6e77de4c1e
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Three owner-requested polish changes: - robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a flat uniform 9-12 h wait before every nudge; the existing sleep-window gate still skips and defers a nudge that would land in the robot's night. - ui: colour the lobby/in-game unread dot by type -- the regular danger colour when a chat message is unread, a softer amber (--warn) when only nudges are. Adds a per-viewer unread_messages flag (chat_messages.kind='message') across the backend DTO, FlatBuffers wire, gateway transcode and the UI store. - ui: float games with any unread notification to the top of the lobby's your-turn and opponent-turn sections (finished keeps its order), reusing the existing unread_chat flag. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire field is backward-compatible.
273 lines
9.5 KiB
Go
273 lines
9.5 KiB
Go
package robot
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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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"go.opentelemetry.io/otel/attribute"
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"go.opentelemetry.io/otel/metric"
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"go.uber.org/zap"
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"scrabble/backend/internal/game"
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)
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// Run drives the robot until ctx is cancelled, scanning for due turns every
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// interval. It mirrors the game turn-timeout sweeper and is started once from
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// main; it simply calls Drive on each tick.
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func (s *Service) Run(ctx context.Context, interval time.Duration) {
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ticker := time.NewTicker(interval)
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defer ticker.Stop()
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for {
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select {
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case <-ctx.Done():
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return
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case <-ticker.C:
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s.Drive(ctx, s.clock())
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}
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}
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}
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// Drive performs one scan: it handles every active game seating a pool robot as
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// of now. Run calls it on a timer; it takes now explicitly so tests and ops can
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// drive a single pass at a chosen instant (mirroring game.Service.SweepTimeouts).
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func (s *Service) Drive(ctx context.Context, now time.Time) {
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turns, err := s.games.RobotTurns(ctx, s.poolIDs())
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if err != nil {
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s.log.Warn("robot scan failed", zap.Error(err))
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return
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}
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for _, rt := range turns {
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if err := s.handle(ctx, rt, now); err != nil {
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s.log.Warn("robot turn failed", zap.String("game", rt.GameID.String()), zap.Error(err))
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}
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}
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}
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// handle resolves the opponent (a two-player auto-match), honours the robot's
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// sleep window, then either makes a move on the robot's turn or considers a
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// proactive nudge on the human's turn. The seat→account mapping is fixed for the
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// game's life, so reading it at a different instant than the scan is consistent;
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// the turn cursor comes from the scan snapshot (rt), and the submit/nudge calls
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// re-validate against the live state and skip benignly if it has moved on.
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func (s *Service) handle(ctx context.Context, rt game.RobotTurn, now time.Time) error {
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seats, _, status, err := s.games.Participants(ctx, rt.GameID)
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if err != nil {
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return err
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}
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if status != game.StatusActive {
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return nil
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}
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oppID, ok := opponentOf(seats, rt.RobotSeat)
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if !ok {
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return nil
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}
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// Honest-AI game: the robot moves the instant it is its turn — no sleep window and
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// no proactive nudge (chat and nudge are disabled in these games, and the player
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// chose an opponent that "moves at once"). It still plays to the same per-game
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// strength (playToWin), margin band and occasional off-strategy deviation as the
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// human-mimicry path.
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if rt.VsAI {
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if rt.ToMove == rt.RobotSeat {
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return s.act(ctx, rt, now)
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}
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return nil
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}
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opp, err := s.accounts.GetByID(ctx, oppID)
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if err != nil {
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return err
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}
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if asleep(opp.TimeZone, sleepDrift(rt.Seed), now) {
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return nil
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}
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if rt.ToMove == rt.RobotSeat {
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return s.maybeMove(ctx, rt, oppID, now)
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}
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return s.maybeNudge(ctx, rt, now)
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}
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// DriveGame handles a single active game seating a pool robot, immediately. It backs
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// the honest-AI fast-move trigger fired by the game service after a vs_ai game is
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// created or advanced; it mirrors Drive's per-game step but for one game (false from
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// the focused read means the game is gone, finished, or holds no pooled robot).
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func (s *Service) DriveGame(ctx context.Context, gameID uuid.UUID, now time.Time) error {
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rt, ok, err := s.games.RobotTurn(ctx, gameID, s.poolIDs())
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if err != nil {
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return err
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}
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if !ok {
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return nil
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}
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return s.handle(ctx, rt, now)
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}
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// driveTimeout bounds a triggered, off-request honest-AI move so a stuck call cannot
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// leak a goroutine. A robot move is a quick in-process computation, so it is generous.
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const driveTimeout = 30 * time.Second
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// TriggerMove asynchronously drives the robot's move in an honest-AI game, used by the
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// game service's after-commit/after-create hook so the robot replies at once instead of
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// waiting for the next driver scan. It returns immediately and runs on a background
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// context (the originating request's context may already be cancelled); errors are
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// logged. The periodic Drive scan remains the fallback if a trigger is missed.
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func (s *Service) TriggerMove(gameID uuid.UUID) {
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go func() {
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ctx, cancel := context.WithTimeout(context.Background(), driveTimeout)
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defer cancel()
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if err := s.DriveGame(ctx, gameID, s.clock()); err != nil {
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s.log.Warn("robot trigger failed", zap.String("game", gameID.String()), zap.Error(err))
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}
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}()
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}
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// maybeMove acts when the robot's think time has elapsed. A daytime nudge from
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// the opponent during the current turn pulls the move in to the short reply
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// window; otherwise the robot waits out its sampled delay.
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func (s *Service) maybeMove(ctx context.Context, rt game.RobotTurn, oppID uuid.UUID, now time.Time) error {
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delay := moveDelay(rt.Seed, rt.MoveCount)
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if rt.EndgamePass {
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// A dead-drawn endgame (the last two moves are both passes) means the robot is
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// bound to pass again: answer on the shortened schedule scaled to the human's
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// last move, taken as a min so it is never slower than the normal think time.
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if d := endgamePassDelay(rt.Seed, rt.MoveCount, rt.OppLastMove); d < delay {
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delay = d
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}
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}
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if now.Before(rt.TurnStartedAt.Add(delay)) {
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last, ok, err := s.social.LastNudgeAt(ctx, rt.GameID, oppID)
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if err != nil {
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return err
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}
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if !ok || !last.After(rt.TurnStartedAt) {
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return nil // not yet due and no nudge this turn
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}
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if now.Before(last.Add(nudgeReplyDelay(rt.Seed, rt.MoveCount))) {
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return nil // within the reply window
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}
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}
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return s.act(ctx, rt, now)
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}
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// maybeNudge sends a proactive nudge on a sparse, randomized schedule (proactiveNudgeGap): every
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// nudge waits a uniform random 9-12 h, so a long idle turn gets only a handful of widely-spaced
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// reminders rather than an hourly stream. The gap is measured from the previous nudge (or the turn
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// start for the first). The caller's asleep gate already skips this during the robot's sleep
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// window, so a due nudge fires at the first scan after wake. The social service still enforces the
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// once-per-game floor and rejects a nudge on the robot's own turn, so any such rejection is benign.
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func (s *Service) maybeNudge(ctx context.Context, rt game.RobotTurn, now time.Time) error {
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ref := rt.TurnStartedAt
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if last, ok, err := s.social.LastNudgeAt(ctx, rt.GameID, rt.RobotID); err != nil {
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return err
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} else if ok && last.After(rt.TurnStartedAt) {
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ref = last
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}
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if now.Sub(ref) < proactiveNudgeGap(ref.Sub(rt.TurnStartedAt), rt.Seed) {
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return nil
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}
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if _, err := s.social.Nudge(ctx, rt.GameID, rt.RobotID); err != nil {
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s.log.Debug("robot nudge skipped", zap.String("game", rt.GameID.String()), zap.Error(err))
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}
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return nil
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}
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// act reads the live turn, chooses a move by margin — usually toward the robot's
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// per-game intent, but with an occasional off-strategy deviation that fades to none
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// as the bag empties — and submits it. State that has moved on since the scan (a
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// finished game, a turn that is no longer the robot's) surfaces as a benign error
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// and is skipped.
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func (s *Service) act(ctx context.Context, rt game.RobotTurn, now time.Time) error {
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st, err := s.games.GameState(ctx, rt.GameID, rt.RobotID)
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if err != nil {
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return skipBenign(err)
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}
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cands, err := s.games.Candidates(ctx, rt.GameID, rt.RobotID)
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if err != nil {
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return skipBenign(err)
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}
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myScore := st.Game.Seats[st.Seat].Score
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oppScore := bestOpponentScore(st.Game.Seats, st.Seat)
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win := playToWin(rt.Seed)
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if deviates(rt.Seed, rt.MoveCount, st.BagLen) {
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win = !win // an occasional off-strategy move; never once the bag is empty
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}
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d := selectMove(cands, myScore, oppScore, win, defaultBand, st.Rack, st.BagLen)
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var res game.MoveResult
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switch d.kind {
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case decidePlay:
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res, err = s.games.SubmitPlay(ctx, rt.GameID, rt.RobotID, d.move.Tiles)
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case decideExchange:
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res, err = s.games.Exchange(ctx, rt.GameID, rt.RobotID, d.exchange)
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default:
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res, err = s.games.Pass(ctx, rt.GameID, rt.RobotID)
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}
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if err != nil {
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return skipBenign(err)
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}
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s.recordFinish(ctx, rt.GameID, rt.RobotID, res.Game)
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return nil
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}
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// recordFinish counts and logs a robot game that the robot's move has just
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// finished. account_stats remains the authoritative, complete balance metric
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// (it also captures games the human finishes); this live counter only sees
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// robot-finished games.
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func (s *Service) recordFinish(ctx context.Context, gameID, robotID uuid.UUID, g game.Game) {
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if g.Status != game.StatusFinished {
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return
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}
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result := "draw"
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for _, seat := range g.Seats {
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if seat.IsWinner {
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if seat.AccountID == robotID {
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result = "win"
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} else {
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result = "loss"
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}
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break
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}
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}
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s.finished.Add(ctx, 1, metric.WithAttributes(attribute.String("result", result)))
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s.log.Info("robot game finished",
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zap.String("game", gameID.String()),
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zap.String("result", result),
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zap.String("reason", g.EndReason))
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}
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// opponentOf returns the account at the single non-robot seat of a two-player
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// auto-match, and false when none differs from the robot seat.
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func opponentOf(seats []uuid.UUID, robotSeat int) (uuid.UUID, bool) {
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for seat, id := range seats {
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if seat != robotSeat {
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return id, true
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}
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}
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return uuid.Nil, false
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}
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// bestOpponentScore is the highest score among the seats other than the robot's.
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func bestOpponentScore(seats []game.Seat, robotSeat int) int {
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best := 0
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for _, s := range seats {
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if s.Seat != robotSeat && s.Score > best {
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best = s.Score
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}
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}
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return best
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}
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// skipBenign swallows the errors that mean the game moved on since the scan (it
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// finished, or it is no longer the robot's turn), so the driver simply tries
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// again next tick.
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func skipBenign(err error) error {
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if errors.Is(err, game.ErrFinished) || errors.Is(err, game.ErrNotYourTurn) || errors.Is(err, game.ErrNotAPlayer) {
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return nil
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}
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return err
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}
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