Files
scrabble-game/backend/internal/server/handlers.go
T
Ilia Denisov 65c194264c
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feat(vk): embed the game as a VK Mini App
Mirror the Telegram Mini App wrapper for VK: the SPA loads at a new /vk/
entry, authenticates from VK's signed launch parameters, and provisions a
'vk' platform identity — the minimum to run the game in VK test mode.

- Gateway verifies the launch signature in-process (internal/vkauth:
  HMAC-SHA256 over the sorted vk_* params under GATEWAY_VK_APP_SECRET,
  base64url) — a pure offline check, no side-service. New auth.vk op
  (gated on the secret), backendclient.VKAuth, /vk/ SPA mount.
- Backend: KindVK + ProvisionVK/vkSeed, /sessions/vk handler, identity
  kind widened to include 'vk' (migration 00005, expand-contract).
- UI: src/lib/vk.ts (VK Bridge, lazy-imported), bootVK + the /vk/ boot
  dispatch, encodeVKLogin + authVK across transport/client/mock. VK omits
  the name from the signed params, so the client reads it via
  VKWebAppGetUserInfo as an unsigned display seed.
- Deploy: /vk in the edge Caddyfile, GATEWAY_VK_APP_SECRET wired through
  compose + .env.example + CI (TEST_) + prod-deploy (PROD_).
- Admin console: surface the VK user id (link to the VK profile) next to
  the Telegram id on the user card.
- Docs: ARCHITECTURE §12/§13, FUNCTIONAL (+ _ru), gateway README; VK
  integration reference under .claude/.

Signature algorithm verified against dev.vk.com plus independent Node/Python
references and a %2C edge-case vector.
2026-06-27 11:37:31 +02:00

277 lines
12 KiB
Go

package server
import (
"errors"
"net/http"
"strings"
"github.com/gin-gonic/gin"
"github.com/google/uuid"
"go.uber.org/zap"
"scrabble/backend/internal/account"
"scrabble/backend/internal/accountmerge"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/feedback"
"scrabble/backend/internal/game"
"scrabble/backend/internal/lobby"
"scrabble/backend/internal/session"
"scrabble/backend/internal/social"
)
// registerRoutes wires the REST handlers onto the /api/v1 groups. The
// internal group is gateway-only (the gateway authenticates and forwards); the
// user group requires X-User-ID; the admin group is reached through the gateway's
// Basic-Auth proxy.
func (s *Server) registerRoutes() {
if s.sessions != nil && s.accounts != nil {
in := s.internal
in.POST("/sessions/telegram", s.handleTelegramAuth)
in.POST("/sessions/vk", s.handleVKAuth)
in.POST("/sessions/guest", s.handleGuestAuth)
in.POST("/sessions/email/request", s.handleEmailRequest)
in.POST("/sessions/email/login", s.handleEmailLogin)
in.POST("/sessions/resolve", s.handleResolveSession)
in.POST("/sessions/revoke", s.handleRevokeSession)
// Out-of-app push routing for the platform side-service: the
// gateway resolves a recipient's Telegram chat + language + in-app-only flag
// before delivering an out-of-app notification.
in.POST("/push-target", s.handlePushTarget)
}
if s.accounts != nil {
// Moderated-chat write eligibility for the Telegram bot: resolve a Telegram
// identity (the bot's join-time query) or an account id (a chat-access-changed
// event) to whether the user may write in the discussion chat. It needs only the
// account store, not the session service, so it registers independently.
s.internal.POST("/chat-access", s.handleChatAccess)
}
if s.ratewatch != nil {
// The gateway's periodic rate-limiter rejection summary: feeds the
// admin console's throttled view and the high-rate auto-flag.
s.internal.POST("/ratelimit/report", s.handleRateLimitReport)
}
if s.banview != nil {
// The gateway's periodic active-ban sync: feeds the admin console's
// active-bans panel and returns the operator's pending unbans.
s.internal.POST("/bans/sync", s.handleBanSync)
}
u := s.user
if s.accounts != nil {
u.GET("/profile", s.handleProfile)
u.PUT("/profile", s.handleUpdateProfile)
u.GET("/stats", s.handleStats)
// Exempt from the suspension gate (see requireNotSuspended): the one endpoint a blocked
// client may still reach, to fetch the block's expiry and reason for the blocked screen.
u.GET("/block-status", s.handleBlockStatus)
}
if s.links != nil {
// Account linking & merge. The request step always mails a code;
// a required merge is revealed only after the code is verified, and the
// irreversible merge is an explicit second step.
u.POST("/link/email/request", s.handleLinkEmailRequest)
u.POST("/link/email/confirm", s.handleLinkEmailConfirm)
u.POST("/link/email/merge", s.handleLinkEmailMerge)
u.POST("/link/telegram", s.handleLinkTelegram)
u.POST("/link/telegram/merge", s.handleLinkTelegramMerge)
}
if s.games != nil {
u.GET("/games", s.handleListGames)
u.POST("/games/:id/play", s.handleSubmitPlay)
u.GET("/games/:id/state", s.handleGameState)
u.POST("/games/:id/pass", s.handlePass)
u.POST("/games/:id/exchange", s.handleExchange)
u.POST("/games/:id/resign", s.handleResign)
u.POST("/games/:id/hint", s.handleHint)
u.POST("/games/:id/evaluate", s.handleEvaluate)
u.GET("/games/:id/check_word", s.handleCheckWord)
u.POST("/games/:id/complaint", s.handleComplaint)
u.GET("/games/:id/history", s.handleHistory)
u.GET("/games/:id/gcg", s.handleExportGCG)
u.GET("/games/:id/draft", s.handleGetDraft)
u.PUT("/games/:id/draft", s.handleSaveDraft)
u.POST("/games/:id/hide", s.handleHideGame)
}
if s.feedback != nil {
u.POST("/feedback", s.handleFeedbackSubmit)
u.GET("/feedback", s.handleFeedbackState)
u.GET("/feedback/unread", s.handleFeedbackUnread)
}
if s.matchmaker != nil {
u.POST("/lobby/enqueue", s.handleEnqueue)
}
if s.invitations != nil {
u.GET("/invitations", s.handleListInvitations)
u.POST("/invitations", s.handleCreateInvitation)
u.POST("/invitations/:id/accept", s.handleAcceptInvitation)
u.POST("/invitations/:id/decline", s.handleDeclineInvitation)
u.DELETE("/invitations/:id", s.handleCancelInvitation)
}
if s.social != nil {
u.POST("/games/:id/chat", s.handleChatPost)
u.GET("/games/:id/chat", s.handleChatList)
u.POST("/games/:id/chat/read", s.handleChatRead)
u.POST("/games/:id/nudge", s.handleNudge)
u.GET("/friends", s.handleListFriends)
u.GET("/friends/incoming", s.handleIncomingRequests)
u.GET("/friends/outgoing", s.handleOutgoingRequests)
u.POST("/friends/request", s.handleFriendRequest)
u.POST("/friends/respond", s.handleFriendRespond)
u.POST("/friends/cancel", s.handleFriendCancel)
u.DELETE("/friends/:id", s.handleUnfriend)
u.POST("/friends/code", s.handleIssueFriendCode)
u.POST("/friends/code/redeem", s.handleRedeemFriendCode)
u.GET("/blocks", s.handleListBlocks)
u.POST("/blocks", s.handleBlock)
u.DELETE("/blocks/:id", s.handleUnblock)
}
}
// userID returns the authenticated account id stored by RequireUserID. The user
// group always runs that middleware, so absence is a programming error.
func userID(c *gin.Context) (uuid.UUID, bool) {
return UserIDFromContext(c.Request.Context())
}
// gameIDParam parses the :id path parameter as a game UUID.
func gameIDParam(c *gin.Context) (uuid.UUID, bool) {
id, err := uuid.Parse(c.Param("id"))
if err != nil {
return uuid.UUID{}, false
}
return id, true
}
// clientIP returns the originating client IP the gateway forwarded in
// X-Forwarded-For (the first hop), falling back to the direct peer.
func clientIP(c *gin.Context) string {
if xff := c.GetHeader("X-Forwarded-For"); xff != "" {
first, _, _ := strings.Cut(xff, ",")
return strings.TrimSpace(first)
}
return c.ClientIP()
}
// abortBadRequest rejects a malformed request body or parameter.
func abortBadRequest(c *gin.Context, msg string) {
c.AbortWithStatusJSON(http.StatusBadRequest, errorResponse{Error: errorBody{Code: "bad_request", Message: msg}})
}
// abortErr maps a domain error to its HTTP status and a stable code. Server-side
// (5xx) errors are logged with the real cause and reported generically.
func (s *Server) abortErr(c *gin.Context, err error) {
status, code := statusForError(err)
msg := err.Error()
if status >= http.StatusInternalServerError {
s.log.Error("request failed", zap.String("path", c.FullPath()), zap.Error(err))
msg = "internal error"
}
c.AbortWithStatusJSON(status, errorResponse{Error: errorBody{Code: code, Message: msg}})
}
// statusForError maps a known domain sentinel to an HTTP status and code,
// defaulting to 500/internal for anything unrecognised.
func statusForError(err error) (int, string) {
switch {
case errors.Is(err, game.ErrNotFound), errors.Is(err, account.ErrNotFound):
return http.StatusNotFound, "not_found"
case errors.Is(err, game.ErrNotAPlayer), errors.Is(err, social.ErrNotParticipant):
return http.StatusForbidden, "not_a_player"
case errors.Is(err, game.ErrNotYourTurn):
return http.StatusConflict, "not_your_turn"
case errors.Is(err, social.ErrNudgeOnOwnTurn):
return http.StatusConflict, "nudge_own_turn"
case errors.Is(err, game.ErrFinished), errors.Is(err, social.ErrGameNotActive):
return http.StatusConflict, "game_finished"
case errors.Is(err, social.ErrGameVsAI):
return http.StatusConflict, "ai_game"
case errors.Is(err, game.ErrNoOpponentYet):
return http.StatusConflict, "no_opponent_yet"
case errors.Is(err, game.ErrGameActive):
return http.StatusConflict, "game_active"
case errors.Is(err, game.ErrGameLimitReached):
return http.StatusConflict, "game_limit_reached"
case errors.Is(err, account.ErrInvalidProfile):
return http.StatusBadRequest, "invalid_profile"
case errors.Is(err, account.ErrAlreadyConfirmed):
return http.StatusConflict, "already_confirmed"
case errors.Is(err, lobby.ErrInvalidInvitation):
return http.StatusBadRequest, "invalid_invitation"
case errors.Is(err, lobby.ErrInvitationBlocked):
return http.StatusForbidden, "invitation_blocked"
case errors.Is(err, lobby.ErrInvitationNotFound):
return http.StatusNotFound, "invitation_not_found"
case errors.Is(err, lobby.ErrInvitationNotPending):
return http.StatusConflict, "invitation_not_pending"
case errors.Is(err, lobby.ErrInvitationExpired):
return http.StatusConflict, "invitation_expired"
case errors.Is(err, lobby.ErrNotInvited):
return http.StatusForbidden, "not_invited"
case errors.Is(err, lobby.ErrAlreadyResponded):
return http.StatusConflict, "already_responded"
case errors.Is(err, lobby.ErrNotInviter):
return http.StatusForbidden, "not_inviter"
case errors.Is(err, game.ErrInvalidConfig):
return http.StatusBadRequest, "invalid_config"
case errors.Is(err, game.ErrNoHintAvailable):
// No legal move for the rack — distinct from a budget/disabled hint so the UI
// can say "no options" (and the service spends nothing in this case).
return http.StatusConflict, "no_hint_available"
case errors.Is(err, game.ErrHintsDisabled), errors.Is(err, game.ErrNoHintsLeft):
return http.StatusConflict, "hint_unavailable"
case errors.Is(err, engine.ErrIllegalPlay), errors.Is(err, engine.ErrTilesNotOnRack), errors.Is(err, engine.ErrGameOver):
return http.StatusUnprocessableEntity, "illegal_play"
case errors.Is(err, account.ErrEmailTaken), errors.Is(err, account.ErrIdentityTaken):
return http.StatusConflict, "email_taken"
case errors.Is(err, accountmerge.ErrActiveGameConflict):
return http.StatusConflict, "merge_active_game_conflict"
case errors.Is(err, account.ErrInvalidEmail):
return http.StatusBadRequest, "invalid_email"
case errors.Is(err, account.ErrCodeMismatch), errors.Is(err, account.ErrCodeExpired),
errors.Is(err, account.ErrNoPendingCode), errors.Is(err, account.ErrTooManyAttempts):
return http.StatusUnauthorized, "code_invalid"
case errors.Is(err, session.ErrNotFound):
return http.StatusUnauthorized, "session_invalid"
case errors.Is(err, social.ErrChatBlocked), errors.Is(err, social.ErrMessageTooLong),
errors.Is(err, social.ErrEmptyMessage), errors.Is(err, social.ErrForbiddenContent):
return http.StatusUnprocessableEntity, "chat_rejected"
case errors.Is(err, social.ErrNudgeTooSoon):
// A too-frequent nudge is a distinct, non-content rejection — the UI must say
// "don't rush the player so often", not the chat content-rejection message.
return http.StatusConflict, "nudge_too_soon"
case errors.Is(err, social.ErrChatNotYourTurn):
return http.StatusConflict, "chat_not_your_turn"
case errors.Is(err, social.ErrChatAlreadySentThisTurn):
return http.StatusConflict, "chat_already_sent"
case errors.Is(err, social.ErrSelfRelation):
return http.StatusBadRequest, "self_relation"
case errors.Is(err, social.ErrRequestExists):
return http.StatusConflict, "request_exists"
case errors.Is(err, social.ErrRequestBlocked):
return http.StatusForbidden, "request_blocked"
case errors.Is(err, social.ErrRequestNotFound):
return http.StatusNotFound, "request_not_found"
case errors.Is(err, social.ErrNoSharedGame):
return http.StatusForbidden, "no_shared_game"
case errors.Is(err, social.ErrRequestDeclined):
return http.StatusConflict, "request_declined"
case errors.Is(err, social.ErrFriendCodeInvalid):
return http.StatusUnprocessableEntity, "friend_code_invalid"
case errors.Is(err, feedback.ErrGuestForbidden):
return http.StatusForbidden, "feedback_guest_forbidden"
case errors.Is(err, feedback.ErrBanned):
return http.StatusForbidden, "feedback_banned"
case errors.Is(err, feedback.ErrPendingReview):
return http.StatusConflict, "feedback_pending"
case errors.Is(err, feedback.ErrEmptyMessage):
return http.StatusUnprocessableEntity, "feedback_empty"
case errors.Is(err, feedback.ErrMessageTooLong):
return http.StatusUnprocessableEntity, "feedback_too_long"
case errors.Is(err, feedback.ErrAttachmentTooLarge):
return http.StatusUnprocessableEntity, "feedback_attachment_too_large"
case errors.Is(err, feedback.ErrAttachmentType):
return http.StatusUnprocessableEntity, "feedback_attachment_type"
default:
return http.StatusInternalServerError, "internal"
}
}