10412fee8e
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- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat (not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat. - Quick-match cancel was a UI no-op (only stopped polling): add the full path (REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no later robot-substituted game). NewGame dequeues on cancel and on abandon. - Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win. The winner now takes rank 1 and the viewer is placed from rank 2 — matching the game-detail screen. - Friend request to a robot: robots no longer block requests; the request stays pending and expires (friendRequestTTL), mirroring a human who ignores it. - Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a correct message; the chat nudge button disables during the hourly cooldown; the nudge note reads 'Waiting for your move!' (button keeps the Nudge action label). Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot inttest, result.ts 0-0 resignation, nudge_too_soon mapping.
219 lines
5.7 KiB
Go
219 lines
5.7 KiB
Go
package server
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import (
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"net/http"
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"github.com/gin-gonic/gin"
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"scrabble/backend/internal/engine"
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)
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// The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The
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// backend treats that header as the sole identity input.
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// handleProfile returns the authenticated account's own profile.
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func (s *Server) handleProfile(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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acc, err := s.accounts.GetByID(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, profileResponseFor(acc))
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}
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// submitPlayRequest places tiles in a direction on the player's turn. Each tile's Letter
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// is a wire alphabet index (Stage 13); for a blank it is the designated letter's index.
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type submitPlayRequest struct {
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Dir string `json:"dir"`
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Tiles []struct {
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Row int `json:"row"`
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Col int `json:"col"`
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Letter int `json:"letter"`
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Blank bool `json:"blank"`
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} `json:"tiles"`
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}
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// tilesFromRequest maps a play/evaluate request's index-addressed tiles to engine tile
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// records for the game's variant (Stage 13: a placed blank carries its designated letter's
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// index with Blank set). An out-of-range index surfaces as engine.ErrIllegalPlay (HTTP 400).
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func tilesFromRequest(variant engine.Variant, req submitPlayRequest) ([]engine.TileRecord, error) {
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tiles := make([]engine.TileRecord, 0, len(req.Tiles))
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for _, t := range req.Tiles {
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letter, err := engine.LetterForIndex(variant, t.Letter)
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if err != nil {
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return nil, err
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}
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tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: letter, Blank: t.Blank})
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}
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return tiles, nil
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}
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// handleSubmitPlay validates, scores and commits a placement.
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func (s *Server) handleSubmitPlay(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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var req submitPlayRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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dir, ok := parseDirection(req.Dir)
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if !ok {
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abortBadRequest(c, "dir must be H or V")
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return
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}
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variant, err := s.games.GameVariant(c.Request.Context(), gameID)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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tiles, err := tilesFromRequest(variant, req)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, dir, tiles)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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s.writeMoveResult(c, res)
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}
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// handleGameState returns the player's view of a game.
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func (s *Server) handleGameState(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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view, err := s.games.GameState(c.Request.Context(), gameID, uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto, err := stateDTOFrom(view, c.Query("include_alphabet") == "true")
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if err != nil {
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s.abortErr(c, err)
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return
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}
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s.fillSeatNames(c.Request.Context(), &dto.Game, map[string]string{})
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c.JSON(http.StatusOK, dto)
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}
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// enqueueRequest joins the per-variant auto-match pool.
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type enqueueRequest struct {
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Variant string `json:"variant"`
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}
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// handleEnqueue joins the auto-match pool for a variant.
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func (s *Server) handleEnqueue(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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var req enqueueRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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variant, err := engine.ParseVariant(req.Variant)
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if err != nil {
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abortBadRequest(c, "unknown variant")
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return
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}
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res, err := s.matchmaker.Enqueue(c.Request.Context(), uid, variant)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto := matchDTOFrom(res)
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if dto.Game != nil {
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s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
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}
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c.JSON(http.StatusOK, dto)
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}
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// handleCancel removes the caller from the auto-match pool (and drops any pending
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// matched result), so a cancelled quick-match neither blocks a re-queue nor later
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// surfaces a robot-substituted game the player abandoned. It is idempotent: cancelling
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// when not queued is a no-op success.
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func (s *Server) handleCancel(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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s.matchmaker.Cancel(c.Request.Context(), uid)
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c.Status(http.StatusNoContent)
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}
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// handlePoll reports whether the caller has been paired since queueing.
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func (s *Server) handlePoll(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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res, err := s.matchmaker.Poll(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto := matchDTOFrom(res)
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if dto.Game != nil {
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s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
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}
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c.JSON(http.StatusOK, dto)
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}
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// chatPostRequest posts a per-game chat message.
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type chatPostRequest struct {
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Body string `json:"body"`
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}
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// handleChatPost stores a chat message from the authenticated player. The sender
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// IP is taken from the gateway-forwarded X-Forwarded-For header.
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func (s *Server) handleChatPost(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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var req chatPostRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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msg, err := s.social.PostMessage(c.Request.Context(), gameID, uid, req.Body, clientIP(c))
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, chatDTOFrom(msg))
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}
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