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Two owner-reported defects from a live contour game. A. Frequency: the robot's proactive nudge fired hourly for 12h+ (a 12h idle threshold then the 1h cooldown, uncapped). Replaced with a lengthening, randomized schedule (proactiveNudgeGap): the first nudge ~60-90 min into the human's turn, each later gap growing toward 1-6h (uniform sample in [60min, ceil], ceil ramping 90min->6h over 12h of idle, measured from the previous nudge), so a long wait gets a handful of increasingly-spaced reminders instead of a stream. B. Language: out-of-app push routed by the recipient's GLOBAL service_language (last-login-wins), so after re-logging via the RU bot an English game's nudges came from the RU bot. Now a game push (your_turn, game_over, nudge, match_found) carries the game's own language (engine.Variant.Language) on push.Event, and the gateway routes by it (falling back to service_language for non-game pushes). The New-Game variant-gating guarantees the game's bot is one the player has started, so delivery is never blocked. Tests: proactiveNudgeGap unit + retimed TestRobotProactiveNudge; TestVariantLanguage; emit your_turn/game_over language; TestNudgeRoutedByGameLanguage integration. Docs: ARCHITECTURE (§7 nudge, §10/§13 routing), FUNCTIONAL (+ _ru), PLAN tracker.
211 lines
6.8 KiB
Go
211 lines
6.8 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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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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// 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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if now.Before(rt.TurnStartedAt.Add(moveDelay(rt.Seed, rt.MoveCount))) {
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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 lengthening, randomized schedule (proactiveNudgeGap):
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// the first lands ~60-90 min into the human's turn, and each one waits longer than the last, so a
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// long idle turn gets a handful of increasingly-spaced reminders rather than an hourly stream. The
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// gap is measured from the previous nudge (or the turn start for the first). The social service
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// still enforces the once-per-game floor and rejects a nudge on the robot's own turn, so any such
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// 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 and submits it. State that
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// has moved on since the scan (a finished game, a turn that is no longer the
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// robot's) surfaces as a benign error 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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d := selectMove(cands, myScore, oppScore, playToWin(rt.Seed), 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.Dir, 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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