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Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.
- backend: a directional blockExists guard across chat/nudge/friends/invitations
(store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
the matchmaker excludes a block-related pair (both directions) from auto-match;
user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
(red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
81 lines
4.0 KiB
Go
81 lines
4.0 KiB
Go
// Package lobby forms games: an auto-match maker that drops a player straight into a
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// game with an empty opponent seat (or joins them into another player's waiting one),
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// and friend-game invitations (invite -> accept) that start a 2-4 player game once
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// every invitee has accepted. Both produce games through the game domain; neither
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// imports the engine. Auto-match state is the open games in the database, so it
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// survives a restart; a background reaper substitutes a pooled robot for any open game
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// that waits too long, guaranteeing every game gets an opponent.
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package lobby
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import (
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"context"
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"errors"
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"github.com/google/uuid"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/notify"
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)
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// GameCreator is the slice of the game domain the lobby needs: starting a seated
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// game and reading a player's initial view of it. game.Service satisfies it.
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type GameCreator interface {
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Create(ctx context.Context, params game.CreateParams) (game.Game, error)
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// InitialState returns a seated player's full initial view of a started game, used
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// to enrich the game_started event so the client renders the new game without a
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// follow-up fetch.
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InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error)
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}
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// RobotProvider supplies a robot account to substitute for a missing human in
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// auto-match. robot.Service satisfies it; it returns an error when no robot is
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// available so the matchmaker can defer substitution.
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type RobotProvider interface {
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Pick(variant engine.Variant) (uuid.UUID, error)
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// PickNamed selects a robot and composes a fresh per-game display name for it, for
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// the disguised auto-match path (the name is stamped on the robot's seat).
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PickNamed(variant engine.Variant) (uuid.UUID, string, error)
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}
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// Blocker exposes the per-user block graph the lobby needs. social.Service satisfies it.
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// Invitations consult the exact direction (Blocks) so the inviter's block refuses while a
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// block the invitee placed on the inviter is silently suppressed; auto-match consults
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// BlockedWith so a block either way keeps the pair out of the same anonymous game.
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type Blocker interface {
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// Blocks reports whether blocker has blocked blocked (exact direction).
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Blocks(ctx context.Context, blocker, blocked uuid.UUID) (bool, error)
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// BlockedWith returns every account in a block with accountID in either direction.
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BlockedWith(ctx context.Context, accountID uuid.UUID) ([]uuid.UUID, error)
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}
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// Auto-match defaults: a casual two-player game on the longest move clock with one
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// hint per player (docs/ARCHITECTURE.md §6). The drop-out tile disposition is moot
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// for two players, so the engine default (remove) applies.
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const (
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autoMatchHintsAllowed = true
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autoMatchHintsPerPlayer = 1
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)
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// Sentinel errors returned by the lobby.
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var (
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// ErrInvalidInvitation is returned for a malformed invitation (bad player
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// count, duplicate or self invitee, or unacceptable settings).
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ErrInvalidInvitation = errors.New("lobby: invalid invitation")
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// ErrInvitationBlocked is returned when a block stands between the inviter and
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// an invitee.
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ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts")
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// ErrInvitationNotFound is returned when no invitation matches the lookup.
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ErrInvitationNotFound = errors.New("lobby: invitation not found")
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// ErrInvitationNotPending is returned when an invitation is no longer open.
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ErrInvitationNotPending = errors.New("lobby: invitation is not pending")
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// ErrInvitationExpired is returned when an invitation has passed its deadline.
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ErrInvitationExpired = errors.New("lobby: invitation has expired")
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// ErrNotInvited is returned when an account is not an invitee of the invitation.
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ErrNotInvited = errors.New("lobby: account was not invited")
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// ErrAlreadyResponded is returned when an invitee has already accepted or declined.
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ErrAlreadyResponded = errors.New("lobby: invitee has already responded")
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// ErrNotInviter is returned when a non-inviter tries to cancel an invitation.
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ErrNotInviter = errors.New("lobby: only the inviter may cancel")
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)
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