// Package lobby forms games: an auto-match maker that drops a player straight into a // game with an empty opponent seat (or joins them into another player's waiting one), // and friend-game invitations (invite -> accept) that start a 2-4 player game once // every invitee has accepted. Both produce games through the game domain; neither // imports the engine. Auto-match state is the open games in the database, so it // survives a restart; a background reaper substitutes a pooled robot for any open game // that waits too long, guaranteeing every game gets an opponent. package lobby import ( "context" "errors" "github.com/google/uuid" "scrabble/backend/internal/engine" "scrabble/backend/internal/game" "scrabble/backend/internal/notify" ) // 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. type GameCreator interface { Create(ctx context.Context, params game.CreateParams) (game.Game, error) // 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 // follow-up fetch. InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error) } // RobotProvider supplies a robot account to substitute for a missing human in // auto-match. robot.Service satisfies it; it returns an error when no robot is // available so the matchmaker can defer substitution. type RobotProvider interface { Pick(variant engine.Variant) (uuid.UUID, error) } // Blocker reports whether two accounts have a block between them (either // direction). social.Service satisfies it; the lobby uses it to refuse // invitations between blocked accounts. type Blocker interface { IsBlocked(ctx context.Context, a, b uuid.UUID) (bool, error) } // Auto-match defaults: a casual two-player game on the longest move clock with one // hint per player (docs/ARCHITECTURE.md ยง6). The drop-out tile disposition is moot // for two players, so the engine default (remove) applies. const ( autoMatchHintsAllowed = true autoMatchHintsPerPlayer = 1 ) // Sentinel errors returned by the lobby. var ( // ErrInvalidInvitation is returned for a malformed invitation (bad player // count, duplicate or self invitee, or unacceptable settings). ErrInvalidInvitation = errors.New("lobby: invalid invitation") // ErrInvitationBlocked is returned when a block stands between the inviter and // an invitee. ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts") // ErrInvitationNotFound is returned when no invitation matches the lookup. ErrInvitationNotFound = errors.New("lobby: invitation not found") // ErrInvitationNotPending is returned when an invitation is no longer open. ErrInvitationNotPending = errors.New("lobby: invitation is not pending") // ErrInvitationExpired is returned when an invitation has passed its deadline. ErrInvitationExpired = errors.New("lobby: invitation has expired") // ErrNotInvited is returned when an account is not an invitee of the invitation. ErrNotInvited = errors.New("lobby: account was not invited") // ErrAlreadyResponded is returned when an invitee has already accepted or declined. ErrAlreadyResponded = errors.New("lobby: invitee has already responded") // ErrNotInviter is returned when a non-inviter tries to cancel an invitation. ErrNotInviter = errors.New("lobby: only the inviter may cancel") )