fix(game): clear nudges on game completion
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Nudge badges lingered in the lobby on games that ended by turn-timeout, resignation or forfeit: those paths commit the finish directly, bypassing the move path's per-mover NudgeClearer, so the awaited seat's nudge was never marked read. A finished game's nudges are stale, so clear them all. Add a wired NudgeExpirer (social.ExpireNudges) called from the shared commit finish block — covering every completion path — and from the voidGame recovery path. It clears every seat's nudge bits for the game and leaves chat messages unread; unlike ClearNudges it records no publish-to-read latency, since a completion is an expiry, not a read. An integration test reproduces the timeout case (nudge cleared, chat kept). Docs: ARCHITECTURE §9.1, FUNCTIONAL (+_ru), backend/README.
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@@ -54,8 +54,14 @@ type Service struct {
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// have committed a move (a nudge answered by moving stops counting as unread). It is
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// best-effort and kept as a func so the game package never imports the social package.
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clearNudges func(ctx context.Context, gameID, accountID uuid.UUID) error
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metrics *gameMetrics
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log *zap.Logger
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// expireNudges, when set, marks every pending nudge in a game read once the game
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// finishes (the nudge badge is stale on a completed game). Unlike clearNudges it is
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// keyed by game alone — it clears all seats' nudges, not one mover's — and runs on
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// every completion path through commit. Best-effort; a func so the game package never
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// imports the social package.
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expireNudges func(ctx context.Context, gameID uuid.UUID) error
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metrics *gameMetrics
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log *zap.Logger
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}
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// NewService constructs a Service. store and accounts wrap the same pool;
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@@ -107,6 +113,15 @@ func (svc *Service) SetNudgeClearer(fn func(ctx context.Context, gameID, account
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svc.clearNudges = fn
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}
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// SetNudgeExpirer installs the hook that marks every pending nudge in a game read once the
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// game finishes, on any completion path (a closing move, a resignation, a turn-timeout or a
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// forfeit). It must be called during startup wiring; the default (nil) leaves a finished
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// game's nudges to expire only when a recipient opens the move history or chat. The social
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// package wires its ExpireNudges here. Chat messages are deliberately left unread.
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func (svc *Service) SetNudgeExpirer(fn func(ctx context.Context, gameID uuid.UUID) error) {
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svc.expireNudges = fn
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}
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// SetFirstMoveEntropy overrides the entropy source for the first-move draw
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// (docs/ARCHITECTURE.md §6). It must be called during wiring or test setup before any
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// game is created; the production default is crypto/rand and is never overridden.
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@@ -699,6 +714,16 @@ func (svc *Service) commit(ctx context.Context, gameID uuid.UUID, g *engine.Game
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}
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if c.finished {
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svc.cache.remove(gameID)
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// A finished game's nudges are stale, so clear them all here — every completion path
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// funnels through commit (a closing move, a resignation, a forfeit or a turn-timeout),
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// and only the move path also clears the mover's nudge on its own. Best-effort like
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// clearNudges: the finish has committed, so a cleanup failure is logged, not surfaced.
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// ExpireNudges leaves chat messages unread.
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if svc.expireNudges != nil {
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if err := svc.expireNudges(ctx, gameID); err != nil {
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svc.log.Warn("expire nudges on game finish", zap.Error(err))
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}
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}
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}
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post, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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@@ -1440,13 +1465,24 @@ func (svc *Service) voidGame(ctx context.Context, pre Game, g *engine.Game) erro
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if err != nil {
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return err
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}
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return svc.store.VoidGame(ctx, voidCommit{
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if err := svc.store.VoidGame(ctx, voidCommit{
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gameID: pre.ID,
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endReason: g.Reason().String(),
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scores: scores,
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now: svc.clock(),
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stats: buildStats(g, statSeats),
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})
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}); err != nil {
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return err
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}
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// A voided game is finished (as a draw) but bypasses commit, so clear its now-stale nudges
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// here too. Best-effort, like the commit path: the void has persisted, so a cleanup failure
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// is logged, not surfaced.
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if svc.expireNudges != nil {
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if err := svc.expireNudges(ctx, pre.ID); err != nil {
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svc.log.Warn("expire nudges on voided game", zap.Error(err))
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}
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}
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return nil
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}
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// replayMove re-applies one journalled move to g through the decoded engine API.
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