`SELECT count(*) FROM backend.games g
JOIN backend.game_players p ON p.game_id = g.game_id
WHERE p.account_id = $1 AND g.game_kind = $2 AND g.status IN ('open', 'active')`,
accountID, int16(kind)).Scan(&n); err != nil {
return 0, fmt.Errorf("game: count active by kind %s: %w", accountID, err)
}
return n, nil
}
// insertGameTx inserts the games row and one game_players row per seat (seat 0 // insertGameTx inserts the games row and one game_players row per seat (seat 0
// first) on tx, stamping each seat's display-name snapshot. A seat whose account id is // first) on tx, stamping each seat's display-name snapshot. A seat whose account id is
// uuid.Nil is written with a NULL account_id (and an empty snapshot) — the still-empty // uuid.Nil is written with a NULL account_id (and an empty snapshot) — the still-empty
@@ -155,9 +172,9 @@ func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []seatI
table.Games.GameID, table.Games.Variant, table.Games.DictVersion, table.Games.Seed, table.Games.GameID, table.Games.Variant, table.Games.DictVersion, table.Games.Seed,
table.Games.Status, table.Games.Players, table.Games.TurnTimeoutSecs, table.Games.Status, table.Games.Players, table.Games.TurnTimeoutSecs,
table.Games.HintsAllowed, table.Games.HintsPerPlayer, table.Games.OpenDeadlineAt, table.Games.HintsAllowed, table.Games.HintsPerPlayer, table.Games.OpenDeadlineAt,
table.Games.DropoutTiles, table.Games.MultipleWordsPerTurn, table.Games.VsAi, table.Games.DropoutTiles, table.Games.MultipleWordsPerTurn, table.Games.VsAi, table.Games.GameKind,
).VALUES(ins.id, ins.variant, ins.dictVersion, ins.seed, status, ins.players, ).VALUES(ins.id, ins.variant, ins.dictVersion, ins.seed, status, ins.players,
ins.turnTimeoutSecs, ins.hintsAllowed, ins.hintsPerPlayer, deadline, ins.dropoutTiles, ins.multipleWordsPerTurn, ins.vsAI) ins.turnTimeoutSecs, ins.hintsAllowed, ins.hintsPerPlayer, deadline, ins.dropoutTiles, ins.multipleWordsPerTurn, ins.vsAI, int16(ins.kind))
if _, err := gi.ExecContext(ctx, tx); err != nil { if _, err := gi.ExecContext(ctx, tx); err != nil {
return fmt.Errorf("insert game: %w", err) return fmt.Errorf("insert game: %w", err)
} }
@@ -501,28 +518,6 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
return out, nil return out, nil
} }
// CountActiveQuickGames counts the account's in-progress quick games — the ones the
// simultaneous-game limit (MaxActiveQuickGames) is checked against. It includes both
// active and still-open (awaiting-opponent) games, the honest-AI ones among them, and
// excludes friend games (those linked to a game_invitations row) and finished games.
// A hidden game still occupies a slot, so this is a dedicated count rather than a
// filter over ListGamesForAccount (which drops hidden games). Joining on the account's
// own seat counts each game once (an open game's empty opponent seat has no account).
func (s *Store) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
// The status literals are game.StatusActive / game.StatusOpen, matching the
// games.status CHECK in the baseline migration.
const q = `
SELECT COUNT(*) FROM backend.games g
JOIN backend.game_players gp ON gp.game_id = g.game_id
LEFT JOIN backend.game_invitations gi ON gi.game_id = g.game_id
WHERE gp.account_id = $1 AND g.status IN ('active', 'open') AND gi.game_id IS NULL`
var n int
if err := s.db.QueryRowContext(ctx, q, accountID).Scan(&n); err != nil {
return 0, fmt.Errorf("game: count active quick games: %w", err)
}
return n, nil
}
// HideGame hides a game from the account's own lobby list (idempotent). The caller validates the // HideGame hides a game from the account's own lobby list (idempotent). The caller validates the
// game is finished and the account is a player. // game is finished and the account is a player.
func (s *Store) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error { func (s *Store) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error {
@@ -1361,6 +1356,7 @@ func projectGame(g model.Games, seats []model.GamePlayers) (Game, error) {
} }
out.MultipleWordsPerTurn = g.MultipleWordsPerTurn out.MultipleWordsPerTurn = g.MultipleWordsPerTurn
out.VsAI = g.VsAi out.VsAI = g.VsAi
out.Kind = gamelimits.Kind(g.GameKind)
if g.EndReason != nil { if g.EndReason != nil {
out.EndReason = *g.EndReason out.EndReason = *g.EndReason
} }
+8 -9
View File
@@ -7,6 +7,7 @@ import (
"github.com/google/uuid" "github.com/google/uuid"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
) )
// Status values persisted in the games.status column. // Status values persisted in the games.status column.
@@ -94,15 +95,6 @@ const DefaultTurnTimeout = 24 * time.Hour
// one of AllowedTurnTimeouts (never offered in the creation UI). // one of AllowedTurnTimeouts (never offered in the creation UI).
const AIInactivityTimeout = 7 * 24 * time.Hour const AIInactivityTimeout = 7 * 24 * time.Hour
// MaxActiveQuickGames is the cap on a player's simultaneous quick games (human
// auto-match and honest-AI), counting both in-progress (StatusActive) and
// still-open, awaiting-opponent (StatusOpen) games. Friend games created by
// invitation are not counted. At the cap the backend refuses to create a new game
// of any kind — quick or by invitation — and the lobby disables "New Game";
// accepting an incoming invitation is always allowed. See
// Store.CountActiveQuickGames.
const MaxActiveQuickGames = 10
// aiPlayerName labels the robot seat in an honest-AI game's GCG export, so a downloaded // aiPlayerName labels the robot seat in an honest-AI game's GCG export, so a downloaded
// game file shows a clean "AI" rather than the robot's human-like pool name (the in-app // game file shows a clean "AI" rather than the robot's human-like pool name (the in-app
// UI shows 🤖 from the game's vs_ai flag). // UI shows 🤖 from the game's vs_ai flag).
@@ -125,6 +117,10 @@ type CreateParams struct {
// robot is seated at once, the move clock is AIInactivityTimeout, and chat/nudge // robot is seated at once, the move clock is AIInactivityTimeout, and chat/nudge
// and finish-time statistics are suppressed. Set by the lobby's AI-match path. // and finish-time statistics are suppressed. Set by the lobby's AI-match path.
VsAI bool VsAI bool
// Kind tags the game's origin (games.game_kind) for the active-game limits: vs_ai / random /
// friends. The lobby sets it; a zero (unknown) kind is never gated. The active-game limit itself
// is enforced at the new-game handler (Server.ensureUnderGameLimit), not here.
Kind gamelimits.Kind
} }
// Game is the persisted state of a match: the games row joined with its seats. // Game is the persisted state of a match: the games row joined with its seats.
@@ -151,6 +147,9 @@ type Game struct {
// VsAI is true for an honest-AI game (games.vs_ai): the opponent is a robot the // VsAI is true for an honest-AI game (games.vs_ai): the opponent is a robot the
// player knowingly chose, shown as 🤖, with chat/nudge disabled and no statistics. // player knowingly chose, shown as 🤖, with chat/nudge disabled and no statistics.
VsAI bool VsAI bool
// Kind is the game's origin tag (games.game_kind) for the active-game limits: vs_ai / random /
// friends, or unknown for an untagged game. Read-only projection; set once on creation.
Kind gamelimits.Kind
} }
// Seat is one player's standing in a game. // Seat is one player's standing in a game.
+149
View File
@@ -0,0 +1,149 @@
// Package gamelimits holds the per-tier, per-kind active-game caps (a guest funnel) with a hot
// in-memory cache over the single-row backend.config, so a login or a game-create never queries it.
package gamelimits
import (
"context"
"database/sql"
"fmt"
"sync"
"github.com/go-jet/jet/v2/postgres"
"scrabble/backend/internal/postgres/jet/backend/model"
"scrabble/backend/internal/postgres/jet/backend/table"
)
// Kind is a game's kind, mirroring backend.games.game_kind. 0 (unknown) is an untagged game, never gated.
type Kind int16
const (
KindUnknown Kind = 0
KindVsAI Kind = 1
KindRandom Kind = 2
KindFriends Kind = 3
)
// String returns the kind's label for admin game lists and logs.
func (k Kind) String() string {
switch k {
case KindVsAI:
return "vs_ai"
case KindRandom:
return "random"
case KindFriends:
return "friends"
default:
return "unknown"
}
}
// Unlimited is the limit sentinel meaning no cap.
const Unlimited = -1
// Limits is a tier's active-game caps per kind (-1 = unlimited).
type Limits struct {
VsAI int
Random int
Friends int
}
// Cap returns the limit for kind; the unknown kind is never capped.
func (l Limits) Cap(kind Kind) int {
switch kind {
case KindVsAI:
return l.VsAI
case KindRandom:
return l.Random
case KindFriends:
return l.Friends
default:
return Unlimited
}
}
// Config is the per-tier limit config (the single backend.config row).
type Config struct {
Guest Limits
Durable Limits
}
// Store reads and writes the single-row backend.config.
type Store struct{ db *sql.DB }
// NewStore constructs a Store over db.
func NewStore(db *sql.DB) *Store { return &Store{db: db} }
func (s *Store) load(ctx context.Context) (Config, error) {
var c model.Config
if err := postgres.SELECT(table.Config.AllColumns).FROM(table.Config).LIMIT(1).
QueryContext(ctx, s.db, &c); err != nil {
return Config{}, fmt.Errorf("gamelimits: load config: %w", err)
}
return Config{
Guest: Limits{VsAI: int(c.GuestVsAiLimit), Random: int(c.GuestRandomLimit), Friends: int(c.GuestFriendsLimit)},
Durable: Limits{VsAI: int(c.DurableVsAiLimit), Random: int(c.DurableRandomLimit), Friends: int(c.DurableFriendsLimit)},
}, nil
}
func (s *Store) save(ctx context.Context, c Config) error {
if _, err := s.db.ExecContext(ctx,
`UPDATE backend.config SET guest_vs_ai_limit=$1, guest_random_limit=$2, guest_friends_limit=$3,
durable_vs_ai_limit=$4, durable_random_limit=$5, durable_friends_limit=$6 WHERE only_row`,
c.Guest.VsAI, c.Guest.Random, c.Guest.Friends, c.Durable.VsAI, c.Durable.Random, c.Durable.Friends); err != nil {
return fmt.Errorf("gamelimits: save config: %w", err)
}
return nil
}
// Service fronts the config with an in-memory cache (single-instance, matching the deploy). Load
// once at startup; Update after an admin edit refreshes it in place.
type Service struct {
store *Store
mu sync.RWMutex
cfg Config
}
// NewService constructs a Service over store. Call Load before serving.
func NewService(store *Store) *Service { return &Service{store: store} }
// Load reads the config into the cache. Call once at startup.
func (s *Service) Load(ctx context.Context) error {
c, err := s.store.load(ctx)
if err != nil {
return err
}
s.set(c)
return nil
}
func (s *Service) set(c Config) {
s.mu.Lock()
s.cfg = c
s.mu.Unlock()
}
// Get returns the cached config.
func (s *Service) Get() Config {
s.mu.RLock()
defer s.mu.RUnlock()
return s.cfg
}
// LimitsFor returns the cached limits for the account tier (guest or durable).
func (s *Service) LimitsFor(isGuest bool) Limits {
c := s.Get()
if isGuest {
return c.Guest
}
return c.Durable
}
// Update saves the config and refreshes the cache in place (the admin edit).
func (s *Service) Update(ctx context.Context, c Config) error {
if err := s.store.save(ctx, c); err != nil {
return err
}
s.set(c)
return nil
}
@@ -0,0 +1,44 @@
package gamelimits
import "testing"
// TestLimitsCap checks Cap maps each kind to its field and leaves the unknown kind uncapped, so a
// untagged game (game_kind 0) is never gated.
func TestLimitsCap(t *testing.T) {
l := Limits{VsAI: 1, Random: 2, Friends: 3}
for _, tc := range []struct {
kind Kind
want int
}{
{KindVsAI, 1},
{KindRandom, 2},
{KindFriends, 3},
{KindUnknown, Unlimited},
{Kind(99), Unlimited},
} {
if got := l.Cap(tc.kind); got != tc.want {
t.Errorf("Cap(%d) = %d, want %d", tc.kind, got, tc.want)
}
}
}
// TestServiceLimitsForTier checks LimitsFor selects the guest or durable tier from the cached config.
func TestServiceLimitsForTier(t *testing.T) {
svc := NewService(nil)
svc.set(Config{
Guest: Limits{VsAI: 1, Random: 1, Friends: 0},
Durable: Limits{VsAI: 10, Random: 10, Friends: 10},
})
if got := svc.LimitsFor(true); got != (Limits{VsAI: 1, Random: 1, Friends: 0}) {
t.Errorf("guest limits = %+v, want {1 1 0}", got)
}
if got := svc.LimitsFor(false); got != (Limits{VsAI: 10, Random: 10, Friends: 10}) {
t.Errorf("durable limits = %+v, want {10 10 10}", got)
}
// The unlimited sentinel resolves through the tier too.
svc.set(Config{Durable: Limits{VsAI: Unlimited, Random: Unlimited, Friends: Unlimited}})
if got := svc.LimitsFor(false).Cap(KindVsAI); got != Unlimited {
t.Errorf("durable vs_ai cap = %d, want unlimited (-1)", got)
}
}
+186 -103
View File
@@ -5,6 +5,7 @@ package inttest
import ( import (
"context" "context"
"encoding/json" "encoding/json"
"errors"
"fmt" "fmt"
"net/http" "net/http"
"net/http/httptest" "net/http/httptest"
@@ -18,59 +19,119 @@ import (
"scrabble/backend/internal/account" "scrabble/backend/internal/account"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/lobby"
"scrabble/backend/internal/server" "scrabble/backend/internal/server"
"scrabble/backend/internal/social"
) )
// The game-limit suite covers the simultaneous quick-game cap (game.MaxActiveQuickGames): // The game-limit suite covers the per-tier, per-kind active-game caps (backend.config): the
// the counting rule (Store/Service.CountActiveQuickGames) and the HTTP gate that refuses a // game_kind tag persisted per creation path, the tier resolution + counting rule
// new game once the cap is reached, while accepting an incoming invitation stays allowed. // (game.Service.AtGameLimit), the HTTP gate + lobby at_game_limit flag, the guest gate on friend
// actions, and the config hot-cache reflecting an admin edit. Accepting an invitation stays exempt.
// TestCountActiveQuickGames checks the count includes active and open quick games (the // newGameLimits builds a gamelimits service over the shared pool and loads the seeded config
// honest-AI ones among them) and excludes finished games, friend games (created by // (guest 1/1/0, durable 10/10/10).
// invitation) and games the account is not seated in. func newGameLimits(t *testing.T) *gamelimits.Service {
func TestCountActiveQuickGames(t *testing.T) { t.Helper()
gl := gamelimits.NewService(gamelimits.NewStore(testDB))
if err := gl.Load(context.Background()); err != nil {
t.Fatalf("load game limits: %v", err)
}
return gl
}
// restoreDefaultLimits resets the single config row to the migration seed on cleanup, so a test that
// edited it never leaks its values into another (the row is a shared singleton).
func restoreDefaultLimits(t *testing.T, gl *gamelimits.Service) {
t.Helper()
t.Cleanup(func() {
_ = gl.Update(context.Background(), gamelimits.Config{
Guest: gamelimits.Limits{VsAI: 1, Random: 1, Friends: 0},
Durable: gamelimits.Limits{VsAI: 10, Random: 10, Friends: 10},
})
})
}
// gameKind reads a game's persisted game_kind tag.
func gameKind(t *testing.T, gameID uuid.UUID) int16 {
t.Helper()
var k int16
if err := testDB.QueryRowContext(context.Background(),
`SELECT game_kind FROM backend.games WHERE game_id=$1`, gameID).Scan(&k); err != nil {
t.Fatalf("read game_kind: %v", err)
}
return k
}
// mustCreateKind creates an active game seating the accounts, tagged with kind, and returns its id.
func mustCreateKind(t *testing.T, games *game.Service, seats []uuid.UUID, kind gamelimits.Kind) uuid.UUID {
t.Helper()
g, err := games.Create(context.Background(), game.CreateParams{
Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: 24 * time.Hour, Kind: kind,
})
if err != nil {
t.Fatalf("create game (kind=%d): %v", kind, err)
}
return g.ID
}
// startFriendGameID has inviter invite invitee to a friend game and the invitee accept, returning
// the started game's id.
func startFriendGameID(t *testing.T, inv *lobby.InvitationService, inviter, invitee uuid.UUID) uuid.UUID {
t.Helper()
ctx := context.Background()
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite())
if err != nil {
t.Fatalf("create invitation: %v", err)
}
got, err := inv.RespondInvitation(ctx, invitation.ID, invitee, true)
if err != nil {
t.Fatalf("accept invitation: %v", err)
}
if got.GameID == nil {
t.Fatal("accepted invitation has no game id")
}
return *got.GameID
}
// TestGameKindPersisted checks each creation path stamps the right game_kind: random (auto-match)
// =2, vs_ai =1, friend (by invitation) =3.
func TestGameKindPersisted(t *testing.T) {
ctx := context.Background() ctx := context.Background()
clearOpenGames(t) clearOpenGames(t)
games := newGameService() games := newGameService()
human := provisionAccount(t) inv := newInvitationService()
opp := provisionAccount(t) human, opp := provisionAccount(t), provisionAccount(t)
if n := mustCount(t, games, human); n != 0 { rnd, _, err := games.OpenOrJoin(ctx, human, game.CreateParams{Variant: engine.VariantEnglish, TurnTimeout: 24 * time.Hour}, time.Now().Add(time.Minute), nil)
t.Fatalf("fresh account count = %d, want 0", n) if err != nil {
t.Fatalf("open random game: %v", err)
}
if k := gameKind(t, rnd.ID); k != int16(gamelimits.KindRandom) {
t.Errorf("random game_kind = %d, want %d", k, gamelimits.KindRandom)
} }
// An open (awaiting-opponent) quick game counts. ai := mustCreateKind(t, games, []uuid.UUID{human, opp}, gamelimits.KindVsAI)
if _, _, err := games.OpenOrJoin(ctx, human, game.CreateParams{ if k := gameKind(t, ai); k != int16(gamelimits.KindVsAI) {
Variant: engine.VariantEnglish, TurnTimeout: 24 * time.Hour, t.Errorf("vs_ai game_kind = %d, want %d", k, gamelimits.KindVsAI)
}, time.Now().Add(time.Minute), nil); err != nil {
t.Fatalf("open quick game: %v", err)
} }
// An active quick game and an honest-AI quick game both count (neither has an invitation row).
mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, 1)
mustCreateQuick(t, games, []uuid.UUID{human, opp}, true, 2)
// A finished quick game does NOT count. friend := startFriendGameID(t, inv, human, opp)
fin := mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, 3) if k := gameKind(t, friend); k != int16(gamelimits.KindFriends) {
if _, err := testDB.ExecContext(ctx, `UPDATE backend.games SET status='finished' WHERE game_id=$1`, fin); err != nil { t.Errorf("friend game_kind = %d, want %d", k, gamelimits.KindFriends)
t.Fatalf("finish game: %v", err)
}
// A game the human is not seated in does NOT count.
mustCreateQuick(t, games, []uuid.UUID{opp, provisionAccount(t)}, false, 4)
// A friend game (created by invitation) does NOT count, even though it is active.
startFriendGame(t, human)
if n := mustCount(t, games, human); n != 3 {
t.Fatalf("active quick count = %d, want 3 (active + AI + open)", n)
} }
} }
// TestGameLimitGate drives the cap through the assembled HTTP server: under the cap the lobby // TestGuestActiveGameLimitHTTP drives the guest random cap through the assembled server: the first
// reports at_game_limit false; at the cap it flips to true and both new-game endpoints (quick // auto-match opens a game, the lobby then flags at_game_limit, and a second enqueue is refused 409
// enqueue and invitation creation) are refused with 409 game_limit_reached, while accepting an // game_limit_reached. It also checks the guest vs_ai and friends caps resolve at the domain level.
// incoming invitation is still allowed. func TestGuestActiveGameLimitHTTP(t *testing.T) {
func TestGameLimitGate(t *testing.T) {
ctx := context.Background() ctx := context.Background()
clearOpenGames(t)
gl := newGameLimits(t)
games := newGameService() games := newGameService()
games.SetGameLimits(gl)
srv := server.New(":0", server.Deps{ srv := server.New(":0", server.Deps{
Logger: zaptest.NewLogger(t), Logger: zaptest.NewLogger(t),
DB: testDB, DB: testDB,
@@ -78,88 +139,110 @@ func TestGameLimitGate(t *testing.T) {
Games: games, Games: games,
Matchmaker: newMatchmaker(t, newRobotService(t, newGameService()), time.Minute, 0), Matchmaker: newMatchmaker(t, newRobotService(t, newGameService()), time.Minute, 0),
Invitations: newInvitationService(), Invitations: newInvitationService(),
GameLimits: gl,
}) })
human := provisionAccount(t) guest := provisionGuest(t)
if gamesListAtLimit(t, srv, guest) {
t.Fatal("a fresh guest must be under the random game limit")
}
// The first auto-match opens a random game (guest random cap = 1).
if rec := userPost(t, srv, "/api/v1/user/lobby/enqueue", guest, `{"variant":"erudit_ru"}`); rec.Code != http.StatusOK {
t.Fatalf("first enqueue = %d (%s), want 200", rec.Code, rec.Body.String())
}
// At the cap: the lobby flags it and a second enqueue is refused with the stable code.
if !gamesListAtLimit(t, srv, guest) {
t.Fatal("after one random game the guest must be at the limit")
}
if rec := userPost(t, srv, "/api/v1/user/lobby/enqueue", guest, `{"variant":"erudit_ru"}`); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" {
t.Fatalf("second enqueue = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec))
}
// A guest is refused the friends flow outright at the HTTP edge (403 guest_forbidden).
opp := provisionAccount(t) opp := provisionAccount(t)
// Under the cap: the lobby reports the player is not limited.
if gamesListAtLimit(t, srv, human) {
t.Fatal("a fresh account must be under the game limit")
}
// Reach the cap with active quick games seating the human (no invitation row → quick).
for i := 0; i < game.MaxActiveQuickGames; i++ {
mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, int64(i+1))
}
// At the cap: the lobby flags it and both create paths are refused with the stable code.
if !gamesListAtLimit(t, srv, human) {
t.Fatalf("at %d games at_game_limit must be true", game.MaxActiveQuickGames)
}
// erudit_ru is in the default variant preferences, so the variant gate passes and the
// game-limit gate is what fires here.
if rec := userPost(t, srv, "/api/v1/user/lobby/enqueue", human, `{"variant":"erudit_ru"}`); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" {
t.Fatalf("enqueue at limit = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec))
}
invBody := fmt.Sprintf(`{"variant":"erudit_ru","invitee_ids":[%q]}`, opp.String()) invBody := fmt.Sprintf(`{"variant":"erudit_ru","invitee_ids":[%q]}`, opp.String())
if rec := userPost(t, srv, "/api/v1/user/invitations", human, invBody); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" { if rec := userPost(t, srv, "/api/v1/user/invitations", guest, invBody); rec.Code != http.StatusForbidden || errorCode(t, rec) != "guest_forbidden" {
t.Fatalf("invitation at limit = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec)) t.Fatalf("guest invitation = (%d, %q), want (403, guest_forbidden)", rec.Code, errorCode(t, rec))
} }
// Accepting an incoming invitation is never blocked, even at the cap: another player invites // The guest vs_ai cap is 1: one vs_ai game puts the guest at the vs_ai limit.
// the capped human, who accepts over HTTP and the game starts (friend games do not count). mustCreateKind(t, games, []uuid.UUID{guest, opp}, gamelimits.KindVsAI)
inviter := provisionAccount(t) if at, err := games.AtGameLimit(ctx, guest, gamelimits.KindVsAI); err != nil || !at {
inv := newInvitationService() t.Fatalf("guest vs_ai at-limit = (%v, %v), want (true, nil)", at, err)
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{human}, englishInvite())
if err != nil {
t.Fatalf("create invitation: %v", err)
} }
if rec := userPost(t, srv, "/api/v1/user/invitations/"+invitation.ID.String()+"/accept", human, ""); rec.Code != http.StatusOK { // The guest friends cap is 0: a guest is always at the friends limit (the 403 gate blocks first).
t.Fatalf("accept at limit = %d (%s), want 200 — accept must bypass the cap", rec.Code, rec.Body.String()) if at, err := games.AtGameLimit(ctx, guest, gamelimits.KindFriends); err != nil || !at {
t.Fatalf("guest friends at-limit = (%v, %v), want (true, nil)", at, err)
} }
} }
// mustCount returns the account's active-quick-game count, failing on error. // TestDurableTierHigherLimit checks a durable account resolves the durable tier, not the guest one:
func mustCount(t *testing.T, games *game.Service, id uuid.UUID) int { // one random game leaves it well under the durable cap (10).
t.Helper() func TestDurableTierHigherLimit(t *testing.T) {
n, err := games.CountActiveQuickGames(context.Background(), id)
if err != nil {
t.Fatalf("count active quick games: %v", err)
}
return n
}
// mustCreateQuick creates an active quick game (no invitation) seating the given accounts and
// returns its id; vsAI flags an honest-AI game (the service then applies the 7-day clock).
func mustCreateQuick(t *testing.T, games *game.Service, seats []uuid.UUID, vsAI bool, seed int64) uuid.UUID {
t.Helper()
p := game.CreateParams{Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: 24 * time.Hour, Seed: seed}
if vsAI {
p.VsAI = true
p.TurnTimeout = 0 // the service applies the 7-day AI inactivity clock for vs_ai games
}
g, err := games.Create(context.Background(), p)
if err != nil {
t.Fatalf("create quick game (vsAI=%v): %v", vsAI, err)
}
return g.ID
}
// startFriendGame has a fresh inviter invite the given account to a friend game and the invitee
// accept it, so the (active) friend game exists with its game_invitations row.
func startFriendGame(t *testing.T, invitee uuid.UUID) {
t.Helper()
ctx := context.Background() ctx := context.Background()
gl := newGameLimits(t)
games := newGameService()
games.SetGameLimits(gl)
durable, opp := provisionAccount(t), provisionAccount(t)
mustCreateKind(t, games, []uuid.UUID{durable, opp}, gamelimits.KindRandom)
if at, err := games.AtGameLimit(ctx, durable, gamelimits.KindRandom); err != nil || at {
t.Fatalf("durable random at-limit after one game = (%v, %v), want (false, nil)", at, err)
}
}
// TestGuestForbiddenFriendActions checks a guest is refused every friend action server-side (the UI
// hides them; this is the source of truth): creating an invitation, sending a friend request, and
// redeeming a friend code.
func TestGuestForbiddenFriendActions(t *testing.T) {
ctx := context.Background()
guest := provisionGuest(t)
other := provisionAccount(t)
inv := newInvitationService() inv := newInvitationService()
if _, err := inv.CreateInvitation(ctx, guest, []uuid.UUID{other}, englishInvite()); !errors.Is(err, lobby.ErrGuestForbidden) {
t.Fatalf("guest CreateInvitation err = %v, want ErrGuestForbidden", err)
}
soc := newSocialService()
if err := soc.SendFriendRequest(ctx, guest, other); !errors.Is(err, social.ErrGuestForbidden) {
t.Fatalf("guest SendFriendRequest err = %v, want ErrGuestForbidden", err)
}
if _, err := soc.RedeemFriendCode(ctx, guest, "000000"); !errors.Is(err, social.ErrGuestForbidden) {
t.Fatalf("guest RedeemFriendCode err = %v, want ErrGuestForbidden", err)
}
}
// TestDurableFriendsCapAndConfigCache lowers the durable friends cap to 1 through the service (the
// admin-edit path), checks a durable inviter is refused a second friend game with 409, and that
// accepting an incoming invitation is still exempt from the cap.
func TestDurableFriendsCapAndConfigCache(t *testing.T) {
ctx := context.Background()
gl := newGameLimits(t)
restoreDefaultLimits(t, gl)
cfg := gl.Get()
cfg.Durable.Friends = 1
if err := gl.Update(ctx, cfg); err != nil {
t.Fatalf("update durable friends cap: %v", err)
}
games := newGameService()
games.SetGameLimits(gl)
inv := lobby.NewInvitationService(lobby.NewStore(testDB), games, account.NewStore(testDB), newSocialService())
inviter := provisionAccount(t) inviter := provisionAccount(t)
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite()) d2, d3 := provisionAccount(t), provisionAccount(t)
if err != nil {
t.Fatalf("create invitation: %v", err) // The inviter's first friend game reaches the (lowered) cap of 1.
startFriendGameID(t, inv, inviter, d2)
if at, err := games.AtGameLimit(ctx, inviter, gamelimits.KindFriends); err != nil || !at {
t.Fatalf("inviter friends at-limit = (%v, %v), want (true, nil)", at, err)
} }
if _, err := inv.RespondInvitation(ctx, invitation.ID, invitee, true); err != nil { // A second invitation is refused: the cache reflects the edit.
t.Fatalf("accept invitation: %v", err) if _, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{d3}, englishInvite()); !errors.Is(err, game.ErrGameLimitReached) {
t.Fatalf("second invitation err = %v, want ErrGameLimitReached", err)
} }
// Accept stays exempt: someone else invites the capped inviter, who accepts and the game starts.
startFriendGameID(t, inv, d3, inviter)
} }
// gamesListAtLimit fetches /api/v1/user/games and returns its at_game_limit flag. // gamesListAtLimit fetches /api/v1/user/games and returns its at_game_limit flag.
+16
View File
@@ -15,6 +15,7 @@ import (
"scrabble/backend/internal/account" "scrabble/backend/internal/account"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
"scrabble/backend/internal/postgres/jet/backend/model" "scrabble/backend/internal/postgres/jet/backend/model"
"scrabble/backend/internal/postgres/jet/backend/table" "scrabble/backend/internal/postgres/jet/backend/table"
@@ -218,6 +219,20 @@ func (svc *InvitationService) CreateInvitation(ctx context.Context, inviterID uu
if !slices.Contains(game.AllowedTurnTimeouts, settings.TurnTimeout) { if !slices.Contains(game.AllowedTurnTimeouts, settings.TurnTimeout) {
return Invitation{}, fmt.Errorf("%w: turn timeout %s not allowed", ErrInvalidInvitation, settings.TurnTimeout) return Invitation{}, fmt.Errorf("%w: turn timeout %s not allowed", ErrInvalidInvitation, settings.TurnTimeout)
} }
// A guest cannot invite: friend games are a durable-account feature. The UI hides the flow;
// this is the server source of truth.
if acc, err := svc.accounts.GetByID(ctx, inviterID); err != nil {
return Invitation{}, err
} else if acc.IsGuest {
return Invitation{}, ErrGuestForbidden
}
// A durable inviter is still capped: refuse a new friend game once the per-tier friends limit is
// reached. The guest branch above short-circuits before here, so this is the durable cap.
if atLimit, err := svc.games.AtGameLimit(ctx, inviterID, gamelimits.KindFriends); err != nil {
return Invitation{}, err
} else if atLimit {
return Invitation{}, game.ErrGameLimitReached
}
seen := map[uuid.UUID]bool{inviterID: true} seen := map[uuid.UUID]bool{inviterID: true}
// suppressed collects invitees who have blocked the inviter: the invitation is still // suppressed collects invitees who have blocked the inviter: the invitation is still
// created and persisted for them, but they are never notified and never see it (their // created and persisted for them, but they are never notified and never see it (their
@@ -336,6 +351,7 @@ func (svc *InvitationService) startGame(ctx context.Context, invitationID uuid.U
HintsPerPlayer: inv.Settings.HintsPerPlayer, HintsPerPlayer: inv.Settings.HintsPerPlayer,
DropoutTiles: inv.Settings.DropoutTiles, DropoutTiles: inv.Settings.DropoutTiles,
MultipleWordsPerTurn: inv.Settings.MultipleWordsPerTurn, MultipleWordsPerTurn: inv.Settings.MultipleWordsPerTurn,
Kind: gamelimits.KindFriends,
}) })
if err != nil { if err != nil {
return err return err
+9 -1
View File
@@ -15,17 +15,22 @@ import (
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
) )
// GameCreator is the slice of the game domain the lobby needs: starting a seated // GameCreator is the slice of the game domain the lobby needs: starting a seated
// game and reading a player's initial view of it. game.Service satisfies it. // game, reading a player's initial view of it, and testing a caller's active-game
// cap. game.Service satisfies it.
type GameCreator interface { type GameCreator interface {
Create(ctx context.Context, params game.CreateParams) (game.Game, error) Create(ctx context.Context, params game.CreateParams) (game.Game, error)
// InitialState returns a seated player's full initial view of a started game, used // InitialState returns a seated player's full initial view of a started game, used
// to enrich the game_started event so the client renders the new game without a // to enrich the game_started event so the client renders the new game without a
// follow-up fetch. // follow-up fetch.
InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error) InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error)
// AtGameLimit reports whether accountID has reached its tier's active-game cap for kind. The
// invitation path uses it to enforce the friends limit before opening one.
AtGameLimit(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (bool, error)
} }
// RobotProvider supplies a robot account to substitute for a missing human in // RobotProvider supplies a robot account to substitute for a missing human in
@@ -62,6 +67,9 @@ var (
// ErrInvalidInvitation is returned for a malformed invitation (bad player // ErrInvalidInvitation is returned for a malformed invitation (bad player
// count, duplicate or self invitee, or unacceptable settings). // count, duplicate or self invitee, or unacceptable settings).
ErrInvalidInvitation = errors.New("lobby: invalid invitation") ErrInvalidInvitation = errors.New("lobby: invalid invitation")
// ErrGuestForbidden is returned when a guest attempts a durable-only action (invite a
// friend); the friend flow is gated to durable accounts.
ErrGuestForbidden = errors.New("lobby: guests cannot invite")
// ErrInvitationBlocked is returned when a block stands between the inviter and // ErrInvitationBlocked is returned when a block stands between the inviter and
// an invitee. // an invitee.
ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts") ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts")
+2
View File
@@ -10,6 +10,7 @@ import (
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
) )
@@ -141,6 +142,7 @@ func (m *Matchmaker) StartVsAI(ctx context.Context, accountID uuid.UUID, variant
if rand.IntN(2) == 1 { if rand.IntN(2) == 1 {
params.Seats = []uuid.UUID{robotID, accountID} params.Seats = []uuid.UUID{robotID, accountID}
} }
params.Kind = gamelimits.KindVsAI
g, err := m.games.Create(ctx, params) g, err := m.games.Create(ctx, params)
if err != nil { if err != nil {
return EnqueueResult{}, err return EnqueueResult{}, err
@@ -0,0 +1,18 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
type Config struct {
OnlyRow bool `sql:"primary_key"`
GuestVsAiLimit int16
GuestRandomLimit int16
GuestFriendsLimit int16
DurableVsAiLimit int16
DurableRandomLimit int16
DurableFriendsLimit int16
}
@@ -33,4 +33,5 @@ type Games struct {
DropoutTiles string DropoutTiles string
MultipleWordsPerTurn bool MultipleWordsPerTurn bool
VsAi bool VsAi bool
GameKind int16
} }
@@ -0,0 +1,96 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var Config = newConfigTable("backend", "config", "")
type configTable struct {
postgres.Table
// Columns
OnlyRow postgres.ColumnBool
GuestVsAiLimit postgres.ColumnInteger
GuestRandomLimit postgres.ColumnInteger
GuestFriendsLimit postgres.ColumnInteger
DurableVsAiLimit postgres.ColumnInteger
DurableRandomLimit postgres.ColumnInteger
DurableFriendsLimit postgres.ColumnInteger
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type ConfigTable struct {
configTable
EXCLUDED configTable
}
// AS creates new ConfigTable with assigned alias
func (a ConfigTable) AS(alias string) *ConfigTable {
return newConfigTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new ConfigTable with assigned schema name
func (a ConfigTable) FromSchema(schemaName string) *ConfigTable {
return newConfigTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new ConfigTable with assigned table prefix
func (a ConfigTable) WithPrefix(prefix string) *ConfigTable {
return newConfigTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new ConfigTable with assigned table suffix
func (a ConfigTable) WithSuffix(suffix string) *ConfigTable {
return newConfigTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newConfigTable(schemaName, tableName, alias string) *ConfigTable {
return &ConfigTable{
configTable: newConfigTableImpl(schemaName, tableName, alias),
EXCLUDED: newConfigTableImpl("", "excluded", ""),
}
}
func newConfigTableImpl(schemaName, tableName, alias string) configTable {
var (
OnlyRowColumn = postgres.BoolColumn("only_row")
GuestVsAiLimitColumn = postgres.IntegerColumn("guest_vs_ai_limit")
GuestRandomLimitColumn = postgres.IntegerColumn("guest_random_limit")
GuestFriendsLimitColumn = postgres.IntegerColumn("guest_friends_limit")
DurableVsAiLimitColumn = postgres.IntegerColumn("durable_vs_ai_limit")
DurableRandomLimitColumn = postgres.IntegerColumn("durable_random_limit")
DurableFriendsLimitColumn = postgres.IntegerColumn("durable_friends_limit")
allColumns = postgres.ColumnList{OnlyRowColumn, GuestVsAiLimitColumn, GuestRandomLimitColumn, GuestFriendsLimitColumn, DurableVsAiLimitColumn, DurableRandomLimitColumn, DurableFriendsLimitColumn}
mutableColumns = postgres.ColumnList{GuestVsAiLimitColumn, GuestRandomLimitColumn, GuestFriendsLimitColumn, DurableVsAiLimitColumn, DurableRandomLimitColumn, DurableFriendsLimitColumn}
defaultColumns = postgres.ColumnList{OnlyRowColumn, GuestVsAiLimitColumn, GuestRandomLimitColumn, GuestFriendsLimitColumn, DurableVsAiLimitColumn, DurableRandomLimitColumn, DurableFriendsLimitColumn}
)
return configTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
OnlyRow: OnlyRowColumn,
GuestVsAiLimit: GuestVsAiLimitColumn,
GuestRandomLimit: GuestRandomLimitColumn,
GuestFriendsLimit: GuestFriendsLimitColumn,
DurableVsAiLimit: DurableVsAiLimitColumn,
DurableRandomLimit: DurableRandomLimitColumn,
DurableFriendsLimit: DurableFriendsLimitColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -37,6 +37,7 @@ type gamesTable struct {
DropoutTiles postgres.ColumnString DropoutTiles postgres.ColumnString
MultipleWordsPerTurn postgres.ColumnBool MultipleWordsPerTurn postgres.ColumnBool
VsAi postgres.ColumnBool VsAi postgres.ColumnBool
GameKind postgres.ColumnInteger
AllColumns postgres.ColumnList AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList MutableColumns postgres.ColumnList
@@ -98,9 +99,10 @@ func newGamesTableImpl(schemaName, tableName, alias string) gamesTable {
DropoutTilesColumn = postgres.StringColumn("dropout_tiles") DropoutTilesColumn = postgres.StringColumn("dropout_tiles")
MultipleWordsPerTurnColumn = postgres.BoolColumn("multiple_words_per_turn") MultipleWordsPerTurnColumn = postgres.BoolColumn("multiple_words_per_turn")
VsAiColumn = postgres.BoolColumn("vs_ai") VsAiColumn = postgres.BoolColumn("vs_ai")
allColumns = postgres.ColumnList{GameIDColumn, VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn} GameKindColumn = postgres.IntegerColumn("game_kind")
mutableColumns = postgres.ColumnList{VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn} allColumns = postgres.ColumnList{GameIDColumn, VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
defaultColumns = postgres.ColumnList{StatusColumn, ToMoveColumn, TurnStartedAtColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, CreatedAtColumn, UpdatedAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn} mutableColumns = postgres.ColumnList{VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
defaultColumns = postgres.ColumnList{StatusColumn, ToMoveColumn, TurnStartedAtColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, CreatedAtColumn, UpdatedAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
) )
return gamesTable{ return gamesTable{
@@ -127,6 +129,7 @@ func newGamesTableImpl(schemaName, tableName, alias string) gamesTable {
DropoutTiles: DropoutTilesColumn, DropoutTiles: DropoutTilesColumn,
MultipleWordsPerTurn: MultipleWordsPerTurnColumn, MultipleWordsPerTurn: MultipleWordsPerTurnColumn,
VsAi: VsAiColumn, VsAi: VsAiColumn,
GameKind: GameKindColumn,
AllColumns: allColumns, AllColumns: allColumns,
MutableColumns: mutableColumns, MutableColumns: mutableColumns,
@@ -21,6 +21,7 @@ func UseSchema(schema string) {
Blocks = Blocks.FromSchema(schema) Blocks = Blocks.FromSchema(schema)
ChatMessages = ChatMessages.FromSchema(schema) ChatMessages = ChatMessages.FromSchema(schema)
Complaints = Complaints.FromSchema(schema) Complaints = Complaints.FromSchema(schema)
Config = Config.FromSchema(schema)
DictionaryState = DictionaryState.FromSchema(schema) DictionaryState = DictionaryState.FromSchema(schema)
EmailConfirmations = EmailConfirmations.FromSchema(schema) EmailConfirmations = EmailConfirmations.FromSchema(schema)
FeedbackMessages = FeedbackMessages.FromSchema(schema) FeedbackMessages = FeedbackMessages.FromSchema(schema)
@@ -0,0 +1,36 @@
-- Guest-limit foundation (E8): tag each game with its kind so the per-tier, per-kind active-game
-- limits are enforceable, and add the single-row config that holds those limits (tuned in the admin,
-- no release). It replaces the old hardcoded MaxActiveQuickGames=10 combined cap with a per-tier,
-- per-kind config. game_kind: 0=unknown (pre-E8 games, never gated), 1=vs_ai, 2=random, 3=friends —
-- set on creation. The limits are smallint with -1 = unlimited; a guest defaults to 1 vs_ai + 1
-- random (friends 0, moot — the guest gate blocks friend games), a durable account to 10 per kind
-- (the old cap, now per kind). Additive only — applies forward via goose with no data rewrite (no
-- contour wipe); an image rollback ignores the column + table.
-- +goose Up
ALTER TABLE backend.games
ADD COLUMN game_kind smallint DEFAULT 0 NOT NULL;
ALTER TABLE backend.games
ADD CONSTRAINT games_game_kind_chk CHECK (game_kind >= 0 AND game_kind <= 3);
CREATE TABLE backend.config (
only_row boolean DEFAULT true NOT NULL,
guest_vs_ai_limit smallint DEFAULT 1 NOT NULL,
guest_random_limit smallint DEFAULT 1 NOT NULL,
guest_friends_limit smallint DEFAULT 0 NOT NULL,
durable_vs_ai_limit smallint DEFAULT 10 NOT NULL,
durable_random_limit smallint DEFAULT 10 NOT NULL,
durable_friends_limit smallint DEFAULT 10 NOT NULL,
CONSTRAINT config_pkey PRIMARY KEY (only_row),
CONSTRAINT config_single_row_chk CHECK (only_row),
CONSTRAINT config_limits_chk CHECK (
guest_vs_ai_limit >= -1 AND guest_random_limit >= -1 AND guest_friends_limit >= -1 AND
durable_vs_ai_limit >= -1 AND durable_random_limit >= -1 AND durable_friends_limit >= -1)
);
INSERT INTO backend.config (only_row) VALUES (true);
-- +goose Down
DROP TABLE backend.config;
ALTER TABLE backend.games DROP COLUMN game_kind;
+2
View File
@@ -319,6 +319,8 @@ func statusForError(err error) (int, string) {
return http.StatusConflict, "request_declined" return http.StatusConflict, "request_declined"
case errors.Is(err, social.ErrFriendCodeInvalid): case errors.Is(err, social.ErrFriendCodeInvalid):
return http.StatusUnprocessableEntity, "friend_code_invalid" return http.StatusUnprocessableEntity, "friend_code_invalid"
case errors.Is(err, social.ErrGuestForbidden), errors.Is(err, lobby.ErrGuestForbidden):
return http.StatusForbidden, "guest_forbidden"
case errors.Is(err, feedback.ErrGuestForbidden): case errors.Is(err, feedback.ErrGuestForbidden):
return http.StatusForbidden, "feedback_guest_forbidden" return http.StatusForbidden, "feedback_guest_forbidden"
case errors.Is(err, feedback.ErrBanned): case errors.Is(err, feedback.ErrBanned):
@@ -70,6 +70,10 @@ func (s *Server) registerConsole(router *gin.Engine) {
gm.POST("/bans/unban", s.consoleUnban) gm.POST("/bans/unban", s.consoleUnban)
gm.GET("/games", s.consoleGames) gm.GET("/games", s.consoleGames)
gm.GET("/games/:id", s.consoleGameDetail) gm.GET("/games/:id", s.consoleGameDetail)
if s.gamelimits != nil {
gm.GET("/limits", s.consoleLimits)
gm.POST("/limits", s.consoleUpdateLimits)
}
gm.GET("/complaints", s.consoleComplaints) gm.GET("/complaints", s.consoleComplaints)
gm.GET("/complaints/:id", s.consoleComplaintDetail) gm.GET("/complaints/:id", s.consoleComplaintDetail)
gm.POST("/complaints/:id/resolve", s.consoleResolveComplaint) gm.POST("/complaints/:id/resolve", s.consoleResolveComplaint)
@@ -1244,7 +1248,7 @@ func (s *Server) consoleUUID(c *gin.Context, back string) (uuid.UUID, bool) {
// gameRow projects a game summary into its console row. // gameRow projects a game summary into its console row.
func gameRow(g game.Game) adminconsole.GameRow { func gameRow(g game.Game) adminconsole.GameRow {
return adminconsole.GameRow{ID: g.ID.String(), Variant: g.Variant.String(), Status: g.Status, Players: g.Players, UpdatedAt: fmtTime(g.UpdatedAt), VsAI: g.VsAI} return adminconsole.GameRow{ID: g.ID.String(), Variant: g.Variant.String(), Status: g.Status, Players: g.Players, UpdatedAt: fmtTime(g.UpdatedAt), VsAI: g.VsAI, Kind: g.Kind.String()}
} }
// trimForm returns the trimmed value of a posted form field. // trimForm returns the trimmed value of a posted form field.
@@ -0,0 +1,65 @@
package server
import (
"fmt"
"github.com/gin-gonic/gin"
"scrabble/backend/internal/adminconsole"
"scrabble/backend/internal/gamelimits"
)
// consoleLimits renders the per-tier, per-kind active-game limit form (backend.config), read from
// the in-memory cache.
func (s *Server) consoleLimits(c *gin.Context) {
cfg := s.gamelimits.Get()
s.renderConsole(c, "limits", "limits", "Game limits", adminconsole.GameLimitsView{
GuestVsAI: cfg.Guest.VsAI,
GuestRandom: cfg.Guest.Random,
GuestFriends: cfg.Guest.Friends,
DurableVsAI: cfg.Durable.VsAI,
DurableRandom: cfg.Durable.Random,
DurableFriends: cfg.Durable.Friends,
})
}
// consoleUpdateLimits saves the active-game limits and refreshes the hot cache in place. Each
// field is a per-kind cap: -1 is unlimited, 0 blocks the kind, a positive value caps concurrent games.
func (s *Server) consoleUpdateLimits(c *gin.Context) {
cfg := gamelimits.Config{
Guest: gamelimits.Limits{
VsAI: atoiForm(c, "guest_vs_ai"),
Random: atoiForm(c, "guest_random"),
Friends: atoiForm(c, "guest_friends"),
},
Durable: gamelimits.Limits{
VsAI: atoiForm(c, "durable_vs_ai"),
Random: atoiForm(c, "durable_random"),
Friends: atoiForm(c, "durable_friends"),
},
}
if err := validateGameLimits(cfg); err != nil {
s.renderConsoleMessage(c, "Invalid", err.Error(), "/_gm/limits")
return
}
if err := s.gamelimits.Update(c.Request.Context(), cfg); err != nil {
s.consoleError(c, err)
return
}
s.renderConsoleMessage(c, "Saved", "game limits updated", "/_gm/limits")
}
// validateGameLimits rejects a limit below -1 (the unlimited sentinel); -1, 0 and any positive count
// are valid. It mirrors the backend.config CHECK so a bad value is refused with a clean message
// rather than a raw database error.
func validateGameLimits(cfg gamelimits.Config) error {
for _, v := range []int{
cfg.Guest.VsAI, cfg.Guest.Random, cfg.Guest.Friends,
cfg.Durable.VsAI, cfg.Durable.Random, cfg.Durable.Friends,
} {
if v < gamelimits.Unlimited {
return fmt.Errorf("a limit must be -1 (unlimited), 0, or a positive count")
}
}
return nil
}
+14 -22
View File
@@ -10,6 +10,7 @@ import (
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
) )
// The handlers below cover the game and chat operations the UI needs. They follow // The handlers below cover the game and chat operations the UI needs. They follow
@@ -46,10 +47,11 @@ type historyDTO struct {
} }
// gameListDTO is the caller's games (active and finished) for the lobby. AtGameLimit // gameListDTO is the caller's games (active and finished) for the lobby. AtGameLimit
// reports whether the caller has reached the simultaneous quick-game cap // reports whether the caller has reached its tier's active-game cap for the random
// (game.MaxActiveQuickGames); while it is true the lobby disables "New Game" and shows a // (quick auto-match) kind (the per-tier, per-kind limits in backend.config); while
// notice. It rides the lobby response — which the lobby re-fetches on every game event — // it is true the lobby disables "New Game" and shows a notice. It rides the lobby
// instead of a separate request. // response — which the lobby re-fetches on every game event — instead of a separate
// request.
type gameListDTO struct { type gameListDTO struct {
Games []gameDTO `json:"games"` Games []gameDTO `json:"games"`
AtGameLimit bool `json:"at_game_limit"` AtGameLimit bool `json:"at_game_limit"`
@@ -395,23 +397,13 @@ func (s *Server) handleSaveDraft(c *gin.Context) {
c.JSON(http.StatusOK, okResponse{OK: true}) c.JSON(http.StatusOK, okResponse{OK: true})
} }
// atGameLimit reports whether uid already holds the maximum number of simultaneous // ensureUnderGameLimit aborts the request with 409 game_limit_reached when uid has reached its
// quick games (game.MaxActiveQuickGames). It backs both the lobby's at_game_limit flag // tier's active-game cap for kind (the per-tier, per-kind limits in backend.config), and reports
// and the new-game gate; friend games created by invitation are not counted. // whether the caller may proceed. It guards the quick new-game entry points — auto-match (random)
func (s *Server) atGameLimit(ctx context.Context, uid uuid.UUID) (bool, error) { // and AI (vs_ai). Friend-invitation limits are enforced in the lobby's CreateInvitation, and
n, err := s.games.CountActiveQuickGames(ctx, uid) // accepting an incoming invitation is deliberately exempt.
if err != nil { func (s *Server) ensureUnderGameLimit(c *gin.Context, uid uuid.UUID, kind gamelimits.Kind) bool {
return false, err atLimit, err := s.games.AtGameLimit(c.Request.Context(), uid, kind)
}
return n >= game.MaxActiveQuickGames, nil
}
// ensureUnderGameLimit aborts the request with 409 game_limit_reached when uid is at the
// simultaneous quick-game cap, and reports whether the caller may proceed. It guards
// every new-game entry point — quick auto-match/AI and invitation creation; accepting an
// incoming invitation is deliberately exempt.
func (s *Server) ensureUnderGameLimit(c *gin.Context, uid uuid.UUID) bool {
atLimit, err := s.atGameLimit(c.Request.Context(), uid)
if err != nil { if err != nil {
s.abortErr(c, err) s.abortErr(c, err)
return false return false
@@ -437,7 +429,7 @@ func (s *Server) handleListGames(c *gin.Context) {
s.abortErr(c, err) s.abortErr(c, err)
return return
} }
atLimit, err := s.atGameLimit(c.Request.Context(), uid) atLimit, err := s.games.AtGameLimit(c.Request.Context(), uid, gamelimits.KindRandom)
if err != nil { if err != nil {
s.abortErr(c, err) s.abortErr(c, err)
return return
@@ -133,9 +133,6 @@ func (s *Server) handleCreateInvitation(c *gin.Context) {
} }
inviteeIDs = append(inviteeIDs, id) inviteeIDs = append(inviteeIDs, id)
} }
if !s.ensureUnderGameLimit(c, uid) {
return
}
inv, err := s.invitations.CreateInvitation(c.Request.Context(), uid, inviteeIDs, settings) inv, err := s.invitations.CreateInvitation(c.Request.Context(), uid, inviteeIDs, settings)
if err != nil { if err != nil {
s.abortErr(c, err) s.abortErr(c, err)
+6 -3
View File
@@ -8,6 +8,7 @@ import (
"github.com/google/uuid" "github.com/google/uuid"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
) )
// The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The // The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The
@@ -189,13 +190,15 @@ func (s *Server) handleEnqueue(c *gin.Context) {
if !s.ensureVariantAllowed(c, uid, variant.String()) { if !s.ensureVariantAllowed(c, uid, variant.String()) {
return return
} }
if !s.ensureUnderGameLimit(c, uid) { kind := gamelimits.KindRandom
return
}
enter := s.matchmaker.Enqueue enter := s.matchmaker.Enqueue
if req.VsAI { if req.VsAI {
kind = gamelimits.KindVsAI
enter = s.matchmaker.StartVsAI enter = s.matchmaker.StartVsAI
} }
if !s.ensureUnderGameLimit(c, uid, kind) {
return
}
res, err := enter(c.Request.Context(), uid, variant, req.MultipleWordsPerTurn) res, err := enter(c.Request.Context(), uid, variant, req.MultipleWordsPerTurn)
if err != nil { if err != nil {
s.abortErr(c, err) s.abortErr(c, err)
+7
View File
@@ -25,6 +25,7 @@ import (
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/feedback" "scrabble/backend/internal/feedback"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/link" "scrabble/backend/internal/link"
"scrabble/backend/internal/lobby" "scrabble/backend/internal/lobby"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
@@ -100,6 +101,10 @@ type Deps struct {
// console routes are registered when the wallet surface lands. A nil Payments // console routes are registered when the wallet surface lands. A nil Payments
// omits them. // omits them.
Payments *payments.Service Payments *payments.Service
// GameLimits is the per-tier, per-kind active-game limit config, cached in memory. The
// game domain reads it through game.Service (SetGameLimits) for the new-game gate; the admin
// console reads and edits it here. A nil GameLimits omits the limits console section.
GameLimits *gamelimits.Service
// Notifier publishes live-event intents — here the banner-eligibility re-poll // Notifier publishes live-event intents — here the banner-eligibility re-poll
// signal the banner/hint/role console actions emit. A nil Notifier discards // signal the banner/hint/role console actions emit. A nil Notifier discards
// them (notify.Nop). // them (notify.Nop).
@@ -140,6 +145,7 @@ type Server struct {
banview *banview.View banview *banview.View
ads *ads.Service ads *ads.Service
payments *payments.Service payments *payments.Service
gamelimits *gamelimits.Service
robokassa robokassa.Config robokassa robokassa.Config
notifier notify.Publisher notifier notify.Publisher
console *adminconsole.Renderer console *adminconsole.Renderer
@@ -194,6 +200,7 @@ func New(addr string, deps Deps) *Server {
banview: deps.BanView, banview: deps.BanView,
ads: deps.Ads, ads: deps.Ads,
payments: deps.Payments, payments: deps.Payments,
gamelimits: deps.GameLimits,
robokassa: deps.Robokassa, robokassa: deps.Robokassa,
notifier: notifier, notifier: notifier,
renderer: deps.Renderer, renderer: deps.Renderer,
+6
View File
@@ -65,6 +65,12 @@ func (svc *Service) IssueFriendCode(ctx context.Context, accountID uuid.UUID) (F
// ErrRequestBlocked (a block stands between the pair). A redeem bypasses any prior // ErrRequestBlocked (a block stands between the pair). A redeem bypasses any prior
// decline between the two: it clears the old row and writes a fresh friendship. // decline between the two: it clears the old row and writes a fresh friendship.
func (svc *Service) RedeemFriendCode(ctx context.Context, redeemerID uuid.UUID, code string) (uuid.UUID, error) { func (svc *Service) RedeemFriendCode(ctx context.Context, redeemerID uuid.UUID, code string) (uuid.UUID, error) {
// A guest cannot use friends: a durable-account feature (the UI hides it).
if acc, err := svc.accounts.GetByID(ctx, redeemerID); err != nil {
return uuid.UUID{}, err
} else if acc.IsGuest {
return uuid.UUID{}, ErrGuestForbidden
}
issuerID, codeID, err := svc.store.liveFriendCodeByHash(ctx, hashFriendCode(code), svc.now()) issuerID, codeID, err := svc.store.liveFriendCodeByHash(ctx, hashFriendCode(code), svc.now())
if err != nil { if err != nil {
return uuid.UUID{}, err return uuid.UUID{}, err
+7
View File
@@ -51,6 +51,13 @@ func (svc *Service) SendFriendRequest(ctx context.Context, requesterID, addresse
if requesterID == addresseeID { if requesterID == addresseeID {
return ErrSelfRelation return ErrSelfRelation
} }
// A guest cannot use friends — friends are a durable-account feature; the UI hides the
// flow, this is the server source of truth.
if acc, err := svc.accounts.GetByID(ctx, requesterID); err != nil {
return err
} else if acc.IsGuest {
return ErrGuestForbidden
}
iBlockThem, err := svc.store.blockExists(ctx, requesterID, addresseeID) iBlockThem, err := svc.store.blockExists(ctx, requesterID, addresseeID)
if err != nil { if err != nil {
return err return err
+6
View File
@@ -42,6 +42,12 @@ func (svc *Service) RequestInGame(ctx context.Context, requesterID, addresseeID,
if requesterID == addresseeID { if requesterID == addresseeID {
return ErrSelfRelation return ErrSelfRelation
} }
// A guest cannot use friends: a durable-account feature (the UI hides it).
if acc, err := svc.accounts.GetByID(ctx, requesterID); err != nil {
return err
} else if acc.IsGuest {
return ErrGuestForbidden
}
isRobot, err := svc.accounts.IsRobot(ctx, addresseeID) isRobot, err := svc.accounts.IsRobot(ctx, addresseeID)
if err != nil { if err != nil {
return err return err
+3
View File
@@ -59,6 +59,9 @@ var (
// ErrRequestBlocked is returned when the addressee does not accept friend // ErrRequestBlocked is returned when the addressee does not accept friend
// requests (their global toggle) or a block stands between the two accounts. // requests (their global toggle) or a block stands between the two accounts.
ErrRequestBlocked = errors.New("social: the addressee is not accepting friend requests") ErrRequestBlocked = errors.New("social: the addressee is not accepting friend requests")
// ErrGuestForbidden is returned when a guest attempts a durable-only action (send a friend
// request, redeem a friend code); friends are a durable-account feature.
ErrGuestForbidden = errors.New("social: guests cannot use friends")
// ErrRequestNotFound is returned when no pending friend request matches. // ErrRequestNotFound is returned when no pending friend request matches.
ErrRequestNotFound = errors.New("social: no pending friend request") ErrRequestNotFound = errors.New("social: no pending friend request")
// ErrNoSharedGame is returned when a friend request targets someone the // ErrNoSharedGame is returned when a friend request targets someone the
+21 -12
View File
@@ -650,18 +650,27 @@ in either direction (the enqueue excludes the caller's `BlockedWith` set);
game is `open` the starter may move on their turn, but resign, chat and nudge are game is `open` the starter may move on their turn, but resign, chat and nudge are
refused (no opponent yet) and the lobby and opponent card show a "searching for refused (no opponent yet) and the lobby and opponent card show a "searching for
opponent" placeholder. opponent" placeholder.
- **Simultaneous-game cap**: a player may hold at most `game.MaxActiveQuickGames` - **Active-game caps (per tier, per kind)**: a player's simultaneous unfinished games are
(**10**) active quick games. `game.Service.CountActiveQuickGames` counts the games capped per **kind**`vs_ai`, `random` (quick auto-match), `friends` — with independent
seating the account in status `active` or `open` **without** a linked **guest** and **durable-account** tiers. The caps live in the single-row `backend.config`
`game_invitations` row — friend games are excluded, and hidden games still occupy a table (`-1` = unlimited), read once at boot into an in-memory cache (`internal/gamelimits`)
slot, so it is a dedicated count rather than a filter over the lobby list. The backend and refreshed in place when an operator edits them in the admin (`/_gm/limits`) — so a
**gate** (`Server.ensureUnderGameLimit`) refuses **both** new-game entry points at the login or game-create never queries the table. The seeded defaults are guest **1 vs_ai / 1
cap — `POST /lobby/enqueue` and `POST /invitations` — with **409 `game_limit_reached`**; random / 0 friends** and durable **10 / 10 / 10** (this replaced the earlier flat
**accepting** an invitation (`POST /invitations/:id/accept`) is never gated, so friend `MaxActiveQuickGames`=10 combined cap). Each game is tagged with `games.game_kind` on
games are capped only at initiation. The lobby learns the state from a boolean creation (0 = an untagged game, never gated). `game.Service.AtGameLimit` resolves the
**`at_game_limit`** carried on the `games.list` response — the lobby already re-fetches account's tier, then counts its `active`/`open` games of the kind (hidden games still
that on entry and on every game event, so the flag needs no separate request or occupy a slot) against the cap. The gate (`Server.ensureUnderGameLimit`) refuses
per-event payload; while it is set the client disables **New Game** and shows a notice. `POST /lobby/enqueue` — random or vs_ai per the request — with **409 `game_limit_reached`**;
the `POST /invitations` (friends) path enforces the durable friends cap the same way and
refuses a **guest** outright with **403** (guests cannot use friends — the same guest gate
covers friend requests and friend-code redemption). **Accepting** an invitation
(`POST /invitations/:id/accept`) is never gated, so friend games are capped only at
initiation. The lobby learns the random-kind state from a boolean **`at_game_limit`** on
the `games.list` response — already re-fetched on entry and every game event; the client
additionally counts the listed games per kind against the per-tier caps it reads in the
profile, locking a kind's New-Game entry (a login funnel for a guest, an already-at-limit
note for a durable account) when that kind is full.
- **Friends**: two add paths over one `friendships` table. A **one-time - **Friends**: two add paths over one `friendships` table. A **one-time
code** the to-be-added player issues (a `friend_codes` row: 6-digit numeric, code** the to-be-added player issues (a `friend_codes` row: 6-digit numeric,
SHA-256-hashed, **12 h** TTL, one live code per issuer, single-use, redeem SHA-256-hashed, **12 h** TTL, one live code per issuer, single-use, redeem