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scrabble-game/backend/internal/social/social.go
T
Ilia Denisov aa765a0c06
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feat: honest AI opponent in quick game
New Game's quick game gains an explicit opponent selector — 🤖 AI (default)
or 👤 Random player. AI starts a game seated with a pooled robot that joins
and moves at once: no per-move timeout (a 7-day inactivity loss reusing the
turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown
as 🤖 everywhere. The random path (disguised robot) is unchanged.

Driven by one game flag (games.vs_ai), set only on AI-started games so the
disguised path is never revealed; Matchmaker.StartVsAI seats the robot
directly (no open pool); the robot replies event-driven via the game service's
after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView.
2026-06-15 20:14:24 +02:00

127 lines
6.7 KiB
Go

// Package social owns the player-facing social fabric around games: the friend
// graph (request/accept), per-user blocks, and per-game chat with nudges folded
// in as a message kind. It owns the friendships, blocks and chat_messages tables,
// reads the account-level block toggles through account.Store, and gates chat and
// nudge on game state through a GameReader so it never imports the engine. The
// live delivery of chat and nudges (push / in-app stream) belongs to the gateway
// in a later stage; this package only persists and reads them.
package social
import (
"context"
"errors"
"time"
"github.com/google/uuid"
"scrabble/backend/internal/account"
"scrabble/backend/internal/notify"
)
// GameReader is the slice of the game domain the social package needs: the seated
// accounts in seat order, the seat index whose turn it is, and the game status, plus
// a shared-game test. game.Service satisfies it, so chat, nudge and the
// befriend-an-opponent gate work without a dependency on the engine or the game's
// private state.
type GameReader interface {
Participants(ctx context.Context, gameID uuid.UUID) (seats []uuid.UUID, toMove int, status string, err error)
// SharedGame reports whether two accounts are seated together in any game
// (active or finished); it gates the "befriend an opponent" request path.
SharedGame(ctx context.Context, a, b uuid.UUID) (bool, error)
// LastMoveAt is the time of an account's most recent move in a game (and whether it
// has moved); the nudge cooldown resets once the player has taken a turn.
LastMoveAt(ctx context.Context, gameID, accountID uuid.UUID) (time.Time, bool, error)
// TurnStartedAt is the start time of the game's current turn; it bounds the
// one-chat-message-per-turn limit (a message counts toward the current turn when it
// was posted at or after this time).
TurnStartedAt(ctx context.Context, gameID uuid.UUID) (time.Time, error)
// GameLanguage is the game's language tag ("en"/"ru"), so a nudge's out-of-app push routes
// to the game's bot rather than the recipient's last-login bot.
GameLanguage(ctx context.Context, gameID uuid.UUID) (string, error)
// VsAI reports whether the game is an honest-AI game, in which chat and nudge are
// both disabled (the game still reports status 'active').
VsAI(ctx context.Context, gameID uuid.UUID) (bool, error)
}
// Sentinel errors returned by the service.
var (
// ErrSelfRelation is returned when an account targets itself.
ErrSelfRelation = errors.New("social: cannot target yourself")
// ErrRequestExists is returned when a friend request or friendship already
// exists between the two accounts (in either direction).
ErrRequestExists = errors.New("social: a friend request or friendship already exists")
// ErrRequestBlocked is returned when the addressee does not accept friend
// requests (their global toggle) or a block stands between the two accounts.
ErrRequestBlocked = errors.New("social: the addressee is not accepting friend requests")
// ErrRequestNotFound is returned when no pending friend request matches.
ErrRequestNotFound = errors.New("social: no pending friend request")
// ErrNoSharedGame is returned when a friend request targets someone the
// requester has never shared a game with (the befriend-an-opponent gate).
ErrNoSharedGame = errors.New("social: you can only request someone you have played with")
// ErrRequestDeclined is returned when the addressee has previously declined a
// request from this requester; a re-send is refused (a one-time friend code
// from the addressee bypasses this).
ErrRequestDeclined = errors.New("social: this person has declined your friend request")
// ErrFriendCodeInvalid is returned when a redeemed friend code is unknown,
// already used, or expired.
ErrFriendCodeInvalid = errors.New("social: friend code is invalid or expired")
// ErrNotParticipant is returned when an account is not seated in the game.
ErrNotParticipant = errors.New("social: account is not a player in this game")
// ErrChatBlocked is returned when the sender has disabled chat for themselves.
ErrChatBlocked = errors.New("social: chat is disabled for this account")
// ErrMessageTooLong is returned when a chat message exceeds the rune limit.
ErrMessageTooLong = errors.New("social: message exceeds the length limit")
// ErrEmptyMessage is returned when a chat message is blank after trimming.
ErrEmptyMessage = errors.New("social: message is empty")
// ErrNudgeOnOwnTurn is returned when a player tries to nudge while it is their
// own turn (there is no awaited opponent to nudge).
ErrNudgeOnOwnTurn = errors.New("social: cannot nudge while it is your turn")
// ErrNudgeTooSoon is returned when the per-game once-per-hour nudge limit is hit.
ErrNudgeTooSoon = errors.New("social: a nudge was already sent in the last hour")
// ErrGameNotActive is returned when a nudge is attempted on a finished game.
ErrGameNotActive = errors.New("social: game is not active")
// ErrGameVsAI is returned when chat or nudge is attempted in an honest-AI game,
// where both are disabled (the UI also disables the controls).
ErrGameVsAI = errors.New("social: chat and nudge are disabled in AI games")
// ErrChatNotYourTurn is returned when a chat message is sent while it is not the
// sender's turn — chat is allowed only on your own turn (the opponent's-turn control
// is the nudge).
ErrChatNotYourTurn = errors.New("social: cannot chat while it is not your turn")
// ErrChatAlreadySentThisTurn is returned when the sender has already posted a chat
// message during the current turn — at most one message is allowed per turn.
ErrChatAlreadySentThisTurn = errors.New("social: already sent a chat message this turn")
)
// Service is the social domain. It is the only writer of the friendships, blocks
// and chat_messages tables and is safe for concurrent use.
type Service struct {
store *Store
accounts *account.Store
games GameReader
pub notify.Publisher
metrics *socialMetrics
now func() time.Time
}
// NewService constructs a Service. store owns the social tables; accounts supplies
// the block toggles; games gates chat and nudge on game state.
func NewService(store *Store, accounts *account.Store, games GameReader) *Service {
return &Service{
store: store,
accounts: accounts,
games: games,
pub: notify.Nop{},
metrics: defaultSocialMetrics(),
now: func() time.Time { return time.Now().UTC() },
}
}
// SetNotifier installs the live-event publisher used to push chat messages and
// nudges to their recipients. It must be called during startup wiring, before
// the service serves traffic; the default is notify.Nop (no live events).
func (svc *Service) SetNotifier(p notify.Publisher) {
if p != nil {
svc.pub = p
}
}