751e74b14f
internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.
Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.
Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.
Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
21 lines
1.2 KiB
Go
21 lines
1.2 KiB
Go
// Package game is the backend's game domain. It drives the in-process
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// scrabble-solver engine (internal/engine) over a single match and owns
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// everything the engine deliberately does not: persistence, scheduling and the
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// player-facing operations.
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//
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// Active games are event-sourced. Durably, a game is its games row plus an
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// append-only, dictionary-independent move journal (game_moves); the live
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// position is an engine.Game kept warm in an in-memory cache and rebuilt by
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// replaying the journal on a cache miss, which the engine's seeded bag makes
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// exact (docs/ARCHITECTURE.md §9). Each game is serialised by a per-game lock,
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// since engine.Game is not safe for concurrent use; on a persistence failure the
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// live game is evicted so the next access rebuilds from the journal.
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//
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// The Service exposes create, the play/pass/exchange/resign transitions with
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// validate-at-submit scoring, the one-per-game-plus-wallet hint, the unlimited
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// word-check tool with complaint capture, per-player game state, history and GCG
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// export, and the per-game turn-timeout sweeper that auto-resigns an overdue
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// player (honouring their daily away window). The HTTP surface that fronts these
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// operations is added with the gateway in a later stage.
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package game
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