d733ce3119
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode -> backend REST -> existing domain services): friends (incl. one-time friend codes), per-user blocks, friend-game invitations, profile editing + email binding, the statistics screen, and the in-game history + GCG export. Friends gain two add paths (interview decision, a deliberate plan change): one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited redeem); and play-gated requests (shared game required) where an explicit decline is permanent, an ignored request lapses after 30 days, and a code bypasses a decline. Migration 00006 widens friendships_status_chk and adds friend_codes. Lobby notification badge is poll + push: a new generic `notify` event drives it live; the client polls on open/focus. Language stays a single Settings control that writes through to the durable account's preferred_language. GCG export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file. Tests: backend unit + inttest (friend gate/decline/code, ListInvitations, GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN (Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, TESTING, module READMEs.
102 lines
4.9 KiB
Go
102 lines
4.9 KiB
Go
// Package social owns the player-facing social fabric around games: the friend
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// graph (request/accept), per-user blocks, and per-game chat with nudges folded
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// in as a message kind. It owns the friendships, blocks and chat_messages tables,
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// reads the account-level block toggles through account.Store, and gates chat and
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// nudge on game state through a GameReader so it never imports the engine. The
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// live delivery of chat and nudges (push / in-app stream) belongs to the gateway
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// in a later stage; this package only persists and reads them.
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package social
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import (
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"context"
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"errors"
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"time"
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"github.com/google/uuid"
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/notify"
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)
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// GameReader is the slice of the game domain the social package needs: the seated
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// accounts in seat order, the seat index whose turn it is, and the game status, plus
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// a shared-game test. game.Service satisfies it, so chat, nudge and the
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// befriend-an-opponent gate work without a dependency on the engine or the game's
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// private state.
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type GameReader interface {
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Participants(ctx context.Context, gameID uuid.UUID) (seats []uuid.UUID, toMove int, status string, err error)
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// SharedGame reports whether two accounts are seated together in any game
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// (active or finished); it gates the "befriend an opponent" request path.
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SharedGame(ctx context.Context, a, b uuid.UUID) (bool, error)
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}
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// Sentinel errors returned by the service.
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var (
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// ErrSelfRelation is returned when an account targets itself.
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ErrSelfRelation = errors.New("social: cannot target yourself")
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// ErrRequestExists is returned when a friend request or friendship already
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// exists between the two accounts (in either direction).
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ErrRequestExists = errors.New("social: a friend request or friendship already exists")
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// ErrRequestBlocked is returned when the addressee does not accept friend
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// requests (their global toggle) or a block stands between the two accounts.
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ErrRequestBlocked = errors.New("social: the addressee is not accepting friend requests")
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// ErrRequestNotFound is returned when no pending friend request matches.
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ErrRequestNotFound = errors.New("social: no pending friend request")
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// ErrNoSharedGame is returned when a friend request targets someone the
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// requester has never shared a game with (the befriend-an-opponent gate).
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ErrNoSharedGame = errors.New("social: you can only request someone you have played with")
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// ErrRequestDeclined is returned when the addressee has previously declined a
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// request from this requester; a re-send is refused (a one-time friend code
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// from the addressee bypasses this).
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ErrRequestDeclined = errors.New("social: this person has declined your friend request")
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// ErrFriendCodeInvalid is returned when a redeemed friend code is unknown,
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// already used, or expired.
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ErrFriendCodeInvalid = errors.New("social: friend code is invalid or expired")
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// ErrNotParticipant is returned when an account is not seated in the game.
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ErrNotParticipant = errors.New("social: account is not a player in this game")
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// ErrChatBlocked is returned when the sender has disabled chat for themselves.
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ErrChatBlocked = errors.New("social: chat is disabled for this account")
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// ErrMessageTooLong is returned when a chat message exceeds the rune limit.
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ErrMessageTooLong = errors.New("social: message exceeds the length limit")
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// ErrEmptyMessage is returned when a chat message is blank after trimming.
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ErrEmptyMessage = errors.New("social: message is empty")
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// ErrNudgeOnOwnTurn is returned when a player tries to nudge while it is their
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// own turn (there is no awaited opponent to nudge).
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ErrNudgeOnOwnTurn = errors.New("social: cannot nudge while it is your turn")
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// ErrNudgeTooSoon is returned when the per-game once-per-hour nudge limit is hit.
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ErrNudgeTooSoon = errors.New("social: a nudge was already sent in the last hour")
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// ErrGameNotActive is returned when a nudge is attempted on a finished game.
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ErrGameNotActive = errors.New("social: game is not active")
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)
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// Service is the social domain. It is the only writer of the friendships, blocks
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// and chat_messages tables and is safe for concurrent use.
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type Service struct {
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store *Store
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accounts *account.Store
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games GameReader
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pub notify.Publisher
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now func() time.Time
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}
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// NewService constructs a Service. store owns the social tables; accounts supplies
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// the block toggles; games gates chat and nudge on game state.
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func NewService(store *Store, accounts *account.Store, games GameReader) *Service {
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return &Service{
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store: store,
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accounts: accounts,
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games: games,
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pub: notify.Nop{},
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now: func() time.Time { return time.Now().UTC() },
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}
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}
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// SetNotifier installs the live-event publisher used to push chat messages and
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// nudges to their recipients. It must be called during startup wiring, before
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// the service serves traffic; the default is notify.Nop (no live events).
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func (svc *Service) SetNotifier(p notify.Publisher) {
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if p != nil {
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svc.pub = p
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}
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}
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