c127bc9f0e
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is secretly a pooled robot now records the request per (game, seat) in a new robot_friend_requests table -- never against the shared robot account -- mirroring the robot_blocks pattern. The shared account stays out of friendships, the "requested" state is pinned to the seat (not leaked across the player's other games), the robot ignores it, and a background reaper drops the row 7 days after its game finishes. The outgoing-requests list carries these per-game rows so the seat control stays disabled across reloads. No withdraw UI, per owner decision. Cosmetics: - Lobby: an in-progress game tints the viewer's own score number green when leading or tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order, matching the over-the-board scoreboard. - Stats: the per-variant best move is laid out on two lines -- the variant label, then the score (right-aligned in its column) and the word tiles (left-aligned) below it. - Dark theme: the played-tile background is a touch darker so a player-placed tile reads with more contrast (light theme unchanged). Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the same change.
176 lines
6.9 KiB
Go
176 lines
6.9 KiB
Go
package social
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import (
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"context"
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"fmt"
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"slices"
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"time"
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"github.com/google/uuid"
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"go.uber.org/zap"
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)
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// robotFriendRequestTTL is how long a per-game disguised-robot friend request is kept
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// after its game has finished before the reaper deletes it. It is a sibling of
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// friendRequestTTL; the request is housekeeping for the in-game "request sent" state,
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// so it is purged once the finished game is well past its lobby lifetime.
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const robotFriendRequestTTL = 7 * 24 * time.Hour
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// robotFriendRequestReapInterval is how often the reaper sweeps expired rows.
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const robotFriendRequestReapInterval = time.Hour
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// RobotFriendRequest is one per-game friend request to a disguised-robot opponent: the
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// row id, the game name the player saw, and the game + seat it was sent in (so the
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// in-game scoreboard can re-mark that seat as already requested).
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type RobotFriendRequest struct {
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ID uuid.UUID
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DisplayName string
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GameID uuid.UUID
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Seat int
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}
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// RequestInGame sends a friend request to addresseeID for requesterID from within gameID.
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// A human is requested normally (the friendships table, via SendFriendRequest). A
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// disguised-robot opponent is instead recorded per-game in robot_friend_requests — never
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// the shared robot account — so the matchmaker keeps robots free, the same robot stays
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// un-requested in the requester's other games (under its other names), and the in-game
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// "request sent" state is pinned to this seat rather than the shared account. The robot
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// ignores the request (it never becomes a friendship); the reaper deletes the row once
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// the game is long finished. It is the entry point for the in-game add-friend control;
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// the friend-code path goes elsewhere.
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func (svc *Service) RequestInGame(ctx context.Context, requesterID, addresseeID, gameID uuid.UUID) error {
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if requesterID == addresseeID {
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return ErrSelfRelation
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}
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isRobot, err := svc.accounts.IsRobot(ctx, addresseeID)
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if err != nil {
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return err
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}
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if !isRobot {
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return svc.SendFriendRequest(ctx, requesterID, addresseeID)
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}
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if gameID == uuid.Nil {
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return ErrNotParticipant
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}
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seats, _, _, err := svc.games.Participants(ctx, gameID)
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if err != nil {
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return err
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}
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seat := slices.Index(seats, addresseeID)
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if seat < 0 {
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return ErrNotParticipant
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}
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name, _ := svc.games.SeatName(ctx, gameID, addresseeID)
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return svc.store.insertRobotFriendRequest(ctx, requesterID, gameID, seat, addresseeID, name)
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}
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// ListRobotFriendRequests returns requesterID's per-game disguised-robot friend
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// requests, newest first.
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func (svc *Service) ListRobotFriendRequests(ctx context.Context, requesterID uuid.UUID) ([]RobotFriendRequest, error) {
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return svc.store.listRobotFriendRequests(ctx, requesterID)
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}
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// insertRobotFriendRequest records a per-game robot friend request; a duplicate (same
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// requester, game, seat) is ignored.
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func (s *Store) insertRobotFriendRequest(ctx context.Context, requester, gameID uuid.UUID, seat int, robotID uuid.UUID, name string) error {
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id, err := uuid.NewV7()
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if err != nil {
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return fmt.Errorf("social: new robot friend request id: %w", err)
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}
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const q = `INSERT INTO backend.robot_friend_requests (id, requester_id, game_id, seat, robot_id, display_name)
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VALUES ($1, $2, $3, $4, $5, $6)
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ON CONFLICT (requester_id, game_id, seat) DO NOTHING`
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if _, err := s.db.ExecContext(ctx, q, id, requester, gameID, int16(seat), robotID, name); err != nil {
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return fmt.Errorf("social: insert robot friend request: %w", err)
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}
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return nil
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}
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// listRobotFriendRequests returns requester's robot friend requests, newest first.
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func (s *Store) listRobotFriendRequests(ctx context.Context, requester uuid.UUID) ([]RobotFriendRequest, error) {
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const q = `SELECT id, display_name, game_id, seat FROM backend.robot_friend_requests
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WHERE requester_id = $1 ORDER BY created_at DESC`
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rows, err := s.db.QueryContext(ctx, q, requester)
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if err != nil {
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return nil, fmt.Errorf("social: list robot friend requests: %w", err)
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}
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defer rows.Close()
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var out []RobotFriendRequest
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for rows.Next() {
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var r RobotFriendRequest
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var seat int16
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if err := rows.Scan(&r.ID, &r.DisplayName, &r.GameID, &seat); err != nil {
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return nil, fmt.Errorf("social: scan robot friend request: %w", err)
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}
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r.Seat = int(seat)
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out = append(out, r)
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}
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return out, rows.Err()
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}
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// ReapExpiredRobotFriendRequests deletes every per-game robot friend request whose game has
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// been finished for longer than robotFriendRequestTTL, reporting how many rows were removed.
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// Rows for active (not-yet-finished) games are kept so the in-game "request sent" state
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// survives. It backs the RobotFriendRequestReaper and is directly callable in tests.
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func (svc *Service) ReapExpiredRobotFriendRequests(ctx context.Context) (int64, error) {
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return svc.store.deleteExpiredRobotFriendRequests(ctx, svc.now().Add(-robotFriendRequestTTL))
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}
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// deleteExpiredRobotFriendRequests removes robot friend requests whose game has been
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// finished since before cutoff, reporting how many rows were deleted.
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func (s *Store) deleteExpiredRobotFriendRequests(ctx context.Context, cutoff time.Time) (int64, error) {
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const q = `DELETE FROM backend.robot_friend_requests r
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USING backend.games g
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WHERE r.game_id = g.game_id AND g.status = 'finished' AND g.finished_at < $1`
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res, err := s.db.ExecContext(ctx, q, cutoff)
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if err != nil {
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return 0, fmt.Errorf("social: delete expired robot friend requests: %w", err)
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}
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n, err := res.RowsAffected()
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if err != nil {
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return 0, fmt.Errorf("social: delete expired robot friend requests rows: %w", err)
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}
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return n, nil
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}
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// RobotFriendRequestReaper periodically reaps expired per-game disguised-robot friend
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// requests via Service.ReapExpiredRobotFriendRequests. It mirrors the account.GuestReaper:
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// one background goroutine, started once from main.
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type RobotFriendRequestReaper struct {
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svc *Service
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log *zap.Logger
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}
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// NewRobotFriendRequestReaper constructs a reaper over svc. log may be nil.
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func NewRobotFriendRequestReaper(svc *Service, log *zap.Logger) *RobotFriendRequestReaper {
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if log == nil {
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log = zap.NewNop()
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}
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return &RobotFriendRequestReaper{svc: svc, log: log}
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}
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// Interval is the reaper's sweep cadence, for the startup log line.
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func (r *RobotFriendRequestReaper) Interval() time.Duration { return robotFriendRequestReapInterval }
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// Retention is the reaper's post-finish retention window, for the startup log line.
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func (r *RobotFriendRequestReaper) Retention() time.Duration { return robotFriendRequestTTL }
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// Run reaps expired robot friend requests on each tick until ctx is cancelled.
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func (r *RobotFriendRequestReaper) Run(ctx context.Context) {
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ticker := time.NewTicker(robotFriendRequestReapInterval)
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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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n, err := r.svc.ReapExpiredRobotFriendRequests(ctx)
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if err != nil {
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r.log.Warn("robot friend request reap failed", zap.Error(err))
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} else if n > 0 {
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r.log.Info("reaped expired robot friend requests", zap.Int64("count", n))
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}
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}
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}
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}
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