# backend Internal-only domain service for the Scrabble platform (module `scrabble/backend`). It owns identity/sessions, accounts, and — in later stages — the lobby, game runtime, robot, chat, history and administration. Its only network consumers are the `gateway` and the platform side-services; it is never exposed publicly. As of Stage 1 the backend provides the foundation: configuration, the HTTP listener with the `/api/v1` route-group skeleton and probes, the Postgres pool with embedded goose migrations, OpenTelemetry wiring, an in-memory session cache, and the durable accounts / identities / sessions data model. The session and account REST endpoints are added with the `gateway` (Stage 6); Stage 1 ships the store/service layer they will call. Stage 2 adds `internal/engine`, the in-process bridge to the `scrabble-solver` library: a versioned dictionary registry, a deterministic tile bag, and a pure rules `Game` (legal plays, passes, exchanges, resignations and end-condition detection) that emits dictionary-independent move records. It is a library only; the game domain wires it into the process in Stage 3. Stage 3 adds `internal/game`, the game domain over the engine. Active games are event-sourced: a `games` row plus an append-only decoded move journal, with the live `engine.Game` kept warm in a cache and rebuilt by replay on a miss. It provides create, the play/pass/exchange/resign transitions, an unlimited score/legality preview, the hint (per-game allowance plus a profile wallet), the word-check tool with complaint capture, per-player game state, history and GCG export, per-account statistics on finish, and a background turn-timeout sweeper that auto-resigns overdue turns (honouring each player's daily away window). Like Stages 1–2 it is a service/store layer; the HTTP surface lands with the `gateway` (Stage 6). Stage 4 adds the lobby and social fabric. `internal/lobby` holds an in-memory matchmaking pool (FIFO per variant, pairs two humans into an auto-match) and friend-game invitations (invite → accept, starting a 2–4 player game once every invitee accepts). `internal/social` owns the friend graph (request/accept), 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, including obfuscated forms) and stored with the sender's IP. `internal/account` gains profile editing and the email confirm-code flow (a `Mailer` seam: SMTP or a development log mailer). The engine now also handles **multi-player drop-out**: in a 3–4 player game a resignation or timeout drops that seat and the rest play on (the tile disposition is a per-game setting), the game ending when one active seat remains. As before this is a service/store layer — chat and nudges are persisted but their live delivery, and all REST endpoints, arrive with the `gateway` (Stage 6); the services are exposed via `Server` accessors for those handlers. Stage 5 adds the robot opponent (`internal/robot`). A pool of durable accounts — each a `kind='robot'` identity, provisioned at startup with chat and friend requests blocked — backs a human-like name pool. A background driver plays the robot's moves through the public game API as an ordinary seated player (so only `internal/engine` imports the solver): it decides once per game whether to play to win (≈ 40%), targets a small score margin, and times its moves with a right-skewed delay, a night-sleep window anchored to the opponent's timezone, and nudge behaviour — all derived deterministically from the game seed, so it keeps no extra state. The matchmaker now substitutes a pooled robot after a 10-second wait and exposes `Poll` so a waiting player can collect the started game (the live match-found notification arrives with the `gateway`). Stage 6 opens the backend to the edge. The route groups gain their first handlers (`internal/server/handlers_*.go`): gateway-only session endpoints under `/api/v1/internal` (Telegram/guest/email login → mint, resolve, revoke) and a slice of authenticated `/api/v1/user` operations (profile, submit play, game state, lobby enqueue/poll, chat). Stage 8 fills in the social/account/history operations under `/api/v1/user`: `friends/*` (request/respond/cancel/unfriend, list/incoming, the one-time `code` issue/redeem), `blocks/*`, `invitations/*` (create/accept/decline/cancel/list), `PUT profile`, `email/{request,confirm}`, `stats`, and `games/:id/gcg` (finished-only). A new `internal/notify` hub feeds a second listener — `internal/pushgrpc`, a gRPC server (`BACKEND_GRPC_ADDR`) streaming live events (your-turn, opponent-moved, chat, nudge, match-found, notify) to the gateway. Stage 9 adds the gateway-only `POST /api/v1/internal/push-target` (a user's Telegram `external_id`, language and `notifications_in_app_only` flag) that the gateway uses to route out-of-app push to the Telegram connector, extends the Telegram login to seed a new account's language and display name from the launch fields, and adds migration `00007` (`accounts.notifications_in_app_only`, default true). Migration `00005` adds `accounts.is_guest`: an ephemeral guest is a durable row with no identity, excluded from statistics. **Stage 10** adds the server-rendered **admin console** at `/_gm` (`internal/adminconsole` + `internal/server/handlers_admin_console.go`; the gateway fronts it with Basic-Auth and a same-origin guard protects its POSTs), the **complaint resolution** lifecycle (migration `00008` adds `disposition`/`resolution_note`/ `resolved_at`/`applied_in_version` + the `status` CHECK) feeding a dictionary-change pipeline, dictionary **hot-reload** from `BACKEND_DICT_DIR//` (`engine.OpenWithVersions` / `Registry.LoadAvailable`), and operator **broadcasts** via a backend Telegram-connector client (`internal/connector`, `BACKEND_CONNECTOR_ADDR`). The shared wire contracts live in the sibling [`../pkg`](../pkg) module. Stage 11 adds **account linking & merge** (`/api/v1/user/link/*`). `internal/link` orchestrates it: an email confirm-code or a gateway-validated Telegram identity is attached to the current account, and when the identity already has its own account the two are merged in one transaction (`internal/accountmerge`) — stats and the hint wallet summed, `paid_account` ORed, identities/games/chat/complaints transferred, friends/blocks de-duplicated, the secondary kept as a `merged_into` tombstone (so a shared finished game's foreign keys hold); a shared **active** game blocks the merge. The current account is primary, except a guest initiator whose linked identity has a durable owner — then the durable account wins and a fresh session is minted for it. Migration `00009` adds `paid_account`/`merged_into`/`merged_at`. This supersedes the Stage 8 `email.bind.*` edge surface (the `RequestCode`/`ConfirmCode` primitives stay). ## Package layout ``` cmd/backend/ # entrypoint: telemetry -> db+migrate -> registry -> cache -> game+sweeper -> robot pool+driver -> lobby+social -> server cmd/jetgen/ # dev tool: regenerate go-jet code from a throwaway container internal/config/ # env configuration (composes postgres + telemetry + game config) internal/telemetry/ # OpenTelemetry providers + per-request timing middleware internal/postgres/ # pgx-over-database/sql pool (otelsql), goose migrations migrations/ # embedded *.sql (goose), schema `backend` jet/ # generated go-jet models + table builders (committed) internal/account/ # durable accounts + platform/email identities (store) + email/identity link primitives internal/accountmerge/ # single-transaction merge of a secondary account into a primary (Stage 11) internal/link/ # link/merge orchestrator over account + accountmerge + session (Stage 11) internal/session/ # opaque tokens, sessions store, write-through cache, service (incl. RevokeAllForAccount) internal/server/ # gin engine, route groups, X-User-ID middleware, probes internal/engine/ # in-process scrabble-solver bridge: registry, bag, Game, replay internal/game/ # game domain: lifecycle, journal+cache, hint, word-check, GCG, sweeper internal/social/ # friend graph, per-user blocks, per-game chat + nudge, content filter internal/lobby/ # in-memory matchmaking pool (+ robot substitution) + friend-game invitations internal/robot/ # human-like robot opponent: account pool, seed-derived strategy, move driver internal/adminconsole/ # server-rendered admin console (Go templates + embedded CSS, view models), served at /_gm internal/connector/ # backend gRPC client to the Telegram connector (operator broadcasts) ``` ## Configuration (environment) | Variable | Default | Notes | | --- | --- | --- | | `BACKEND_HTTP_ADDR` | `:8080` | HTTP (REST) listen address. | | `BACKEND_GRPC_ADDR` | `:9090` | gRPC listen address for the live-event push stream to the gateway. | | `BACKEND_LOG_LEVEL` | `info` | `debug` / `info` / `warn` / `error`. | | `BACKEND_POSTGRES_DSN` | — | **Required.** pgx/libpq URL; must pin `search_path=backend`. | | `BACKEND_POSTGRES_MAX_OPEN_CONNS` | `25` | Pool max open connections. | | `BACKEND_POSTGRES_MAX_IDLE_CONNS` | `5` | Pool max idle connections. | | `BACKEND_POSTGRES_CONN_MAX_LIFETIME` | `30m` | Max connection lifetime. | | `BACKEND_POSTGRES_OPERATION_TIMEOUT` | `5s` | Connect attempt + `/readyz` ping bound. | | `BACKEND_SERVICE_NAME` | `scrabble-backend` | OpenTelemetry `service.name`. | | `BACKEND_OTEL_TRACES_EXPORTER` | `none` | `none`, `stdout` or `otlp` (gRPC; endpoint from the standard `OTEL_EXPORTER_OTLP_*`). | | `BACKEND_OTEL_METRICS_EXPORTER` | `none` | `none`, `stdout` or `otlp`. | | `BACKEND_DICT_DIR` | — | **Required.** Directory of committed `.dawg` dictionaries. | | `BACKEND_DICT_VERSION` | `v1` | Dictionary version new games pin. | | `BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL` | `1m` | How often the turn-timeout sweeper runs. | | `BACKEND_GAME_CACHE_TTL` | `24h` | Idle window before a live game is evicted from cache. | | `BACKEND_LOBBY_ROBOT_WAIT` | `10s` | Auto-match wait before a robot is substituted for a missing human. | | `BACKEND_LOBBY_REAPER_INTERVAL` | `1s` | How often the substitution reaper scans for over-waited players. | | `BACKEND_ROBOT_DRIVE_INTERVAL` | `30s` | How often the robot driver scans for due robot turns. | | `BACKEND_SMTP_HOST` | — | Email relay host. **Empty selects the development log mailer** (the confirm-code is logged, not sent). | | `BACKEND_SMTP_PORT` | `587` | Email relay port. | | `BACKEND_SMTP_USERNAME` | — | SMTP user; empty relays without authentication. | | `BACKEND_SMTP_PASSWORD` | — | SMTP password. | | `BACKEND_SMTP_FROM` | `no-reply@localhost` | Envelope/From address for confirm-codes. | | `BACKEND_CONNECTOR_ADDR` | — | Telegram connector gRPC address for admin-console operator broadcasts. Empty disables broadcasts. | | `BACKEND_GUEST_REAP_INTERVAL` | `1h` | How often the abandoned-guest reaper sweeps. | | `BACKEND_GUEST_RETENTION` | `720h` | Account age past which a guest with no game seat is deleted. | ## Run ```sh docker run -d --name scrabble-pg -e POSTGRES_PASSWORD=dev -p 5432:5432 postgres:17-alpine # DAWGs: extract the dictionary release artifact (or point at a local scrabble-solver/dawg): mkdir -p /tmp/dawg && curl -fsSL https://gitea.iliadenisov.ru/developer/scrabble-dictionary/releases/download/v1.0.0/scrabble-dawg-v1.0.0.tar.gz | tar xz -C /tmp/dawg BACKEND_POSTGRES_DSN='postgres://postgres:dev@localhost:5432/postgres?search_path=backend&sslmode=disable' \ BACKEND_DICT_DIR=/tmp/dawg \ GOPRIVATE='gitea.iliadenisov.ru/*' \ go run ./cmd/backend ``` On boot the backend opens the pool, creates the `backend` schema if needed, applies the embedded migrations, loads the dictionaries into the engine registry (a hard dependency — a missing dictionary aborts the boot), warms the session cache and starts the game turn-timeout sweeper. `GET /healthz` reports liveness; `GET /readyz` reports 200 only when the database answers and the session cache is warmed. ## Migrations & generated code Migrations are plain goose SQL under `internal/postgres/migrations` (sequential `NNNNN_name.sql`), embedded and applied at startup. After changing the schema, regenerate the committed go-jet code (needs Docker): ```sh go run ./cmd/jetgen # rewrites internal/postgres/jet against a temp container ``` ## Engine & dictionaries `internal/engine` consumes `scrabble-solver` in-process as a **published, versioned module** (`gitea.iliadenisov.ru/developer/scrabble-solver`, pinned in `go.mod`). Set `GOPRIVATE=gitea.iliadenisov.ru/*` so go fetches it directly from this Gitea (skipping the public proxy/checksum DB); no sibling checkout or `go.work` replace is needed (for local solver co-development you may add a temporary replace — see `go.work`). `github.com/iliadenisov/dafsa` (the DAWG loader) is a direct dependency. The dictionaries (`en_sowpods.dawg`, `ru_scrabble.dawg`, `ru_erudit.dawg`) ship as a **release artifact** from the [`scrabble-dictionary`](https://gitea.iliadenisov.ru/developer/scrabble-dictionary) repo (one semver per set); the engine loads them by `(variant, dict_version)` from `BACKEND_DICT_DIR`. Since Stage 3 the backend loads them at startup as a hard dependency (a missing dictionary aborts the boot). See [`../PLAN.md`](../PLAN.md) Stage 14 (TODO-1/TODO-2). ## Tests ```sh go test -count=1 ./... # unit tests (no Docker) go test -tags=integration -count=1 -p=1 ./... # Postgres-backed (needs Docker) ``` Integration tests are guarded by the `integration` build tag and run against a throwaway `postgres:17-alpine` container; they fail loudly when Docker is absent rather than skipping. The `internal/engine` tests load the DAWGs from `BACKEND_DICT_DIR` (CI sets it to the extracted dictionary release artifact; locally it defaults to a `scrabble-solver/dawg` sibling checkout) and fail loudly when that directory is absent. `GOPRIVATE=gitea.iliadenisov.ru/*` is needed for go to fetch the pinned solver module.