Files
Ilia Denisov e9f836db87
Tests · Go / test (push) Successful in 9s
Tests · Integration / integration (push) Successful in 10s
Tests · UI / test (push) Successful in 20s
Tests · Go / test (pull_request) Successful in 8s
Tests · Integration / integration (pull_request) Successful in 11s
Tests · UI / test (pull_request) Successful in 19s
Stage 15: dual Telegram bots & language-gated variants
Service-agnostic refinement of the owner's idea: the sign-in service returns a
set of supported game languages with the user identity, and the lobby gates the
New Game variant choice by it (en -> English; ru -> Russian + Эрудит).

- Connector hosts two bots in one container (one per service language, each its
  own token + game channel; the same telegram_id spans both). ValidateInitData
  tries each token and returns the validating bot's service_language +
  supported_languages. Per-language config (TELEGRAM_BOT_TOKEN_EN/_RU, channels).
- supported_languages rides the Session (fbs, session-scoped, not persisted); the
  UI offers only the matching variants on New Game — gating only the START of a
  new game (auto-match + friend invite), not accept/open/play; backend does not
  enforce.
- service_language persisted (accounts.service_language, migration 00010, written
  every login, last-login-wins) and routes the user-facing Notify push back
  through the right bot (push-target coalesces with preferred_language).
- Admin SendToUser/SendToGameChannel gain an operator-chosen language selector in
  the console (unrelated to ValidateInitData).
- Non-Telegram logins carry the gateway default set
  (GATEWAY_DEFAULT_SUPPORTED_LANGUAGES, all variants).

Wire (committed regen): ValidateInitDataResponse +service_language
+supported_languages; Session +supported_languages; SendToUser/SendToGameChannel
+language. Docs (ARCHITECTURE/FUNCTIONAL/_ru/READMEs) + PLAN updated; stage marked done.
2026-06-05 09:35:53 +02:00

14 KiB
Raw Permalink Blame History

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 12 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 24 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 34 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/<version>/ (engine.OpenWithVersions / Registry.LoadAvailable), and operator broadcasts via a backend Telegram-connector client (internal/connector, BACKEND_CONNECTOR_ADDR) — each broadcast picks the delivering bot by an operator-chosen language. Stage 15 adds migration 00010 (accounts.service_language): the language tag of the bot a Telegram user last signed in through, written on every login and returned by /internal/push-target (falling back to preferred_language) so out-of-app push routes to the right bot. The shared wire contracts live in the sibling ../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

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):

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 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 Stage 14 (TODO-1/TODO-2).

Tests

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.