Files
scrabble-game/backend/internal/server/handlers_user.go
T
Ilia Denisov 74455c7b12
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feat: "multiple words per turn" rule for Russian games
Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).

- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
  through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
  and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
  lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
  + rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
  gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
  FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
  only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
  corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
2026-06-12 02:17:30 +02:00

234 lines
6.1 KiB
Go

package server
import (
"net/http"
"github.com/gin-gonic/gin"
"scrabble/backend/internal/engine"
)
// The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The
// backend treats that header as the sole identity input.
// handleProfile returns the authenticated account's own profile.
func (s *Server) handleProfile(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
acc, err := s.accounts.GetByID(c.Request.Context(), uid)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, profileResponseFor(acc))
}
// submitPlayRequest places tiles on the player's turn; the engine infers the
// play's orientation from the tiles and the board. Each tile's Letter is a wire
// alphabet index; for a blank it is the designated letter's index.
type submitPlayRequest struct {
Tiles []struct {
Row int `json:"row"`
Col int `json:"col"`
Letter int `json:"letter"`
Blank bool `json:"blank"`
} `json:"tiles"`
}
// tilesFromRequest maps a play/evaluate request's index-addressed tiles to engine tile
// records for the game's variant (a placed blank carries its designated letter's
// index with Blank set). An out-of-range index surfaces as engine.ErrIllegalPlay (HTTP 400).
func tilesFromRequest(variant engine.Variant, req submitPlayRequest) ([]engine.TileRecord, error) {
tiles := make([]engine.TileRecord, 0, len(req.Tiles))
for _, t := range req.Tiles {
letter, err := engine.LetterForIndex(variant, t.Letter)
if err != nil {
return nil, err
}
tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: letter, Blank: t.Blank})
}
return tiles, nil
}
// handleSubmitPlay validates, scores and commits a placement.
func (s *Server) handleSubmitPlay(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
gameID, ok := gameIDParam(c)
if !ok {
abortBadRequest(c, "invalid game id")
return
}
var req submitPlayRequest
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
variant, err := s.games.GameVariant(c.Request.Context(), gameID)
if err != nil {
s.abortErr(c, err)
return
}
tiles, err := tilesFromRequest(variant, req)
if err != nil {
s.abortErr(c, err)
return
}
res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, tiles)
if err != nil {
s.abortErr(c, err)
return
}
s.writeMoveResult(c, res)
}
// handleGameState returns the player's view of a game.
// handleHideGame hides a finished game from the caller's own lobby list.
func (s *Server) handleHideGame(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
gameID, ok := gameIDParam(c)
if !ok {
abortBadRequest(c, "invalid game id")
return
}
if err := s.games.HideGame(c.Request.Context(), uid, gameID); err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, okResponse{OK: true})
}
func (s *Server) handleGameState(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
gameID, ok := gameIDParam(c)
if !ok {
abortBadRequest(c, "invalid game id")
return
}
view, err := s.games.GameState(c.Request.Context(), gameID, uid)
if err != nil {
s.abortErr(c, err)
return
}
dto, err := stateDTOFrom(view, c.Query("include_alphabet") == "true")
if err != nil {
s.abortErr(c, err)
return
}
s.fillSeatNames(c.Request.Context(), &dto.Game, map[string]string{})
c.JSON(http.StatusOK, dto)
}
// enqueueRequest joins the per-variant auto-match pool under a per-turn word rule.
type enqueueRequest struct {
Variant string `json:"variant"`
MultipleWordsPerTurn bool `json:"multiple_words_per_turn"`
}
// handleEnqueue joins the auto-match pool for a variant.
func (s *Server) handleEnqueue(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
var req enqueueRequest
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
variant, err := engine.ParseVariant(req.Variant)
if err != nil {
abortBadRequest(c, "unknown variant")
return
}
res, err := s.matchmaker.Enqueue(c.Request.Context(), uid, variant, req.MultipleWordsPerTurn)
if err != nil {
s.abortErr(c, err)
return
}
dto := matchDTOFrom(res)
if dto.Game != nil {
s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
}
c.JSON(http.StatusOK, dto)
}
// handleCancel removes the caller from the auto-match pool (and drops any pending
// matched result), so a cancelled quick-match neither blocks a re-queue nor later
// surfaces a robot-substituted game the player abandoned. It is idempotent: cancelling
// when not queued is a no-op success.
func (s *Server) handleCancel(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
s.matchmaker.Cancel(c.Request.Context(), uid)
c.Status(http.StatusNoContent)
}
// handlePoll reports whether the caller has been paired since queueing.
func (s *Server) handlePoll(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
res, err := s.matchmaker.Poll(c.Request.Context(), uid)
if err != nil {
s.abortErr(c, err)
return
}
dto := matchDTOFrom(res)
if dto.Game != nil {
s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
}
c.JSON(http.StatusOK, dto)
}
// chatPostRequest posts a per-game chat message.
type chatPostRequest struct {
Body string `json:"body"`
}
// handleChatPost stores a chat message from the authenticated player. The sender
// IP is taken from the gateway-forwarded X-Forwarded-For header.
func (s *Server) handleChatPost(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
gameID, ok := gameIDParam(c)
if !ok {
abortBadRequest(c, "invalid game id")
return
}
var req chatPostRequest
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
msg, err := s.social.PostMessage(c.Request.Context(), gameID, uid, req.Body, clientIP(c))
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, chatDTOFrom(msg))
}