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scrabble-game/backend/internal/notify/notify.go
T
Ilia Denisov 81b9e1529e
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feat(social): asymmetric per-user block, in-game block control, admin lists
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.
2026-06-18 11:50:34 +02:00

164 lines
6.6 KiB
Go

// Package notify is the backend's in-process live-event seam. Domain services
// publish Intents after a successful commit; the gRPC push server (internal
// /pushgrpc) subscribes to the hub and streams them to the gateway, which fans
// them out to clients (docs/ARCHITECTURE.md §10). Event payloads are
// FlatBuffers-encoded by the typed constructors in events.go, so the domain
// services stay free of the wire schema and only depend on this package.
//
// Publishing is best-effort and non-blocking: a live event is a convenience, not
// a correctness requirement, so a slow or absent subscriber never blocks a game
// transition. The default Publisher is Nop, which keeps every domain service (and
// its tests) runnable without a live channel.
package notify
import (
"sync"
"github.com/google/uuid"
)
// Notification kinds — the catalog in docs/ARCHITECTURE.md §10.
const (
KindYourTurn = "your_turn"
KindOpponentMoved = "opponent_moved"
KindChatMessage = "chat_message"
KindNudge = "nudge"
KindMatchFound = "match_found"
// KindOpponentJoined tells the starter of an auto-match game still "searching for an
// opponent" that the empty seat has been taken (by a human or a substituted robot),
// carrying the refreshed StateView so the client fills the opponent card and
// re-enables resign and chat in place. In-app only (never an out-of-app push).
KindOpponentJoined = "opponent_joined"
// KindNotification is a lightweight "re-poll your lobby counters" signal
// (incoming friend requests, invitations) that drives the lobby badge.
KindNotification = "notify"
// KindGameOver announces a finished game to each seated player, driving the
// out-of-app "game over" push.
KindGameOver = "game_over"
)
// Notification sub-kinds carried in a KindNotification event payload; the client
// re-fetches its lobby counters on any of them.
const (
NotifyFriendRequest = "friend_request"
NotifyFriendAdded = "friend_added"
// NotifyFriendDeclined tells the original requester their request was declined, so a
// game screen watching that opponent re-derives its "add to friends" state.
NotifyFriendDeclined = "friend_declined"
NotifyInvitation = "invitation"
// NotifyInvitationUpdate carries a changed invitation — an updated invitee response, or a
// terminal status (started, declined, cancelled, expired) — so the client patches its lobby
// invitations list without a refetch. Unlike NotifyInvitation (a brand-new invitation), it is
// in-app only: the Telegram connector renders no message for it, so a withdrawal or decline never
// becomes an out-of-app push.
NotifyInvitationUpdate = "invitation_update"
NotifyGameStarted = "game_started"
// NotifyAdminReply tells the player an operator has answered their feedback, so
// the client raises the Settings/Info badge and re-fetches the reply. It carries
// no payload (the reply is fetched on the feedback screen). In-app only.
NotifyAdminReply = "admin_reply"
// NotifyBanner tells the client that the viewer's advertising-banner eligibility
// may have changed (an operator granted hints or toggled the no_banner role), so
// it re-fetches profile.get to show or hide the banner. It carries no payload (the
// banner set rides the profile response). In-app only.
NotifyBanner = "banner"
// NotifyUserBlocked confirms to the blocker that a per-user block took effect,
// carrying the blocked account, so every one of the blocker's sessions updates the
// in-game block/add-friend controls and the struck name in place. It is delivered
// only to the blocker — never to the blocked user, who must not learn of the block —
// and is in-app only (no out-of-app push: blocking is the viewer's own action).
NotifyUserBlocked = "user_blocked"
// NotifyUserUnblocked confirms an unblock to the (former) blocker, carrying the
// unblocked account, so their open game screens restore the controls and un-strike
// the name in place. Like NotifyUserBlocked it reaches only the actor and is in-app only.
NotifyUserUnblocked = "user_unblocked"
)
// Intent is one live event destined for a single user. Payload is the
// FlatBuffers-encoded body (a scrabblefb.* table) that the gateway forwards
// verbatim to the client; EventID is a correlation id carried through unchanged.
type Intent struct {
UserID uuid.UUID
Kind string
Payload []byte
EventID string
// Language routes an out-of-app push to a specific per-language bot: for a
// game event it is the game's language ("en"/"ru"), so the notification comes from the
// game's bot rather than the recipient's last-login bot. Empty falls back to the
// recipient's service language at the gateway.
Language string
}
// Publisher accepts live-event intents. Implementations must be safe for
// concurrent use and must not block the caller.
type Publisher interface {
Publish(intents ...Intent)
}
// Nop is the default Publisher: it discards every intent.
type Nop struct{}
// Publish discards the intents.
func (Nop) Publish(...Intent) {}
// Hub is the in-process fan-in/fan-out between the domain publishers and the
// push subscribers (the gRPC stream). It is safe for concurrent use.
type Hub struct {
mu sync.Mutex
subs map[int]chan Intent
nextID int
bufSize int
}
// defaultBuffer is the per-subscriber queue depth used when NewHub is given a
// non-positive size.
const defaultBuffer = 256
// NewHub returns a Hub whose per-subscriber buffer holds bufSize intents before
// dropping (a slow subscriber never blocks a publisher).
func NewHub(bufSize int) *Hub {
if bufSize <= 0 {
bufSize = defaultBuffer
}
return &Hub{subs: make(map[int]chan Intent), bufSize: bufSize}
}
// Publish delivers each intent to every current subscriber, dropping it for any
// subscriber whose buffer is full (best-effort live delivery).
func (h *Hub) Publish(intents ...Intent) {
h.mu.Lock()
defer h.mu.Unlock()
for _, in := range intents {
for _, ch := range h.subs {
select {
case ch <- in:
default:
}
}
}
}
// Subscribe registers a new subscriber and returns its intent channel and an
// unsubscribe func that closes the channel. The caller reads the channel until
// it is closed or its own context ends, then calls unsubscribe.
func (h *Hub) Subscribe() (<-chan Intent, func()) {
h.mu.Lock()
defer h.mu.Unlock()
id := h.nextID
h.nextID++
ch := make(chan Intent, h.bufSize)
h.subs[id] = ch
return ch, func() { h.unsubscribe(id) }
}
// unsubscribe removes and closes the subscriber's channel. It holds the same
// lock as Publish, so it never closes a channel mid-send.
func (h *Hub) unsubscribe(id int) {
h.mu.Lock()
defer h.mu.Unlock()
if ch, ok := h.subs[id]; ok {
delete(h.subs, id)
close(ch)
}
}