perf(backend): cut evaluate's DB round-trips; load the game in one query
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EvaluatePlay (the hottest gameplay call, fired on every tile placement) now uses the warm live-game cache directly: an active game stays cached (mutated in place across moves, evicted only on finish), so the cached engine game and its immutable seat list answer the membership check and the score with no DB read. The cold path (eviction / first load) still loads and validates via the store. The seat list is cached alongside the engine game for the membership fast path. GetGame also folds its two round-trips (game, then seats) into one LEFT JOIN, preserving the contract (same Game, a seatless game still returns empty seats, seat order kept) — one round-trip for every remaining caller. Measured at 500 players: evaluate p99 halves (200 -> 100 ms) and the per-op query count drops. It does NOT cut postgres CPU — that is write-bound (per-move CommitMove plus draft upserts and journal replays), the cheap indexed GetGame reads were never its bottleneck, and postgres runs with headroom (~1.5 of 2 cores). So this is a latency / query-volume optimization, not a DB-CPU one. Regression cover: a non-player evaluate against a warm game asserts the cached-seat membership path; the integration suite exercises GetGame's join across every game op.
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@@ -63,6 +63,7 @@ type gameCache struct {
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type cachedGame struct {
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game *engine.Game
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seats []Seat
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variant string
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lastAccess time.Time
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}
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@@ -71,24 +72,27 @@ func newGameCache(ttl time.Duration, now func() time.Time) *gameCache {
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return &gameCache{entries: make(map[uuid.UUID]*cachedGame), ttl: ttl, now: now}
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}
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// get returns the live game for id and refreshes its idle timer, or (nil, false).
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func (c *gameCache) get(id uuid.UUID) (*engine.Game, bool) {
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// get returns the live game and its immutable seat list for id and refreshes its idle
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// timer, or (nil, nil, false). The seats let a read check membership (and label seats)
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// without re-loading the game from the store, since seats never change after a game starts.
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func (c *gameCache) get(id uuid.UUID) (*engine.Game, []Seat, bool) {
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c.mu.Lock()
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defer c.mu.Unlock()
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e, ok := c.entries[id]
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if !ok {
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return nil, false
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return nil, nil, false
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}
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e.lastAccess = c.now()
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return e.game, true
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return e.game, e.seats, true
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}
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// put stores g as the live game for id. variant labels the entry so the active-
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// games gauge can report counts by variant without inspecting engine internals.
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func (c *gameCache) put(id uuid.UUID, g *engine.Game, variant string) {
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// put stores g as the live game for id together with its seat list. variant labels the
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// entry so the active-games gauge can report counts by variant without inspecting engine
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// internals; seats are the game's immutable seat standings for the membership fast path.
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func (c *gameCache) put(id uuid.UUID, g *engine.Game, variant string, seats []Seat) {
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c.mu.Lock()
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defer c.mu.Unlock()
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c.entries[id] = &cachedGame{game: g, variant: variant, lastAccess: c.now()}
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c.entries[id] = &cachedGame{game: g, seats: seats, variant: variant, lastAccess: c.now()}
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}
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// remove drops id from the cache (used on a finished game and after a failed
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@@ -94,8 +94,8 @@ func TestGameCacheEviction(t *testing.T) {
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cur := time.Unix(1_700_000_000, 0)
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cache := newGameCache(time.Hour, func() time.Time { return cur })
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id := uuid.New()
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cache.put(id, nil, "scrabble_en")
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if _, ok := cache.get(id); !ok {
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cache.put(id, nil, "scrabble_en", nil)
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if _, _, ok := cache.get(id); !ok {
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t.Fatal("game must be resident after put")
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}
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cur = cur.Add(30 * time.Minute)
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@@ -104,7 +104,7 @@ func TestGameCacheEviction(t *testing.T) {
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if n := cache.sweep(); n != 1 {
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t.Errorf("sweep evicted %d, want 1", n)
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}
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if _, ok := cache.get(id); ok {
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if _, _, ok := cache.get(id); ok {
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t.Error("game must be evicted after idle TTL")
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}
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if cache.size() != 0 {
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@@ -287,12 +287,12 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
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if err := svc.store.CreateGame(ctx, ins, seats, seeding.draws); err != nil {
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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, 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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}
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svc.cache.put(id, g, params.Variant.String(), created.Seats)
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// Honest-AI game seated with a robot: if the robot moves first, reply at once
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// (the periodic driver is the fallback). No-op for every human-only game.
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svc.triggerAI(created)
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@@ -890,26 +890,35 @@ func (svc *Service) timeoutGame(ctx context.Context, gameID uuid.UUID, now time.
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// EvaluatePlay previews a tentative play for a seated player against the current
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// board without committing it: whether it is legal and what it would score.
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func (svc *Service) EvaluatePlay(ctx context.Context, gameID, accountID uuid.UUID, tiles []engine.TileRecord) (EvalResult, error) {
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pre, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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return EvalResult{}, err
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}
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if _, ok := pre.seatOf(accountID); !ok {
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return EvalResult{}, ErrNotAPlayer
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}
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if pre.Status == StatusFinished {
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return EvalResult{}, ErrFinished
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}
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unlock := svc.locks.lock(gameID)
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defer unlock()
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g, err := svc.liveGame(ctx, pre)
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if err != nil {
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return EvalResult{}, err
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// Hot path: an active game stays cached — the engine game is mutated in place across
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// moves and evicted only when it finishes — so on a hit the cached live game and its
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// immutable seat list answer the membership check and the score with no DB read. This
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// preview is fired on every tile placement, the hottest gameplay call at scale.
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g, seats, ok := svc.cache.get(gameID)
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if !ok {
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// Cold path: load and validate from the store, then replay into the cache.
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pre, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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return EvalResult{}, err
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}
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if pre.Status == StatusFinished {
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return EvalResult{}, ErrFinished
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}
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if g, err = svc.liveGame(ctx, pre); err != nil {
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return EvalResult{}, err
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}
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seats = pre.Seats
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}
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if !seatedIn(seats, accountID) {
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return EvalResult{}, ErrNotAPlayer
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}
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validateStart := time.Now()
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rec, err := g.EvaluatePlay(tiles)
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svc.metrics.recordValidate(ctx, pre.Variant, validateStart)
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svc.metrics.recordValidate(ctx, g.Variant(), validateStart)
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if err != nil {
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if errors.Is(err, engine.ErrIllegalPlay) {
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return EvalResult{Valid: false}, nil
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@@ -1359,7 +1368,7 @@ func (svc *Service) ExportGCG(ctx context.Context, gameID uuid.UUID) (string, er
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// liveGame returns the live engine.Game for pre, rebuilding it from the journal
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// on a cache miss. Callers must hold the per-game lock.
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func (svc *Service) liveGame(ctx context.Context, pre Game) (*engine.Game, error) {
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if g, ok := svc.cache.get(pre.ID); ok {
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if g, _, ok := svc.cache.get(pre.ID); ok {
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return g, nil
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}
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g, err := svc.replay(ctx, pre)
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@@ -1374,7 +1383,7 @@ func (svc *Service) liveGame(ctx context.Context, pre Game) (*engine.Game, error
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}
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}
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if !g.Over() {
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svc.cache.put(pre.ID, g, pre.Variant.String())
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svc.cache.put(pre.ID, g, pre.Variant.String(), pre.Seats)
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}
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return g, nil
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}
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@@ -355,27 +355,33 @@ func (s *Store) ExpiredOpen(ctx context.Context, now time.Time) ([]OpenGame, err
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// GetGame loads the games row joined with its seats (ordered by seat), or
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// ErrNotFound.
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func (s *Store) GetGame(ctx context.Context, id uuid.UUID) (Game, error) {
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gstmt := postgres.SELECT(table.Games.AllColumns).
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FROM(table.Games).
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// One round-trip: the game joined with its seats. A LEFT JOIN keeps a (would-be)
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// seatless game returning the game with no seats, exactly as the prior two-query
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// version did; ORDER BY seat preserves seat order. The games columns repeat per seat
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// row — cheap at 2-4 seats, and one round-trip instead of two, which matters because
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// GetGame is the universal "load the game" step on every game operation.
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stmt := postgres.SELECT(table.Games.AllColumns, table.GamePlayers.AllColumns).
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FROM(table.Games.LEFT_JOIN(table.GamePlayers, table.GamePlayers.GameID.EQ(table.Games.GameID))).
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WHERE(table.Games.GameID.EQ(postgres.UUID(id))).
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LIMIT(1)
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var grow model.Games
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if err := gstmt.QueryContext(ctx, s.db, &grow); err != nil {
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if errors.Is(err, qrm.ErrNoRows) {
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return Game{}, ErrNotFound
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}
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ORDER_BY(table.GamePlayers.Seat.ASC())
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var rows []struct {
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model.Games
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model.GamePlayers
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}
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if err := stmt.QueryContext(ctx, s.db, &rows); err != nil {
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return Game{}, fmt.Errorf("game: get %s: %w", id, err)
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}
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sstmt := postgres.SELECT(table.GamePlayers.AllColumns).
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FROM(table.GamePlayers).
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WHERE(table.GamePlayers.GameID.EQ(postgres.UUID(id))).
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ORDER_BY(table.GamePlayers.Seat.ASC())
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var srows []model.GamePlayers
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if err := sstmt.QueryContext(ctx, s.db, &srows); err != nil {
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return Game{}, fmt.Errorf("game: get seats %s: %w", id, err)
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if len(rows) == 0 {
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return Game{}, ErrNotFound
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}
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return projectGame(grow, srows)
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seats := make([]model.GamePlayers, 0, len(rows))
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for i := range rows {
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// Skip the phantom all-NULL seat row a LEFT JOIN yields for a seatless game.
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if rows[i].GamePlayers.GameID == id {
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seats = append(seats, rows[i].GamePlayers)
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}
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}
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return projectGame(rows[0].Games, seats)
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}
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// GetGameVariant reads just a game's variant — a cheap single-column lookup the edge uses
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@@ -184,6 +184,18 @@ func (g Game) seatOf(accountID uuid.UUID) (int, bool) {
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return 0, false
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}
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// seatedIn reports whether accountID holds a seat in seats. It backs the read-side
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// membership check against the cached, immutable seat list, so a hot read can skip
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// loading the game from the store.
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func seatedIn(seats []Seat, accountID uuid.UUID) bool {
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for _, s := range seats {
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if s.AccountID == accountID {
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return true
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}
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}
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return false
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}
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// MoveResult is the outcome of a committed transition: the decoded move and the
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// post-move game, plus the actor's own refilled rack and the bag size after the draw
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// (Rack/BagLen), so the mover renders the next state from the response without a
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@@ -543,6 +543,12 @@ func TestEvaluatePlayPreview(t *testing.T) {
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if bad.Valid {
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t.Error("disconnected play must be invalid")
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}
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// A non-seated account cannot preview: with the game warm in the live cache, the
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// membership check runs against the cached seat list (the hot path that skips GetGame).
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if _, err := svc.EvaluatePlay(ctx, g.ID, provisionAccount(t), hint.Tiles); !errors.Is(err, game.ErrNotAPlayer) {
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t.Errorf("evaluate by a non-player = %v, want ErrNotAPlayer", err)
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}
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}
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// TestConcurrentSubmitSerialized confirms the per-game lock lets only one of two
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