408da3f201
New public ingress and the first network edge. Framework + a vertical slice of operations end-to-end; remaining ops reuse the same transcode pattern in Stage 7. Contracts (new module scrabble/pkg): - push.proto (backend->gateway gRPC server-stream) + scrabble.fbs (FlatBuffers edge payloads), committed generated Go; buf/flatc Makefiles (dev-time codegen). Backend: - REST handlers on the /api/v1 groups: internal session endpoints (telegram/guest/email login -> mint, resolve, revoke) and the user slice (profile, submit_play, state, lobby enqueue/poll, chat). - internal/notify in-process Publisher hub + internal/pushgrpc gRPC server (BACKEND_GRPC_ADDR) streaming your_turn/opponent_moved/chat/nudge/match_found; emission in game.commit, social, matchmaker. - migration 00005 accounts.is_guest; guests are durable rows excluded from stats; ProvisionGuest; email-as-login (RequestLoginCode/LoginWithCode). Gateway (new module scrabble/gateway): - Connect Gateway service over h2c (Execute + Subscribe), FlatBuffers<->JSON transcode registry, Telegram initData HMAC validator (seam), session cache, token-bucket rate limiter (3 classes), push fan-out hub, backend REST + push gRPC client, admin Basic-Auth reverse proxy. go.work: use ./pkg, ./gateway + replace scrabble/pkg. CI: gateway/**, pkg/** path filters; unit build/vet/test span all three modules. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, READMEs) updated; gateway/pkg unit tests + guest/email-login integration tests.
169 lines
4.0 KiB
Go
169 lines
4.0 KiB
Go
package server
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import (
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"net/http"
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"github.com/gin-gonic/gin"
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"scrabble/backend/internal/engine"
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)
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// The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The
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// backend treats that header as the sole identity input.
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// handleProfile returns the authenticated account's own profile.
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func (s *Server) handleProfile(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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acc, err := s.accounts.GetByID(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, profileResponseFor(acc))
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}
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// submitPlayRequest places tiles in a direction on the player's turn.
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type submitPlayRequest struct {
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Dir string `json:"dir"`
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Tiles []struct {
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Row int `json:"row"`
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Col int `json:"col"`
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Letter string `json:"letter"`
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Blank bool `json:"blank"`
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} `json:"tiles"`
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}
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// handleSubmitPlay validates, scores and commits a placement.
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func (s *Server) handleSubmitPlay(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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var req submitPlayRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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dir, ok := parseDirection(req.Dir)
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if !ok {
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abortBadRequest(c, "dir must be H or V")
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return
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}
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tiles := make([]engine.TileRecord, 0, len(req.Tiles))
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for _, t := range req.Tiles {
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tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank})
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}
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res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, dir, tiles)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, moveResultDTOFrom(res))
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}
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// handleGameState returns the player's view of a game.
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func (s *Server) handleGameState(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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view, err := s.games.GameState(c.Request.Context(), gameID, uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, stateDTOFrom(view))
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}
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// enqueueRequest joins the per-variant auto-match pool.
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type enqueueRequest struct {
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Variant string `json:"variant"`
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}
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// handleEnqueue joins the auto-match pool for a variant.
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func (s *Server) handleEnqueue(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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var req enqueueRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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variant, err := engine.ParseVariant(req.Variant)
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if err != nil {
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abortBadRequest(c, "unknown variant")
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return
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}
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res, err := s.matchmaker.Enqueue(c.Request.Context(), uid, variant)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, matchDTOFrom(res))
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}
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// handlePoll reports whether the caller has been paired since queueing.
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func (s *Server) handlePoll(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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res, err := s.matchmaker.Poll(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, matchDTOFrom(res))
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}
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// chatPostRequest posts a per-game chat message.
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type chatPostRequest struct {
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Body string `json:"body"`
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}
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// handleChatPost stores a chat message from the authenticated player. The sender
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// IP is taken from the gateway-forwarded X-Forwarded-For header.
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func (s *Server) handleChatPost(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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var req chatPostRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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msg, err := s.social.PostMessage(c.Request.Context(), gameID, uid, req.Body, clientIP(c))
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, chatDTOFrom(msg))
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}
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