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scrabble-game/backend/internal/social/chat.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

512 lines
17 KiB
Go

package social
import (
"context"
"errors"
"fmt"
"net/netip"
"slices"
"strings"
"time"
"unicode/utf8"
"github.com/go-jet/jet/v2/postgres"
"github.com/go-jet/jet/v2/qrm"
"github.com/google/uuid"
"scrabble/backend/internal/notify"
"scrabble/backend/internal/postgres/jet/backend/model"
"scrabble/backend/internal/postgres/jet/backend/table"
)
const (
// maxChatRunes caps a chat message's length, keeping it to a quick reaction.
maxChatRunes = 60
// nudgeInterval is the minimum gap between two nudges by the same player in a game.
nudgeInterval = time.Hour
// kindMessage and kindNudge are the chat_messages.kind values.
kindMessage = "message"
kindNudge = "nudge"
// statusActive mirrors game.StatusActive: the status string a live game reports.
statusActive = "active"
)
// Message is one persisted per-game chat entry. A nudge is a Message with Kind
// nudge and an empty Body. SenderIP is the gateway-forwarded client IP (empty when
// unknown), kept for moderation.
type Message struct {
ID uuid.UUID
GameID uuid.UUID
SenderID uuid.UUID
Kind string
Body string
SenderIP string
CreatedAt time.Time
}
// PostMessage stores a chat message from senderID in gameID. The sender must be a
// seated player who has not disabled chat; the body must be non-empty, within the
// rune limit, and free of links/emails/phone numbers (the content filter). The
// gateway-forwarded senderIP is validated and stored for moderation.
func (svc *Service) PostMessage(ctx context.Context, gameID, senderID uuid.UUID, body, senderIP string) (Message, error) {
seats, toMove, status, err := svc.games.Participants(ctx, gameID)
if err != nil {
return Message{}, err
}
idx := slices.Index(seats, senderID)
if idx < 0 {
return Message{}, ErrNotParticipant
}
// Chat is allowed only on the sender's own turn in an active game; the opponent's-turn
// control is the nudge.
if status != statusActive {
return Message{}, ErrGameNotActive
}
// Chat is disabled in honest-AI games (the opponent is a robot).
if vsAI, err := svc.games.VsAI(ctx, gameID); err != nil {
return Message{}, err
} else if vsAI {
return Message{}, ErrGameVsAI
}
if idx != toMove {
return Message{}, ErrChatNotYourTurn
}
// At most one chat message per turn. The turn's start (move-driven, so stable for the
// whole turn) bounds the window: a prior message posted at or after it closes chat until
// the next turn.
turnStart, err := svc.games.TurnStartedAt(ctx, gameID)
if err != nil {
return Message{}, err
}
if last, ok, err := svc.store.lastMessageAt(ctx, gameID, senderID); err != nil {
return Message{}, err
} else if ok && !last.Before(turnStart) {
return Message{}, ErrChatAlreadySentThisTurn
}
sender, err := svc.accounts.GetByID(ctx, senderID)
if err != nil {
return Message{}, err
}
if sender.BlockChat {
return Message{}, ErrChatBlocked
}
body = strings.TrimSpace(body)
if body == "" {
return Message{}, ErrEmptyMessage
}
if utf8.RuneCountInString(body) > maxChatRunes {
return Message{}, ErrMessageTooLong
}
if err := Clean(body); err != nil {
return Message{}, err
}
// Blocker-side guard: a sender whose only opponents are people they have blocked cannot
// post (the composer is hidden client-side; this is the server-side counterpart). In a
// multi-player game with a non-blocked opponent the post is allowed and reaches them.
if guard, err := svc.senderBlocksEveryOpponent(ctx, seats, senderID); err != nil {
return Message{}, err
} else if guard {
return Message{}, ErrRecipientBlocked
}
// Recipients whose copy is born read so it never shows as unread: a disguised robot
// opponent (never opens the chat) and any recipient who has blocked the sender — the
// latter is also dropped from live delivery below, so the block stays invisible to the
// blocked sender while the blocker sees nothing.
autoRead, err := svc.robotRecipients(ctx, seats, senderID)
if err != nil {
return Message{}, err
}
suppressed, err := svc.blockedRecipients(ctx, seats, senderID)
if err != nil {
return Message{}, err
}
msg, err := svc.store.insertChatMessage(ctx, gameID, senderID, kindMessage, body, parseIP(senderIP), recipientMask(seats, senderID, mergeSeatSets(autoRead, suppressed)))
if err != nil {
return Message{}, err
}
svc.metrics.recordChat(ctx, kindMessage)
svc.emitChat(seats, senderID, msg, suppressed)
return msg, nil
}
// Nudge records a nudge from senderID toward the player whose turn is awaited. The
// game must be active, the sender a seated player whose turn it is not, and the
// once-per-hour-per-game limit not yet hit.
func (svc *Service) Nudge(ctx context.Context, gameID, senderID uuid.UUID) (Message, error) {
seats, toMove, status, err := svc.games.Participants(ctx, gameID)
if err != nil {
return Message{}, err
}
if status != statusActive {
return Message{}, ErrGameNotActive
}
idx := slices.Index(seats, senderID)
if idx < 0 {
return Message{}, ErrNotParticipant
}
// Nudge is disabled in honest-AI games (the opponent is a robot).
if vsAI, err := svc.games.VsAI(ctx, gameID); err != nil {
return Message{}, err
} else if vsAI {
return Message{}, ErrGameVsAI
}
if idx == toMove {
return Message{}, ErrNudgeOnOwnTurn
}
// The awaited player is the nudge's sole recipient.
var target uuid.UUID
if toMove >= 0 && toMove < len(seats) {
target = seats[toMove]
}
// Blocker-side guard: a sender who has blocked the awaited player cannot nudge them
// (the control is hidden client-side; this is the server-side counterpart).
if target != uuid.Nil {
if guard, err := svc.store.blockExists(ctx, senderID, target); err != nil {
return Message{}, err
} else if guard {
return Message{}, ErrRecipientBlocked
}
}
last, ok, err := svc.store.lastNudgeAt(ctx, gameID, senderID)
if err != nil {
return Message{}, err
}
if ok && svc.now().Sub(last) < nudgeInterval {
// The cooldown resets once the sender has acted (moved or chatted) since the last
// nudge — engagement clears the "don't spam" limit.
acted, err := svc.actedSince(ctx, gameID, senderID, last)
if err != nil {
return Message{}, err
}
if !acted {
return Message{}, ErrNudgeTooSoon
}
}
// Suppress when the awaited player has blocked the sender: the nudge still persists and
// counts toward the once-per-hour cooldown (the sender notices nothing) but is born read
// (mask 0) and never delivered, so the blocker sees no nudge.
var suppressed bool
if target != uuid.Nil {
suppressed, err = svc.store.blockExists(ctx, target, senderID)
if err != nil {
return Message{}, err
}
}
var mask int16
if !suppressed && target != uuid.Nil {
mask = int16(1) << uint(toMove)
}
msg, err := svc.store.insertChatMessage(ctx, gameID, senderID, kindNudge, "", nil, mask)
if err != nil {
return Message{}, err
}
svc.metrics.recordChat(ctx, kindNudge)
if !suppressed && target != uuid.Nil {
// Name the sender by their per-game seat snapshot, so the toast and the out-of-app push
// read "<name>: …"; an unresolved name (best-effort) falls back to the plain phrase.
senderName, _ := svc.games.SeatName(ctx, gameID, senderID)
nudge := notify.Nudge(target, gameID, senderID, senderName)
if lang, err := svc.games.GameLanguage(ctx, gameID); err == nil {
nudge.Language = lang // route by the game's bot, not the recipient's last-login one
}
svc.pub.Publish(nudge)
}
return msg, nil
}
// actedSince reports whether senderID made a move or posted a chat message in the game
// after t — the events that reset the nudge cooldown.
func (svc *Service) actedSince(ctx context.Context, gameID, senderID uuid.UUID, t time.Time) (bool, error) {
if mv, ok, err := svc.games.LastMoveAt(ctx, gameID, senderID); err != nil {
return false, err
} else if ok && mv.After(t) {
return true, nil
}
if msg, ok, err := svc.store.lastMessageAt(ctx, gameID, senderID); err != nil {
return false, err
} else if ok && msg.After(t) {
return true, nil
}
return false, nil
}
// emitChat pushes a chat message to every seated player except the sender and any
// recipient in suppressed — a recipient who has blocked the sender, who must never see
// it (best-effort live delivery; the other recipients still read it via Messages).
func (svc *Service) emitChat(seats []uuid.UUID, senderID uuid.UUID, m Message, suppressed map[uuid.UUID]bool) {
intents := make([]notify.Intent, 0, len(seats))
for _, id := range seats {
if id == senderID || suppressed[id] {
continue
}
intents = append(intents, notify.ChatMessage(id, m.GameID, m.SenderID, m.ID.String(), m.Kind, m.Body, m.CreatedAt))
}
svc.pub.Publish(intents...)
}
// LastNudgeAt returns the time of the most recent nudge senderID sent in the game
// and true, or the zero time and false when there is none. The robot opponent
// uses it to notice a human nudge on its turn and answer promptly.
func (svc *Service) LastNudgeAt(ctx context.Context, gameID, senderID uuid.UUID) (time.Time, bool, error) {
return svc.store.lastNudgeAt(ctx, gameID, senderID)
}
// Messages returns the per-game chat visible to viewerID: the viewer must be a
// seated player. Messages from a sender the viewer has blocked are dropped — one
// direction only, so a blocked player still sees the blocker's messages and never
// notices the block — and if the viewer has disabled chat only nudges remain.
func (svc *Service) Messages(ctx context.Context, gameID, viewerID uuid.UUID) ([]Message, error) {
seats, _, _, err := svc.games.Participants(ctx, gameID)
if err != nil {
return nil, err
}
if !slices.Contains(seats, viewerID) {
return nil, ErrNotParticipant
}
viewer, err := svc.accounts.GetByID(ctx, viewerID)
if err != nil {
return nil, err
}
blocked := make(map[uuid.UUID]bool)
for _, seat := range seats {
if seat == viewerID {
continue
}
yes, err := svc.store.blockExists(ctx, viewerID, seat)
if err != nil {
return nil, err
}
if yes {
blocked[seat] = true
}
}
all, err := svc.store.listChatMessages(ctx, gameID)
if err != nil {
return nil, err
}
out := make([]Message, 0, len(all))
for _, m := range all {
if blocked[m.SenderID] {
continue
}
if m.Kind == kindMessage && viewer.BlockChat {
continue
}
out = append(out, m)
}
return out, nil
}
// parseIP returns a validated canonical IP string, or nil when raw is empty or
// not a valid address.
func parseIP(raw string) *string {
addr, err := netip.ParseAddr(strings.TrimSpace(raw))
if err != nil {
return nil
}
canon := addr.String()
return &canon
}
// recipientMask is the initial unread bitmask for a text message: a set bit for every
// seated recipient (by seat index) other than the sender, except recipients in autoRead —
// a disguised robot opponent, whose message is born read since it never opens the chat.
// Still-empty (open) seats are skipped. With at most four seats the result always fits the
// smallint column.
func recipientMask(seats []uuid.UUID, senderID uuid.UUID, autoRead map[uuid.UUID]bool) int16 {
var mask int16
for i, id := range seats {
if id == uuid.Nil || id == senderID || autoRead[id] {
continue
}
mask |= int16(1) << uint(i)
}
return mask
}
// robotRecipients returns the seated recipients (every seat but the sender) that are robots.
// A disguised robot opponent never reads chat, so a message to it is born read (its unread
// bit is never set) — it would otherwise linger unread forever, skewing the unread count and
// the publish-to-read metric.
func (svc *Service) robotRecipients(ctx context.Context, seats []uuid.UUID, senderID uuid.UUID) (map[uuid.UUID]bool, error) {
var robots map[uuid.UUID]bool
for _, id := range seats {
if id == uuid.Nil || id == senderID {
continue
}
isRobot, err := svc.accounts.IsRobot(ctx, id)
if err != nil {
return nil, err
}
if isRobot {
if robots == nil {
robots = make(map[uuid.UUID]bool)
}
robots[id] = true
}
}
return robots, nil
}
// blockedRecipients returns the seated recipients (every non-empty seat but the sender)
// that have blocked the sender. Their copy of a message or nudge is born read and is not
// delivered — the store-but-hide that keeps a block invisible to the blocked sender while
// denying the blocker any sight of what they send.
func (svc *Service) blockedRecipients(ctx context.Context, seats []uuid.UUID, senderID uuid.UUID) (map[uuid.UUID]bool, error) {
var out map[uuid.UUID]bool
for _, id := range seats {
if id == uuid.Nil || id == senderID {
continue
}
yes, err := svc.store.blockExists(ctx, id, senderID)
if err != nil {
return nil, err
}
if yes {
if out == nil {
out = make(map[uuid.UUID]bool)
}
out[id] = true
}
}
return out, nil
}
// senderBlocksEveryOpponent reports whether senderID has blocked every other seated
// player (and there is at least one). It is the blocker-side chat guard: a player whose
// only opponents are people they have blocked cannot post. In a multi-player game that
// still has a non-blocked opponent it is false, so the player can talk to the others.
func (svc *Service) senderBlocksEveryOpponent(ctx context.Context, seats []uuid.UUID, senderID uuid.UUID) (bool, error) {
opponents := 0
for _, id := range seats {
if id == uuid.Nil || id == senderID {
continue
}
opponents++
blocked, err := svc.store.blockExists(ctx, senderID, id)
if err != nil {
return false, err
}
if !blocked {
return false, nil
}
}
return opponents > 0, nil
}
// mergeSeatSets returns the union of two seat sets; either may be nil. It folds the
// born-read recipients (disguised robots and recipients who blocked the sender) into one
// mask input.
func mergeSeatSets(a, b map[uuid.UUID]bool) map[uuid.UUID]bool {
if len(b) == 0 {
return a
}
if len(a) == 0 {
return b
}
out := make(map[uuid.UUID]bool, len(a)+len(b))
for id := range a {
out[id] = true
}
for id := range b {
out[id] = true
}
return out
}
// insertChatMessage stores one chat row, seeding its unread bitmask, and returns it.
func (s *Store) insertChatMessage(ctx context.Context, gameID, senderID uuid.UUID, kind, body string, ip *string, unreadMask int16) (Message, error) {
id, err := uuid.NewV7()
if err != nil {
return Message{}, fmt.Errorf("social: new message id: %w", err)
}
var ipVal any = postgres.NULL
if ip != nil {
ipVal = postgres.String(*ip)
}
stmt := table.ChatMessages.INSERT(
table.ChatMessages.MessageID, table.ChatMessages.GameID, table.ChatMessages.SenderID,
table.ChatMessages.Kind, table.ChatMessages.Body, table.ChatMessages.SenderIP,
table.ChatMessages.UnreadSeats,
).VALUES(id, gameID, senderID, kind, body, ipVal, unreadMask).
RETURNING(table.ChatMessages.AllColumns)
var row model.ChatMessages
if err := stmt.QueryContext(ctx, s.db, &row); err != nil {
return Message{}, fmt.Errorf("social: insert chat message: %w", err)
}
return messageFromRow(row), nil
}
// listChatMessages returns a game's chat in chronological order.
func (s *Store) listChatMessages(ctx context.Context, gameID uuid.UUID) ([]Message, error) {
stmt := postgres.SELECT(table.ChatMessages.AllColumns).
FROM(table.ChatMessages).
WHERE(table.ChatMessages.GameID.EQ(postgres.UUID(gameID))).
ORDER_BY(table.ChatMessages.CreatedAt.ASC(), table.ChatMessages.MessageID.ASC())
var rows []model.ChatMessages
if err := stmt.QueryContext(ctx, s.db, &rows); err != nil {
return nil, fmt.Errorf("social: list chat: %w", err)
}
out := make([]Message, 0, len(rows))
for _, r := range rows {
out = append(out, messageFromRow(r))
}
return out, nil
}
// lastNudgeAt returns the time of senderID's most recent nudge in gameID, if any.
func (s *Store) lastNudgeAt(ctx context.Context, gameID, senderID uuid.UUID) (time.Time, bool, error) {
stmt := postgres.SELECT(table.ChatMessages.CreatedAt).
FROM(table.ChatMessages).
WHERE(
table.ChatMessages.GameID.EQ(postgres.UUID(gameID)).
AND(table.ChatMessages.SenderID.EQ(postgres.UUID(senderID))).
AND(table.ChatMessages.Kind.EQ(postgres.String(kindNudge))),
).ORDER_BY(table.ChatMessages.CreatedAt.DESC()).LIMIT(1)
var row model.ChatMessages
if err := stmt.QueryContext(ctx, s.db, &row); err != nil {
if errors.Is(err, qrm.ErrNoRows) {
return time.Time{}, false, nil
}
return time.Time{}, false, fmt.Errorf("social: last nudge: %w", err)
}
return row.CreatedAt, true, nil
}
// lastMessageAt returns the time of senderID's most recent non-nudge chat message in
// gameID, if any. The nudge cooldown resets when the player chats (or moves), so a stale
// nudge no longer blocks a new one.
func (s *Store) lastMessageAt(ctx context.Context, gameID, senderID uuid.UUID) (time.Time, bool, error) {
stmt := postgres.SELECT(table.ChatMessages.CreatedAt).
FROM(table.ChatMessages).
WHERE(
table.ChatMessages.GameID.EQ(postgres.UUID(gameID)).
AND(table.ChatMessages.SenderID.EQ(postgres.UUID(senderID))).
AND(table.ChatMessages.Kind.EQ(postgres.String(kindMessage))),
).ORDER_BY(table.ChatMessages.CreatedAt.DESC()).LIMIT(1)
var row model.ChatMessages
if err := stmt.QueryContext(ctx, s.db, &row); err != nil {
if errors.Is(err, qrm.ErrNoRows) {
return time.Time{}, false, nil
}
return time.Time{}, false, fmt.Errorf("social: last message: %w", err)
}
return row.CreatedAt, true, nil
}
// messageFromRow projects a generated row into the public Message.
func messageFromRow(r model.ChatMessages) Message {
m := Message{
ID: r.MessageID,
GameID: r.GameID,
SenderID: r.SenderID,
Kind: r.Kind,
Body: r.Body,
CreatedAt: r.CreatedAt,
}
if r.SenderIP != nil {
m.SenderIP = *r.SenderIP
}
return m
}