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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.
144 lines
7.7 KiB
Go
144 lines
7.7 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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"go.opentelemetry.io/otel"
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"go.opentelemetry.io/otel/trace"
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/notify"
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)
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// tracerName scopes the social domain's OpenTelemetry spans.
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const tracerName = "scrabble/backend/social"
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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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// SeatName is the display name of the account seated in the game (its per-game snapshot,
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// falling back to the account's current name), or "" when it holds no seat; it names a
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// nudge's sender in the toast and the out-of-app push by the same identity the game uses.
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SeatName(ctx context.Context, gameID, accountID uuid.UUID) (string, 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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// LastMoveAt is the time of an account's most recent move in a game (and whether it
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// has moved); the nudge cooldown resets once the player has taken a turn.
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LastMoveAt(ctx context.Context, gameID, accountID uuid.UUID) (time.Time, bool, error)
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// TurnStartedAt is the start time of the game's current turn; it bounds the
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// one-chat-message-per-turn limit (a message counts toward the current turn when it
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// was posted at or after this time).
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TurnStartedAt(ctx context.Context, gameID uuid.UUID) (time.Time, error)
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// GameLanguage is the game's language tag ("en"/"ru"), so a nudge's out-of-app push routes
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// to the game's bot rather than the recipient's last-login bot.
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GameLanguage(ctx context.Context, gameID uuid.UUID) (string, error)
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// VsAI reports whether the game is an honest-AI game, in which chat and nudge are
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// both disabled (the game still reports status 'active').
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VsAI(ctx context.Context, gameID 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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// ErrMessageNotFound is returned when an admin message lookup finds no such message.
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ErrMessageNotFound = errors.New("social: message not found")
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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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// ErrRecipientBlocked is returned when a player tries to chat to, or nudge, someone
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// they have blocked — the blocker-side guard behind the hidden composer (a blocked
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// player's own sends are never refused, only silently suppressed, so they never notice).
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ErrRecipientBlocked = errors.New("social: cannot message a blocked player")
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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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// ErrGameVsAI is returned when chat or nudge is attempted in an honest-AI game,
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// where both are disabled (the UI also disables the controls).
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ErrGameVsAI = errors.New("social: chat and nudge are disabled in AI games")
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// ErrChatNotYourTurn is returned when a chat message is sent while it is not the
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// sender's turn — chat is allowed only on your own turn (the opponent's-turn control
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// is the nudge).
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ErrChatNotYourTurn = errors.New("social: cannot chat while it is not your turn")
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// ErrChatAlreadySentThisTurn is returned when the sender has already posted a chat
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// message during the current turn — at most one message is allowed per turn.
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ErrChatAlreadySentThisTurn = errors.New("social: already sent a chat message this turn")
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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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metrics *socialMetrics
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tracer trace.Tracer
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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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metrics: defaultSocialMetrics(),
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tracer: otel.Tracer(tracerName),
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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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